Shader Properties
纹理
Load the source texture (bitmap or shader) you want to weather here. The most effective types of images are those that have definitive edge contrast. Otherwise the effect may end up being far too subtle (which can, however, also be the desired effect in some cases).
载入源纹理(位图或着色器)你想天气在这里。最有效的图像类型是那些具有明确的边缘对比。否则,效果可能会变得过于微妙(然而,在某些情况下,这也可能是期望的效果)。
方向
Use this setting to define the direction of flow of the water. This is the direction in which the colors will be blurred. For vertical walls, this is usually the value -U (down). U and V refer to the UV coordinates ,up’ and ,down’ on the textures Y axis.
使用此设置来确定水流的方向。这就是颜色模糊的方向。对于垂直墙壁,这通常是值 -u (向下)。U 和 v 指的是纹理 y 轴上的 UV 坐标,分别为向上和向下。
强度[0.5000% ]
A brief explanation of how the Weathering shader works:
简要说明风化着色器的工作原理:
For each piece of color information gathered from the texture by the algorithm, additional color information in the direction defined by the Direction setting will be gathered (sampled) and combined in conjunction with the Weighting setting. Intensity on the other hand defines the length over which the additional color information should be gathered. The smaller the value, the less the texture will be blurred. A value of 0% will disable the shader.
对于通过算法从纹理中收集的每一块颜色信息,在方向设置中定义的方向上的额外颜色信息将被收集(采样)并结合权重设置。另一方面,亮度定义了应该收集的附加颜色信息的长度。值越小,纹理越不模糊。值为0% 将禁用着色器。
Note that the Smoothness will have to be adjusted depending on the texture used and the Intensity defined. In the example above, the Smoothness value had to be increased quite a bit because of the source image’s high contrast levels.
请注意,平滑度将根据使用的纹理和定义的强度进行调整。在上面的例子中,由于源图像的高对比度,平滑度值不得不增加很多。
平滑[4. . 1024]
This value defines the amount of color information (see Intensity). The larger the value, the more subtle the blurring effect will be (but the render times will increase accordingly). However, very low values can also produce very interesting structured effects for most textures (not like the black-and-white texture the Intensity example but for more complex textures)!
这个值定义了颜色信息的数量(参见亮度)。值越大,模糊效果就越微妙(但渲染时间也会相应增加)。然而,非常低的值也可以为大多数纹理产生非常有趣的结构化效果(不像亮度的例子中的黑白纹理,而是更复杂的纹理) !
称重
3 modes are available:
有三种模式可供选择:
钳式紫外线轴
If weathered colors extend beyond the UV borders they will reappear on the opposite side. Enable this option to prevent this from occurring.
如果风化的颜色延伸超过紫外线边界,他们将重新出现在相反的一面。启用此选项以防止发生此情况。
强度着色器
Here you can load a texture with which the weathering can be controlled using grayscale values (black = no weathering; white = maximum weathering).
在这里,你可以加载一个纹理,用灰度值(黑色 = 无风化; 白色 = 最大风化)来控制风化。
力量[0. . 100% ]
Use this value to steplessly adjust the amount of influence the texture in the Intensity Shader has.
使用这个值可以无级调整强度着色器对纹理的影响。