Falloff Shader 弗洛夫着色器Basic 基础Shader 着色器

Shader Properties

Direction[XYZ ]

方向[ XYZ ]

The vector to falloff from in 3D space.

从三维空间中脱落的矢量。

Space

太空

The space to calculate the falloff in.

计算下降的空间。

Object

对象

The vector is specified in object coordinates and the falloff is affected by the object’s orientation (and by the orientation of the texture axis). In this way, the falloff sticks to the object as it changes rotations.

矢量是在对象坐标中指定的,衰减受对象方向(以及纹理轴的方向)的影响。这样,当对象改变旋转时,衰减就会附着在它上面。

World

世界

The vector is specified in world coordinates and is not affected by the object’s orientation. This is the most common setting because it allows the object to move and have the falloff stay oriented in a consistent direction.

矢量以世界坐标指定,不受对象方向的影响。这是最常见的设置,因为它允许对象移动,并使衰减保持一致的方向。

Camera

相机

The vector is specified in coordinates relative to the orientation of the camera. In this way, up is always up (in the camera view, for example) regardless of camera or object orientation.

矢量以相对于摄像机方向的坐标表示。这样,无论相机或物体的方向如何,向上都是向上的(例如,在相机视图中)。

Use Bump

使用 Bump

If enabled, the bump normal is used to calculate the falloff. If off then the bump normal is ignored.

如果启用,则使用凸起法线计算下降,如果关闭,则忽略凸起法线。

Gradient

梯度

The gradient used by Falloff to remap the value.

Falloff 用于重新映射值的渐变。