Gradient Shader 渐变着色器Basic 基础Shader 着色器

Shader Properties

Gradient

梯度

Clicking on the small arrow to the right of the Gradient setting will make additional settings available.

点击渐变设置右边的小箭头,可以进行额外的设置。

See How to use the Attribute Manager for information about using the Gradient GUI element.

有关使用渐变 GUI 元素的信息,请参见如何使用 Attribute Manager。

Type

类型

The type of gradient to be created.

要创建的渐变类型。

From left to right and top to bottom: 2D - U, 2D - V, 2D - Diagonal, 2D - Radial, 2D - Circular, 2D - Box, 2D - Star, 2D - Four Corner, 3D Linear, 3D Cylindrical, 3D Spherical 从左到右,从上到下: 2D-u,2D-v,2D-对角线,2D-径向,2D-圆,2D-盒,2D-星,2D-四角,3D 线性,3D 圆柱,3D 球面

Cycle

循环

When you are editing UVs, sometimes the UVs can become much larger than the original texture. Enable this option to tile the shader.

当你编辑 uv 时,有时 uv 会变得比原始纹理大很多。启用此选项可以平铺着色器。

Start[XYZ m]

开始[ XYZ m ]

For 3D gradients, this defines the start point of the gradient. For 3D Cylindrical, this is the start of the center vector.

对于3D 渐变,这定义了渐变的起点。对于三维圆柱面,这是中心矢量的开始。

End[XYZ m]

结束[ XYZ m ]

For 3D gradients, this defines the end point of the gradient. For 3D Cylindrical, this is the end of the center vector.

对于3D 渐变,这定义了渐变的终点。对于三维圆柱面,这是中心矢量的末端。

Radius[-∞..+∞m]

半径[-∞ . . + ∞ m ]

For 3D Spherical and 3D Cylindrical, this is the radius of the gradient from the center.

对于三维球面和三维圆柱面,这是从中心开始的梯度半径。

Turbulence[0..100%]
Octaves[0..10]
Scale[0..+∞%]

紊流[0. . 100% ]八度音[0. . 10]音阶[0. . + ∞% ]

Turbulence values greater than 0 switch on the Noise shader. The Octaves, Scale and Frequency parameters will then become available.

在噪声着色器上,湍流值大于0的开关。八度音阶、音阶和频率参数将可用。

Turbulence set to a low value (left) and a high value (right). 紊流设置为低值(左)和高值(右) Octaves set to a low value (left) and a high value (right). 八度音阶设置为低值(左)和高值(右) Scale set to a low value (left) and a high value (right). 刻度设置为低值(左)和高值(右)

Frequency[-∞..+∞]

频率[-∞ . . + ∞]

A Frequency value greater than 0 animates the noise with undulations.

大于0的频率值使噪声具有起伏。

Seed[-2147483648..2147483647]

种子[-2147483648. . 2147483647]

As soon as the Turbulence value is greater than 0 Noise will be added to the color gradient. Change the Seed value if you want to influence the random Noise dispersion.

当湍流值大于0时,噪声将被添加到颜色梯度中。如果要影响随机噪声色散,请更改种子值。

Angle[-∞..+∞°]

角度[-∞ . . + ∞ ° ]

Rotates the entire color gradient.

旋转整个颜色渐变。

Absolute

绝对

If this option is enabled, the gradient refers to the turbulence only, not to the entire texture.

如果启用此选项,渐变仅仅指向湍流,而不是整个纹理。

Absolute disabled (top) and enabled (bottom). 绝对禁用(顶部)和启用(底部)

Space

太空

For 3D gradients, this defines space that the gradient is calculated in.

对于3D 梯度,这定义了计算梯度的空间。

Texture

纹理

The gradient is calculated in object space and remains the same regardless of object position or orientation and takes into account the projection modifications of the Material tag.

梯度是在物体空间中计算出来的,不管物体的位置或方向如何,梯度都保持不变,并且考虑到了 Material 标签的投影修改。

Object

对象

The gradient is calculated in object space and remains the same regardless of object position or orientation, but does not use the attributes of the Material tag.

梯度在对象空间中计算,不管对象的位置或方向如何,梯度都保持不变,但不使用 Material 标记的属性。

World

世界

The gradient is calculated in world coordinates and is not affected by the objects orientation or position. This allows the object being shaded to move through the gradient.

梯度是按世界坐标计算的,不受物体方向或位置的影响。这允许被阴影的对象在渐变中移动。

Camera

相机

The gradient is calculated in the space of the camera and will stay oriented relative to the camera. The object can move through the gradient, and camera moves will also affect the gradient.

梯度是在相机的空间计算,并将保持相对于相机的方向。物体可以通过梯度移动,摄像机的移动也会影响梯度。

Screen

屏幕

The gradient is calculated in the space of the screen including Z depth. The object can move through the gradient, and camera moves will also affect the gradient.

梯度是在屏幕的空间中计算的,包括 z 深度。物体可以通过梯度移动,摄像机的移动也会影响梯度。

Raster

光栅

The gradient is calculated in screen pixels and has no depth information, so no matter how far the object gets away, the texture is calculated in the same way. The object can move through the gradient, and camera moves will also affect the gradient.

梯度是以屏幕像素为单位计算的,没有深度信息,因此无论对象离得多远,纹理都是以同样的方式计算的。物体可以通过梯度移动,摄像机的移动也会影响梯度。