Lumas ShaderBasic 基础Shader 着色器Specular 1 镜面1Specular 2 镜面2Specular 3 镜面3Anisotropy 各向异性

Specular 1

镜面1

The three specular highlights controlled in the Specular channels are added to the surface color. All three Specular channels share the same parameter set, which is described below.

在镜面通道中控制的三个镜面高光被添加到表面颜色。所有三个 Specular 通道共享相同的参数集,如下所述。

Active

活跃

Use this setting to individual activate or deactivate each specular light.

使用此设置单独激活或停用每个镜面光。

Color

颜色

Sets the base specular color for the specular component.

设置镜面组件的基本镜面颜色。

Intensity[0..1000%]

强度[0. . 1000% ]

Scales the Color to produce attenuation in the specular reflection of the surface (this simply means it makes the color darker when the value is close to 0% and brighter when the value is closer to 100% or above).

缩放颜色以产生表面镜面反射(物理)的衰减(这只是意味着当颜色接近0% 时颜色变暗,当颜色接近100% 或以上时颜色变亮)。

Size[0..200%]

尺寸[0. . 200% ]

Sets the size of the specular reflection.

设置镜面反射(物理)的大小。

Contrast[0..100%]

对比度[0. . 100% ]

Provides contrast for the result of the specular sample color. Implements a standard contrast function.

为镜面样本颜色的结果提供对比度。实现标准对比度函数。

Glare[0..1000%]

眩光[0. . 1000% ]

Works with Intensity by using the edge falloff (multiplied by the Falloff scalar) to change the intensity of the specular reflection. This can be used to add a glare to the surface when a light is reflecting more on an edge or specular effects to reduce the specular reflection when a light causes a reflection closer to the edge.

使用边缘衰减(乘以衰减标量)来改变镜面反射(物理)的强度。这可以用来增加一个眩光的表面时,光是反射更多的边缘或镜面效果,以减少镜面反射(物理)时,光导致的反射更接近的边缘。

Falloff[0..+∞%]

衰退[0. . + ∞% ]

Utilized to vary the falloff of the center of the object to the edge to affect the Glare intensity. Smaller values cause the specular reflection to reflect the Intensity value more, while larger values make the surface use the Glare scalar more. Experimentation is required to fully understand this parameter.

用来改变物体中心到边缘的衰减,从而影响眩光强度。较小的值会导致镜面反射(物理)反射更多的亮度值,而较大的值会使曲面更多地使用眩光标量。要充分理解这个参数,需要进行实验。