Spots Shader 斑点着色器Basic 基础Shader 着色器

Shader Properties

Shape
Texture

The Shape setting lets you choose which pattern is repeated over the surface. You can choose from predefined shapes, such as Circle, Square and Diamond, or you can load a custom texture as the shape (set Shape to Texture and use the Texture triangle button to load the image).

“形状”设置允许您选择在表面上重复的图案。您可以选择预定义的形状,如圆形,方形和钻石,或者您可以加载一个自定义的纹理作为形状(设置形状纹理和使用纹理三角形按钮加载图像)。

Two custom textures (left of each arrow) and the result of using them as spot textures (right of each arrow). 两个自定义纹理(每个箭头的左边)和使用它们作为点纹理的结果(每个箭头的右边)

When using a custom texture, keep the following in mind: The Spots shader makes the spots smaller or larger by adjusting the contrast of the texture. For best results, the custom texture should have a smooth transition from black to white as its outline (left spot above). If the transition is sudden (right spot above), the spots will not shrink or grow gradually.

当使用自定义纹理时,请记住: 斑点着色器通过调整纹理的对比度使斑点变小或变大。为了达到最佳效果,自定义纹理的轮廓应该从黑色平滑过渡到白色(上图左侧)。如果过渡是突然的(右上方的斑点) ,斑点将不会收缩或逐渐增大。

Gap Color
Spot Color

间隙色斑颜色

These are the colors for the spots and the areas between the spots.

这些是斑点的颜色和斑点之间的区域。

Scale[0..+∞%]
U[0..+∞%]
V[0..+∞%]

刻度[0. . + ∞% ] u [0. . + ∞% ] v [0. . + ∞% ]

The Scale controls the global scale of the spots, Scale U and Scale V are the scale of the spots in the U and V directions.

刻度控制全球范围内的斑点,刻度 u 和刻度 v 是在 u 和 v 方向上斑点的刻度。

Rotate[0..360°]

旋转[0.360 ° ]

This rotates the placement of the spots on the UVs.

这会旋转 uv 上斑点的位置。

Shadow

阴影

Enable the Shadows option to take shadows into account. The Shadow gradient affects the brightness of shadows, from areas of full shadow (left end of gradient) to areas of no shadow (right end of gradient)

启用阴影选项将阴影纳入考虑。阴影梯度影响阴影的亮度,从全阴影区域(梯度左端)到无阴影区域(梯度右端)

Diffuse

漫反射

The Diffuse gradient controls the brightness value of the hatches, from areas of full shadow (left end of gradient) to areas of no shadow (right end of gradient).

漫反射梯度控制舱口的亮度值,从全阴影区域(梯度左端)到无阴影区域(梯度右端)。

Specular

镜面的

If you want the lights to generate specular highlights, enable this option. The Specular gradient controls the color, width, height and falloff of the highlights, from areas of no specular (left end of gradient) to areas of full specular (right end of gradient).

如果您希望灯光生成高光,请启用此选项。镜面渐变控制高光的颜色、宽度、高度和落差,从没有镜面的区域(梯度的左端)到完全镜面的区域(梯度的右端)。

Illumination

照明

To use the illumination of each light (not just its direction), enable the Illumination option — the Illumination gradient remaps the illumination from no illumination (left end of gradient) to full illumination (right end of gradient).

为了使用每个灯光的照明(不仅仅是它的方向) ,启用照明选项ー照明梯度将照明从没有照明(左端的梯度)重新映射到完全照明(右端的梯度)。

Camera

相机

Enable the Camera option to use the camera as a light source.

启用 Camera 选项,使用相机作为光源。

Specular

镜面的

If you want the lights to generate specular highlights, enable this option. The Specular gradient controls the color, width, height and falloff of the highlights, from areas of no specular (left end of gradient) to areas of full specular (right end of gradient).

如果您希望灯光生成高光,请启用此选项。镜面渐变控制高光的颜色、宽度、高度和落差,从没有镜面的区域(梯度的左端)到完全镜面的区域(梯度的右端)。

Shadows

阴影

Enable the Shadows option to take shadows into account. The Shadow gradient affects the brightness of shadows, from areas of full shadow (left end of gradient) to areas of no shadow (right end of gradient)

启用阴影选项将阴影纳入考虑。阴影梯度影响阴影的亮度,从全阴影区域(梯度左端)到无阴影区域(梯度右端)

Invert

Invert option disabled (left) and enabled (right). 反相选项禁用(左)和启用(右)

Lights
Illumination
Use Lights
Lights

灯光使用灯光

To use the lights in the scene as light sources, enable the Lights option. To use the illumination of each light (not just its direction), enable the Illumination option.

要使用场景中的灯光作为光源,请启用“灯光”选项。要使用每个灯的照明(不只是它的方向) ,启用照明选项。

By default, all lights in the scene will be used as light sources when Lights is enabled. To include or exclude specific lights, set Use Lights to Include or Exclude and Drag & drop the lights into the Lights box.

默认情况下,场景中的所有灯光在灯光启用时都将用作光源。若要包含或排除特定的灯光,请将“使用灯光”设置为“包含”或“排除” ,并将灯光拖放到“灯光”框中。