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Cel ShaderBasic 基础Shader 着色器

Shader Properties

Shadow

阴影

If Shadows is set to Color, the Shadow gradient influences the color of shadows.

如果阴影设置为颜色,阴影渐变会影响阴影的颜色。

Diffuse

漫反射

The Diffuse gradient controls the diffuse color of the objects, from areas in total darkness (left end of gradient) to areas which are fully lit (right end of gradient).

漫反射渐变控制物体的漫反射颜色,从完全黑暗的区域(渐变的左端)到完全明亮的区域(渐变的右端)。

The Diffuse gradient controls the diffuse color of objects. 漫反射渐变控制物体的漫反射颜色

Specular

镜面的

If you want the lights to generate specular highlights, enable this option.

如果您希望灯光生成高光,请启用此选项。

Illumination

照明

To use the illumination of each light (not just its direction), enable the Illumination option.

要使用每个灯的照明(不只是它的方向) ,启用照明选项。

Use Bump

使用 Bump

To apply a bump map to the shader, enable this option and define the bump mapping on the material’s Bump tab as you would for a normal material.

要将凹凸贴图应用到着色器,启用此选项并在材质的凹凸贴图标签上定义凹凸贴图,就像对待普通材质一样。

Backfacing

背面

Two oil drums, both lit from the left. Enable Backfacing if you want the gradient to span frontfaces and backfaces, not just frontfaces. 两个油桶,都从左边点燃。如果你想让渐变跨越正面和背面,而不仅仅是正面,那么启用背面

Usually the Diffuse gradient controls the color of all frontfaces (i.e. faces which point towards the light), but backfaces simply take the darkest color (i.e. the color at the left edge of the gradient).

通常漫反射渐变控制所有正面的颜色(即指向光线的面) ,但是背面只是采用最深的颜色(即渐变左边缘的颜色)。

If instead you want the gradient to fully control the color of frontfaces and backfaces, enable the Backfacing option. The left edge of the gradient then corresponds to surfaces facing directly away from the light, the right edge corresponds to surfaces facing directly towards the light. Among other things, Backfacing gives you a quick way to create rim light effects.

如果你想要渐变完全控制正面和背面的颜色,启用背面选项。然后,梯度的左边缘对应于直接面向光线的表面,而右边缘对应于直接面向光线的表面。在其他事情中,背面给你一个快速的方式来创建边缘光效果。

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。

Lights

灯光

To use the lights in the scene as light sources, enable the Lights option. Usually the color of the objects is controlled by the Diffuse gradient. To color the objects using the color of the lights instead, enable the Use Light Color option. The Diffuse gradient then controls the brightness values for the objects.

要使用场景中的灯光作为光源,请启用“灯光”选项。通常物体的颜色是由漫射渐变控制的。若要使用灯光的颜色来为对象着色,请启用“使用灯光颜色”选项。漫射渐变然后控制对象的亮度值。

Specular

镜面的

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).

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

Activates the Illumination Gradient.

激活照明渐变。

Use Light Color

使用浅色

See Lights.

看灯光。

Shadows

阴影

See Cel shader shadows below.

请参阅下面的 Cel 着色器阴影。

Shadows

阴影

To include shadows, enable the Shadows option and set the Shadows to Multiply, Color or Light Shadow.

为了包含阴影,启用阴影选项并将阴影设置为正片叠底、彩色或者光影。

If Light Shadow is enabled, the shadow will use the color defined on the light object’s Shadow tab in the Attribute Manager.

如果光影被启用,阴影将使用在属性管理器中光物体的阴影标签上定义的颜色。

Mode

模式

When Shadows is set to Multiply, you have a choice of four modes: Normal, Hue, Saturation or Value.

当阴影设置为正片叠底时,你可以选择四种模式: 普通模式、色相模式、饱和模式或值模式。

Invert

Normal

正常

Shadow under a sphere. 球体下的阴影

In Normal mode, 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). Note that the color of the shadows is restricted to the colors defined by the Diffuse gradient.

在正常模式下,阴影梯度影响阴影的亮度,从全阴影区域(左端梯度)到无阴影区域(右端梯度)。注意,阴影的颜色被限制为由漫射梯度定义的颜色。

Hue
Saturation
Value

色饱和度值

These three modes enable you to adjust the hue, saturation or value (H, S, V) based on the shadow. They take either the hue, saturation or value of the resulting cell shader color and multiply it by the shadow. The Invert option swaps the multiply so the shadow either moves the H, S or V down or up.

这三种模式使您能够调整色调,饱和度或值(h,s,v)的基础上的阴影。他们采取的色调,饱和度或值得到的细胞着色器颜色和乘以它的阴影。Invert 选项交换乘法,因此阴影可以向上或向下移动 h,s 或 v。

Use Lights
Lights

使用闪光灯

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。