渲染管线

In this post we will explore authoring a scene to be rendered using Unity’s High Definition Render Pipeline, also known as HDRP.  We’ll walk through starting a new HDRP Project, upgrading the Materials of any imported assets, and learn how to use the new parameters within the Material Inspector to create a realistic glass material. We’ll also highlight the differences between the built-in pipeline and HDRP.

在本文中,我们将探讨创作使用Unity的高清渲染管道(也称为HDRP)渲染的场景。 我们将逐步启动一个新的HDRP项目,升级任何导入资产的材料,并学习如何在材料检查器中使用新参数来创建逼真的玻璃材料。 我们还将重点介绍内置管道和HDRP之间的差异。

In 2018.1, Unity introduced a new system called the Scriptable Render Pipeline (SRP), allowing  you to create your own rendering pipeline, based on the needs of your project. SRP includes two ready-made pipelines, called Lightweight (LWRP) and High Definition (HDRP). HDRP aims for high visual fidelity and is suitable for PC or console platforms.

在2018.1中,Unity引入了一个称为Scriptable Render Pipeline (SRP)的新系统,使您可以根据项目的需求创建自己的渲染管道。 SRP包括两个现成的管道,称为轻量(LWRP)和高清晰度(HDRP)。 HDRP旨在实现高视觉保真度,适用于PC或控制台平台。

演示地址

设置HDRP (Setting Up HDRP)

If you haven’t already, we recommend that you install Unity Hub. It helps you to keep track of your projects as well as your installed versions of Unity. When creating a new Project in Unity Hub, under Template, you will see an option to select High-Definition RP (Preview).

如果尚未安装,建议您安装Unity Hub 。 它可以帮助您跟踪项目以及Unity的安装版本。 在Unity Hub中创建新项目时,在“模板”下,您会看到一个选择“高清晰度RP(预览)”的选项。

Since HDRP is still in preview, it’s not a good idea to switch to HDRP in the middle of production. However, you can try upgrading your project  to HDRP by going into the new Package Manager and installing it. Be advised, once you have upgraded your project to HDRP, you won’t be able to revert. Make sure to create a backup of the project prior to upgrading.

由于HDRP仍处于预览阶段,因此在生产中间切换到HDRP不是一个好主意。 但是,您可以尝试进入新的Package Manager并安装它,将项目升级到HDRP。 请注意,将项目升级到HDRP后,将无法还原。 确保在升级之前创建项目的备份。

As mentioned above, HDRP is still in preview, so it’s subject to change in the future. In order to upgrade a project from the built-in render pipeline to HDRP, navigate to Window > Package Manager. In the Package Manager, you can see all of the current packages installed within your Unity project. Under All,  locate “HD Render Pipeline” (Render-pipelines.high) and install the latest version. Installing the pipeline will also integrate the Render-pipeline core, Shader Graph and the post processing packages.

如上所述,HDRP仍处于预览阶段,因此将来可能会发生变化。 为了将项目从内置渲染管道升级到HDRP,请导航至 Window> Package Manager 。 在程序包管理器中,您可以查看Unity项目中安装的所有当前程序包。 在“全部”下,找到“高清渲染管道”(Render-pipelines.high)并安装最新版本。 安装管道还将集成Render-pipeline核心,Shader Graph和后处理程序包。

After installing the HDRP package, you need to navigate to Edit > Project Settings > Graphics to assign the Scriptable Render Pipeline asset for HDRP.

安装HDRP软件包后,您需要导航至“ 编辑”>“项目设置”>“图形” 以为HDRP分配可编写脚本的渲染管道资源。

The Inspector displays the currently installed Render Pipeline Asset under in the  “Scriptable Render Pipeline Settings” field. The HDRP Render Pipeline Asset will be assigned if you are installing the Pipeline from Unity Hub.  If you’re upgrading your project from the Built-In pipeline this field will be set to “None”. We can assign a Pipeline Asset by clicking the button next to the Asset Selection box or by dragging the asset in from the Settings folder.

检查器在“可编写脚本的渲染管道设置”字段下显示当前安装的渲染管道资产。 如果要从Unity Hub安装管道,则将分配HDRP渲染管道资产。 如果要从“内置”管道升级项目,则此字段将设置为“无”。 我们可以通过单击“资产选择”框旁边的按钮或从“设置”文件夹中拖动资产来分配管道资产。

HDRP uses the C# Scriptable Render Pipeline API. With this comes a whole host of different preferences you can set to customise the rendering of your project. The fact that your rendering settings are stored in a Render Pipeline Asset means that you can change your render settings by assigning a new Render Pipeline Asset to this field.

HDRP使用C#脚本化渲染管道API。 随之而来的是许多不同的首选项,您可以设置这些首选项来自定义项目的呈现。 渲染设置存储在“渲染管道资产”中的事实意味着您可以通过向该字段分配新的“渲染管道资产”来更改渲染设置。

To create a new Render Pipeline Asset, right click within your settings folder and choose Create > Rendering > High Definition Render Pipeline Asset.

要创建新的渲染管道资产,请在设置文件夹中右键单击,然后选择 创建>渲染>高清晰度渲染管道资产。

升级资料 (Upgrading Materials)

When using a HDRP Project, any Unity built-in, Standard or Unlit Material will not be rendered, and therefore appear using the default pink unlit shader which Unity displays when a shader is broken. This may occur when attempting to upgrade an existing project or when integrating legacy content such as Asset Store assets which do not use HDRP compatible shaders. In order to be rendered by HDRP, the Material needs to be upgraded.

使用HDRP项目时,将不会渲染任何Unity内置,标准或不发光材质,因此将使用默认的粉红色不发光着色器显示,当着色器损坏时,该颜色将由Unity显示。 尝试升级现有项目或集成旧内容(例如不使用与HDRP兼容的着色器的资产商店资产)时,可能会发生这种情况。 为了通过HDRP进行渲染,需要对材料进行升级。

Unity 2018.1 is equipped with a Built-in Material Conversion Tool. It takes the Material properties from Unity’s Standard Shader and converts them to new HDRP Materials. It’s worth noting that this does not work for custom shaders, which need to be re-written for HDRP.

Unity 2018.1配备了内置材料转换工具。 它从Unity的标准着色器中获取“材质”属性,并将其转换为新的HDRP材质。 值得注意的是,这对于自定义着色器不起作用,自定义着色器需要为HDRP重新编写。

To access the Material Conversion Tool, navigate to Edit > Render Pipeline.

要访问“材质转换工具”,请导航至“ 编辑”>“渲染管道”

Unity offers several upgrade options in this menu. We’ll focus on the first two here.  “Upgrade Project Materials to High Definition Materials”, will upgrade all upgradable Materials in the Project. “Upgrade Selected Materials to High Definition Materials”, lets you select which Materials you want to upgrade from the Project window.

Unity在此菜单中提供了几个升级选项。 我们将在这里集中讨论前两个。 “将项目材料升级为高清材料”,将升级项目中的所有可升级材料。 “将选定的材料升级为高清晰度材料”,使您可以从“项目”窗口中选择要升级的材料。

It is at this point that we recommend you create a separate backup of your project.

在这一点上,我们建议您为项目创建一个单独的备份。

Once the Materials have been converted, the Material’s shader will now be called “HDRenderPipeline/Lit”. Now you have complete access to the brand new features of the HDRP lit shader within the Material Inspector.

转换材质后,材质的着色器现在将称为“ HDRenderPipeline / Lit”。 现在,您可以在Material Inspector中完全访问HDRP照明着色器的全新功能。

Furthermore, within the Materials Shader options, under “HDRenderPipeline”, you can select and apply a variety of shader types such as LitTesseleation or Unlit, to name a few.

此外,在“材质着色器”选项的“ HDRenderPipeline”下,您可以选择并应用各种着色器类型,例如LitTesseleation或Unlit,仅举几例。

The subsequent sections provide an introduction to some of the new features added as part of HDRP. We’ve used some of these new features to enhance the look of our kitchen scene.

以下各节介绍了作为HDRP一部分添加的一些新功能。 我们使用了其中的一些新功能来增强厨房场景的外观。

HDRP照明 (HDRP Lighting)

Lighting in HDRP uses a system called Physical Light Units (PLU). PLU means that these units are based on real-life measurable values, like what you would see when browsing for light bulbs at the store or measuring light with a photographic light meter.

HDRP中的照明使用称为 物理照明单元 (PLU)的系统。 PLU表示这些单位基于真实的可测量值,就像您在商店中浏览灯泡或使用照相测光仪测量光时所看到的那样。

We use LUX for Directional Lights because in the real world, those are the values used to measure the intensity of sunlight, which can be easily done with a LUX meter. Other real-world light sources use Lumens to measure intensity, which can be used as a reference for the smaller light emitters in our scene.

我们将LUX用于定向光,因为在现实世界中,这些是用于测量阳光强度的值,可以使用LUX仪表轻松完成。 其他现实世界中的光源使用流明来测量强度,可以将其用作场景中较小的发光器的参考。

实时线灯 (Realtime Line Lights)

The Realtime Line Light light maintains a seamless, constant light output emanating from a line of a user-definable length. These lights types are commonly used in animated films to achieve realistic lighting. They add a filmic quality to the lighting of your scenes. Line Lights can be created by selecting the shape type in the Inspector after a Light has been placed in a scene.

实时线光源灯可保持无缝,恒定的光输出,该光输出来自用户可定义长度的线。 这些灯光类型通常用于动画电影中以实现逼真的照明。 它们为您的场景照明增添了电影效果。 在将灯光放置在场景中之后,可以通过在检查器中选择形状类型来创建线光源。

A lot of modern kitchens use a style of Line Light to illuminate the kitchen workspace, so the Line Light here not only produces realistic lighting, but is accurate to what would be found in a real kitchen.

许多现代厨房都使用线条灯来照亮厨房工作区,因此这里的线条灯不仅可产生逼真的照明,而且与真实厨房中的灯光一样精确。

In addition, the Light Inspector can determine the color of a light emitted through temperature. Ranging on a scale of 1000 to 20000 kelvins, the lower the value, the less heat is emitted, the light appears more red. In contrast, as you increase the temperature value, it appears more blue.

另外,Light Inspector可以确定通过温度发出的光的颜色。 数值范围为1000到20000开尔文,数值越低,散发的热量越少,光线看起来越发红色。 相反,当您增加温度值时,它会显得更蓝。

Similarly, the Rectangle shape type emits a light output based on custom X and Y axis values.

类似地 ,矩形形状类型根据自定义X和Y轴值发出光输出。

Note: Shadows are currently not supported for Line or Rectangle light shape types.

注意:“线”或“矩形”灯光形状类型当前不支持阴影。

灯光浏览器 (Light Explorer)

As an added tip, using the Light Explorer allows you to easily manage any type of Light within your project. You can modify values, change the type of Lights and even manipulate Shadow types without the need to locate them in the scene. Reflection Probes, Light Probes and Static Emissives can additionally be managed through this window.

作为附加提示,使用 Light Explorer 可让您轻松管理项目中的任何类型的Light。 您可以修改值,更改灯光类型,甚至可以操纵阴影类型,而无需在场景中定位它们。 反射探针,光探针和静态发射器还可以通过此窗口进行管理。

To access the Light Explorer, navigate to Window > General > Light Explorer:

要访问Light Explorer,请导航至“ 窗口”>“常规”>“ Light Explorer”

音量设定 (Volume Settings)

Volume Settings allow you to visually alter your environment preferences, adjusting elements such as your Visual Environment, Procedural Sky and HD shadow settings. This also enables you to create custom volume profiles and switch between them.

“音量设置”使您可以直观地更改环境首选项,并调整诸如“视觉环境”,“程序天空”和“高清”阴影设置之类的元素。 这也使您能够创建自定义卷配置文件并在它们之间切换。

Volume Settings are managed by creating a GameObject and adding the Volume component. This workflow is similar to the one for creating a volume for the Post-Processing Stack v2. In HDRP, there will be one present within the hierarchy by default.

通过创建GameObject并添加“音量”组件来管理音量设置。 此工作流程类似于为后处理堆栈v2创建卷的工作流程。 在HDRP中,默认情况下在层次结构中将存在一个。

HD Shadow Settings

高清阴影设置

The HD shadow settings allow you to determine the overall quality of the Shadows in a Volume. The Max Distance field calculates the quality of the Shadows based on the distance of the Camera from the Shadow.

HD阴影设置使您可以确定卷中阴影的整体质量。 “最大距离”字段会根据相机与阴影之间的距离来计算阴影的质量。

Visual Environment

视觉环境

You have two drop-down menus within Visual Environment.

您在Visual Environment中有两个下拉菜单。

Sky Type provides three options: Procedural Sky, Gradient Sky and HDRI Sky.

“天空类型”提供三个选项:“程序性天空”,“渐变天空”和“ HDRI天空”。

The Procedural sky produces an environment based on the values you choose within the procedural sky component.

程序天空会根据您在程序天空组件中选择的值生成一个环境。

HDRI Sky constructs an environment map based on an image set within the Component. By default, the HDRISky Component is not assigned to the Volume Settings, by clicking “Add component overrides…” at the bottom of the Inspector tab and selecting “HDRI Sky”, the component will become available.

HDRI Sky根据组件内的图像集构建环境地图。 默认情况下,未通过单击“ 检查器”选项卡底部的 “ 添加组件替代…” 并选择“ HDRI Sky ”,将 HDRISky组件分配给“卷设置” 。

Now you can assign an HDRI Sky Cubemap and alter the values to achieve accurate, real-world lighting.

现在,您可以分配一个HDRI Sky Cubemap并更改这些值,以实现准确的真实照明。

Unity HDRI Pack is available on the Asset Store for free from Unity Technologies and provides 7 pre-converted (1024×2014 resolution) HDR Cubemaps ready for use within your project.

Unity HDRI Pack 在Asset Store上可从Unity Technologies免费获得,并提供了7个预先转换(1024×2014分辨率)的HDR Cubemaps,可在项目中使用。

For this Scene, “TreasureIslandWhiteBalancedNoSun” from the Unity HDRI Pack worked best as it supplied enough light to brighten up the kitchen, but not wash it out. Of course, with the modifiers supplied within the Component such as Exposure and Multiplier, brightness can be altered and adjusted. It’s important to pick a HDRI map that complements your Scene.

对于此场景,Unity HDRI Pack中的“ TreasureIslandWhiteBalancedNoSun”效果最好,因为它提供了足够的光线来照亮厨房,但又不洗净。 当然,使用组件中提供的修改器(如“曝光”和“倍增”),可以更改和调整亮度。 选择与场景互补的HDRI贴图很重要。

Finally, Fog Type gives you 3 options, Linear, Exponential and Volumetric. In order to determine the values, repeat the previous component step ( “Add Component Override”, apply the relevant component to the Inspector)

最后,“雾类型”为您提供3个选项,“线性”,“指数”和“体积”。 为了确定值,请重复上一个组件步骤(“添加组件替代”,将相关组件应用于检查器)

材料检查员 (Material Inspector)

Before the introduction of the HDRP,  creating a glass Material was not an easy endeavor. There was no simple way to construct a realistic glass Material without extensive research and shader programming or resorting to the Asset Store to use a custom shader.

在引入HDRP之前,创建玻璃材质并不是一件容易的事。 没有广泛的研究和着色器编程,也没有借助Asset Store使用自定义着色器的简单方法,来构建逼真的玻璃材质。

Now with the new features of the HDRP Lit Shader available in the Material Inspector, you can create glass which not only looks great but refracts light based on definable settings.

现在,借助Material Inspector中提供的HDRP Lit Shader的新功能,您可以创建玻璃,该玻璃不仅看起来很棒,而且可以基于可定义的设置折射光。

To start, we want to create a new HDRenderPipeline/Lit Material. This is the default Material shader applied to any new Material created in HDRP.

首先,我们要创建一个新的HDRenderPipeline / Lit材质。 这是应用于HDRP中创建的任何新材质的默认材质着色器。

To create a new Material, right-click within the preferred folder, and choose Create -> Material. The Material Inspector will now show the brand new HDRP Material Inspector. In it, there are a few noticeable changes. Let’s review them.

要创建新材质,请在首选文件夹中右键单击,然后选择 创建->材质 。 材料检查器现在将显示全新的HDRP材料检查器。 其中有一些明显的变化。 让我们回顾一下。

表面选项 (Surface Options)

Here you can start to determine the surface of the Material.

在这里,您可以开始确定材料的表面。

Surface Type

表面类型

There are two options for the surface type, Opaque or Transparent. Opaque simulates a completely solid Material, with no light penetration.

表面类型有两个选项,“不透明”或“透明”。 不透明模拟完全固体的材料,没有光的穿透。

In contrast, Transparent is an alpha blend and simulates a translucent surface, although useful, this type of surface is more costly to render.

相比之下,“透明”是一种alpha混合,可以模拟半透明表面,尽管有用,但这种类型的表面的渲染成本更高。

An important feature of HDRP is unified lighting across both transparent and opaque objects.

HDRP的一个重要功能是在透明和不透明物体上统一照明。

Select Transparent for this example. This will provide access to parameters discussed later below.

对于本示例,选择“透明”。 这将提供对下面稍后讨论的参数的访问。

Double Sided

两面性

This preference allows the Material to be rendered on both sides. By default, the Normal Mode is set to Mirror, but within the drop-down, we can select Flip or None.

此首选项允许在两侧渲染材质。 默认情况下,“正常模式”设置为“镜像”,但是在下拉菜单中,我们可以选择“翻转”或“无”。

If Double sided isn’t active, Unity will only render the sides of the Material facing the cameras direction.

如果未启用“双面”,则Unity将仅渲染“材质”的面向相机方向的侧面。

材料种类 (Material Type)

The Material type options create new behaviors that allow for even more realistic Materials. Each of these options provide additional parameters within the Inspector once activated.

材料类型选项创建了新的行为,使行为更加真实。 一旦激活,这些选项中的每个选项都会在Inspector中提供其他参数。

Standard

标准

Uses the basic parameters and is the default Material type.

使用基本参数,并且是默认的材料类型。

Subsurface Scattering (SSS)

地下散射(SSS)

Subsurface Scattering works by simulating how light interacts and penetrates translucent objects such as plants. It is also in used in rendering skin. If you have ever shined a light through the tip of your finger, You will have seen that the light changes color as it is scattered under the surface. This can be replicated using this Surface Type.

地下散射的工作原理是模拟光如何相互作用和穿透半透明物体(例如植物)。 它也用于渲染皮肤。 如果您曾经通过指尖发出一束光,那么您会发现该光会随着其在表面下方的散射而改变颜色。 可以使用此表面类型复制它。

Once activated, a Transmission parameter will appear. Using this, you can determine the translucency of an object by using a Thickness Map.

激活后,将显示一个传输参数。 使用此功能,可以使用“厚度贴图”确定对象的半透明性。

Both of these features can be manipulated by using Diffusion Profiles. Two default profiles called Skin and Foliage are provided and can be used as a basis for these type of SSS Materials. An additional 13 profiles can be customised using the profile settings shown below.

这两个功能都可以通过使用扩散配置文件进行操作。 提供了两个默认的配置文件,分别称为“外观”和“叶子”,可以用作这些SSS材料类型的基础。 使用下面显示的配置文件设置,可以自定义其他13个配置文件。

For a brief video demonstration, check out my Unity tip on SSS:

对于简短的视频演示,请查看我关于SSS的Unity技巧:

I have always shied away from Subsurface Scattering (SSS) as it always sounded complicated!! ?

我总是回避次表面散射(SSS),因为它听起来总是很复杂! ?

With HD RP, SSS has 2 preset profiles, as well as 13 other profiles which can be customised and add additional depth to any Material.

使用HD RP,SSS具有2个预设配置文件,以及13个其他可以自定义的配置文件,并为任何材质增加了深度。

See below for a simple video demo ?#unitytips pic.twitter.com/NM4Z03l1U1

观看下面的简单视频演示吗? #unitytips pic.twitter.com/NM4Z03l1U1

— Kieran Colenutt Unity (@kierancolenutt) August 28, 2018

-Kieran Colenutt Unity(@kierancolenutt) 2018年8月28日

Anisotropy

各向异性

Anisotropy simulates a surface material which changes properties depending on its orientation, for example, mimicking the look of brushed aluminum. Instead of creating a metallic surface that has clean, neat reflections, using both a Tangent and Anisotropy Maps, you can alter the intensity of the reflections, as well as the orientation.

各向异性模拟了一种表面材料,该材料会根据其方向(例如模仿拉丝铝的外观)而改变属性。 您可以同时使用切线贴图和各向异性贴图来创建具有干净整洁反射效果的金属表面,而无需更改反射强度和方向。

Iridescence

虹彩

Provides the parameters to create an iridescent effect on the surface of the Material, similar to how light appears on an oil spill. The output is determined by an Iridescence Map and Iridescence Layer Thickness Map.

提供参数以在材料的表面上创建虹彩效果,类似于漏油处的光出现方式。 输出由“虹彩图”和“虹彩层厚度图”确定。

Specular Color

镜面颜色

A Specular color is used to control the color and strength of specular reflections in the material. This makes it possible to have a specular reflections of a different color other than the diffuse reflection..

镜面反射颜色用于控制材料中镜面反射的颜色和强度。 这使得可以具有不同于漫反射的不同颜色的镜面反射。

Translucent

半透明

The Translucent Option can be extremely effective at simulating light interaction for vegetation. This Material type uses profiles, similar to SSS except in this case the thickness map is used to determine how light is transmitted.

半透明选项在模拟植被的光交互作用方面非常有效。 这种材料类型使用轮廓,类似于SSS,但在这种情况下,厚度图用于确定光的透射方式。

启用贴花 (Enable Decals )

This useful parameter easily enables the Material to respond to a decal Material, this works for both workflows, either through the Decal Projector or as an object component.

这个有用的参数使材质能够轻松响应贴花材质,无论是通过贴图投影仪还是作为对象组件,这都适用于两个工作流程。

输入项 (Inputs)

Base Color + Opacity

底色+不透明度

At this point the Glass Material will still appear opaque, this is because you need to change the value of the opacity within Inputs to allow light to penetrate.

此时,“玻璃材质”仍将显示为不透明,这是因为您需要在“输入”中更改不透明度的值以允许光穿透。

To do this, open the color swatch window next to “Base Color + Opacity”.

为此,请打开“基础颜色+不透明度”旁边的色样窗口。

Red, Green and Blue channels are used as a base color and an alpha channel determines the opacity. The opacity of the current Material is determined from a value of 0 to 255, 255 is fully opaque, 0 is fully transparent. For this example, we want to set the color of the Material to a light green.

红色,绿色和蓝色通道用作基础颜色,而Alpha通道确定不透明度。 当前材质的不透明度是从0到255的值确定的,255是完全不透明的,0是完全透明的。 对于此示例,我们希望将“材质”的颜色设置为浅绿色。

We want set the Opacity to 30 as this will alter the Material so it is mostly transparent.

我们希望将“不透明度”设置为30,因为这将更改“材质”,因此它大部分是透明的。

Below are the color values I used:

以下是我使用的颜色值:

RGB Values:

RGB值:

R – 201

R – 201

G – 255

G – 255

B – 211

B – 211

Hexadecimal Value – C9FFD3

十六进制值– C9FFD3

The important thing to remember is that even if you set the alpha of the Material to a low numerical value but keep the surface type set to Opaque, the Material will not be transparent and will retain its opacity.

要记住的重要一点是,即使将“材质”的Alpha设置为较低的数值,但将曲面类型设置为“不透明”,材质也不会是透明的,并且会保持其不透明性。

Metallic and Smoothness

金属和光滑度

These options can be altered on a slider with values from 0 to 1. Both of the values and outputs are generated from the Mask Maps Alpha and Red Channel below in the Inspector. When a Mask Map is assigned, the sliders are subsequently used to remap the Minimum and Maximum values.

可以在值从0到1的滑块上更改这些选项。值和输出都从下面的Inspector中的Mask Maps Alpha和Red Channel生成。 分配了“蒙版贴图”后,随后将使用滑块重新映射“最小值”和“最大值”。

Normal Map

法线贴图

With a Normal Map applied, the strength can be modified when adjusting the parameter slider within a range of 0 to 2

应用法线贴图时,可以在0到2的范围内调整参数滑块时修改强度

You could add additional detail and depth to your glass Material by applying a Normal, such as indentation or scratches.

您可以通过应用法线(例如压痕或划痕)为玻璃材质添加更多细节和深度。

Mask Map

遮罩图

Within HDRP, a Mask Map is a combination of:

在HDRP中,遮罩图是以下各项的组合:

Red Channel – Metallic ranging from 0 to 1
Green Channel – Ambient Occlusion
Blue Channel – Detail Map Mask
Alpha Channel – Smoothness

红色通道–金属范围从0到1
绿色通道–环境光遮挡
蓝色通道–详细地图蒙版
Alpha通道–平滑度

Coat Mask外套面膜

The Coat Mask simulates a clear coat effect on the Material, increasing the smoothness along with it. By Default, the Coat Mask value is set to 0, but the slider can adjust the parameter within a range of 0 to 1. The clear coat mask can be used to mimic Materials such as car paint or plastics.

涂层遮罩可在材料上模拟清晰的涂层效果,从而增加材料的平滑度。 默认情况下,“涂层蒙版”值设置为0,但是滑块可以在0到1的范围内调整参数。透明涂层蒙版可用于模拟诸如汽车漆或塑料之类的材料。

Detail Inputs

详细输入

The Detail Map is a new map introduced into HDRP and an amalgamation of additional maps which add minute detail to the Material. The Detail Map uses the following channels:

细节贴图是HDRP中引入的新贴图,并且是附加贴图的合并,这些贴图为材质增加了微小的细节。 详图使用以下通道:

Red: Grayscale using Overlay Blending
Green: Normal Map Y channel
Blue: Smoothness
Alpha: Normal Map X channel

红色:使用叠加混合的灰度
绿色:法线贴图Y通道
蓝色:平滑度
Alpha:法线贴图X通道

透明度输入 (Transparency Inputs)

By modifying the Transparency Input properties of the shader,  you can start to determine the overall transparent effect. The Transparency Inputs only become available once the Surface Type is set to Transparent.

通过修改着色器的“透明度输入”属性,可以开始确定整体透明效果。 仅当“表面类型”设置为“透明”时,透明度输入才可用。

For this example, the following section will enable you to create the refraction for the glass Material.

对于此示例,以下部分将使您能够创建玻璃材质的折射。

Refraction Model

折射模型

The Refraction Model defines how the bending of light through the Material will be simulated. There are two options, Plane and Sphere.

折射模型定义了如何模拟穿过材料的光的弯曲。 有两个选项,“平面”和“球形”。

Choosing the Refraction model depends on the shape and size of the object that the Material is being applied to:

选择“折射”模型取决于将“材质”应用于的对象的形状和大小:

Sphere: For filled objects, use a Sphere model with a Refraction thickness comparative to the size of the object the Material is placed on.

球体:对于填充的对象,请使用“球体”模型,其“折射”厚度与将“材料”放置在其上的对象的大小相比。

Plane: For an empty object, use a Plane mode with a small Refraction thickness.

平面:对于空物体,请使用具有较小折射厚度的平面模式。

The Index of Refraction and Refraction Thickness options allow you to control the behavior of the refraction model.

“折射指数”和“折射厚度”选项使您可以控制折射模型的行为。

Index of Refraction

折射率

Ranging on a scale of 1 to 2.5, adjusting the parameter will provide a different refraction intensity. By default, the value is set to 1, which generates no refraction.

范围从1到2.5,调整参数将提供不同的折射强度。 默认情况下,该值设置为1,不产生折射。

Between 1.1 and 1.2 is where the refraction flips and the environment seen through the Material appears upside down.

在1.1和1.2之间,折射发生翻转,并且通过“材质”看到的环境看起来是颠倒的。

Now that the base of the glass Material has been made, custom adjustments can be added to assemble a Material that will work best for you and for the object the Material is being applied to.

既然已经制成了玻璃材质的底座,则可以添加自定义调整来组装一种材质,该材质最适合您以及该材质所应用到的对象。

结论 (Conclusion)

I hope this overview has helped you to better understand how to practically apply HDRP within your projects! While it’s still in an experimental preview, we have some preliminary documentation on GitHub that you can also read to get started.

希望本概述有助于您更好地了解如何在项目中实际应用HDRP! 尽管仍处于实验性预览中,但我们 在GitHub上 有一些 初步文档 ,您也可以阅读这些 文档 以开始使用。

HDRP is an ever-growing, exciting new tool for creating projects and I just can’t wait to see what you’re going to make with it. Feel free to contact me on Twitter @kierancolenutt for any question or queries. I want to hear about your experiences, let me know how is it going!

HDRP是一个用于创建项目的,不断增长的,令人兴奋的新工具,我迫不及待地想看看您将如何使用它。 如有 任何问题或疑问,请随时 通过Twitter @kierancolenutt 与我联系 。 我想听听您的经历,请让我知道这是怎么回事!

To follow and discuss the development of HDRP and SRP in general, join our experimental graphics forum.

要总体上关注和讨论HDRP和SRP的发展,请 加入我们的实验图形论坛 。

翻译自: https://blogs.unity3d.com/2018/09/24/the-high-definition-render-pipeline-getting-started-guide-for-artists/

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