前言

我们详细的讲解下ASE编辑器的属性面板。

我们先来看下大致的面板信息,如果对某一条属性有疑问,可以往后查找

1.General 通用面板

  • Shader Name: Editable text box, defines the name and path of the shader. Use a forward slash “/” to define its category and name; e.g. UserSamples/EnvironmentGradient. Note that the name displayed in this box is not the same as the filename, they have to be set individually.
  • Shader Name: 可编辑文本框,定义着色器的名称和路径。使用正斜杠“/”定义其类别和名称;例如UserSamples / EnvironmentGradient。注意,在这个框中显示的名称与文件名不同,它们必须单独设置。
  • Shader Type: This area displays the current shader type used. These include the template you currently have in your project. ASE comes with presets for post process effects, particls, sprites, UI and an unlit shader. Set to Surface Shader by default.
  • Shader Type: 这个区域显示当前使用的着色器类型。这些包括您当前项目中的模板。ASE提供了后期处理效果,粒子,精灵,UI和一个未点亮的着色器的预设。默认设置为表面着色器。
  • Light Model: Defines how the surfaces reflect light, commonly referred to as the type of shader used. ASE currently provides Standard(Metallic), Standard Specular, Lambert, Blinn Phong and a Custom Lighting that allows to create a unique node-based lighting model.
  • Light Model: 定义表面如何反射光线,通常称为使用的着色器类型。ASE目前提供标准(金属),标准镜面,Lambert, Blinn Phong和定制照明,允许创建一个独特的基于节点的照明模型。
  • Shader Model: When writing either Surface Shaders or regular Shader Programs, the HLSL source can be compiled into different “shader models”. Higher shader compilation targets allow using more modern GPU functionality, but might make the shader not work on older GPUs or platforms.
  • Shader Model: 在编写表面着色器或常规着色器程序时,HLSL源代码可以编译成不同的“着色器模型”。更高的着色器编译目标允许使用更现代的GPU功能,但可能使着色器不能在旧的GPU或平台上工作。
  • Precision: Defines the maximum precision of internal calculations, using lower types offers an added performance boost in exchange for some accuracy; set to Float by default - this value caps all existing properties placed in your canvas.
  • Precision: 定义内部计算的最大精度,使用较低的类型可以提供额外的性能提升,以换取一定的精度;在默认情况下设置为Float——该值将为放置在画布中的所有现有属性设置上限。
  • Cull Mode: Front - Cull front-facing geometry, Back - Cull back-facing geometry, Off - Disables culling (double-side material); set to Back by default.
  • Cull Mode: 正面-剔除正面几何体,背面-剔除背面几何体,关闭-关闭剔除(双面材质);默认设置为剔除背面。
  • Render Path: Allows you to define which mode (Forward/Deferred) is supported by the shaders; set to All by default.
  • Render Path: 允许你定义哪个模式(正向/延迟)是由着色器支持的;默认设置为All。
  • Cast Shadows: Defines if the shader generates a shadow pass to be able to cast shadows; can still be turned off on a per object basis in the material renderer component.
  • Cast Shadows: 定义着色器是否生成阴影通道以能够投射阴影;仍然可以在材质渲染器组件中基于每个对象关闭。
  • Receive Shadows: Defines if objects using the shader receive shadows; this includes self-shadowing(only with forward rendering); can still be turned off on a per object basis in the material renderer component.
  • Receive Shadows: 定义使用着色器的对象是否接收阴影;这包括自阴影(只有正向渲染);仍然可以在材质渲染器组件中基于每个对象关闭。
  • Queue Index: Render queue offset value, accepts positive(later) and negative(sooner) integers.
  • Queue Index: 呈现队列偏移值,接受正(稍后)和负(稍后)整数。
  • Vertex Output: Relative by default, can be set to absolute; the input Local Vertex Offset input will automatically change to Local Vertex Position.
  • Vertex Output: 默认为相对,可以设置为绝对;输入的局部顶点偏移量输入将自动更改为局部顶点位置。
  • LOD: By default, the allowed LOD level is infinite, that is, all shaders that are supported by the user’s hardware can be used. However, in some cases you might want to drop shader details, even if the hardware can support them. Unity Shader Reference
  • LOD: 默认情况下,允许的LOD级别是无限的,也就是说,用户硬件支持的所有着色器都可以使用。但是,在某些情况下,您可能想要删除着色器细节,即使硬件可以支持它们。
  • Fallback: Sets a fallback shader from the available shaders in the project which will be used whenever a certain pass is either missing or not supported by the main shader.
  • Fallback: 从项目中可用的着色器中设置一个回退着色器,当某个传递丢失或不受主着色器支持时将使用该回退着色器。
  • Custom Editor: Custom inspectors allows you to use a custom material inspector, by default uses ASE custom material inspector.
  • Custom Editor: 自定义检查器允许您使用自定义材料检查器,默认情况下使用ASE自定义材料检查器。

2.Standard Shader Inputs 标准着色器的输入

  • Albedo: The Albedo parameter controls the base color of the shader surface, accepting either color values or texture maps.
  • Albedo: 反射率参数控制着色器表面的基本颜色,接受颜色值或纹理贴图。
  • Normal: Normal maps are a special kind of texture that allow the addition of surface details, such as shading information transferred from highpoly meshes, bumps, grooves and scratches. You may connect normal maps or custom normal vectors here.
  • Normal: 法线贴图是一种特殊的纹理,允许添加表面细节,例如从高多边形网格、凹凸、凹槽和划痕传输的阴影信息。你可以在这里连接法线贴图或自定义法线向量。
  • Emission: Emission controls the colour and intensity of light emitted from the surface, regardless of the lighting conditions; accepts full RGB values.
  • Emission: 自发光控制从表面发出的光的颜色和强度,而不管照明条件如何;接受完整的RGB值。
  • Metallic ( Metallic workflow only ): When working in the Metallic workflow, the reflectivity and light response of the surface are modified by both Metallic and Smoothness levels; both greyscale inputs. You may use a range of values from 0 to 1, affecting the whole surface, or even connect a texture, which will control the Metallic values while providing different values for different areas of the surface; 0 being dielectric ( non-metallic ) and 1 full Metal.
  • Metallic ( Metallic workflow only ): 在金属工作流程中,通过金属级和光顺级对表面反射率和光响应进行修正;两个灰度级输入。您可以使用范围从0到1的值,影响整个表面,甚至连接一个纹理,它将控制金属值,同时为表面的不同区域提供不同的值;0为介质(非金属),1为全金属。
  • Specular ( Specular workflow only ): When working in Specular mode, the RGB colour in the Specular parameter controls the strength and colour tint of the specular reflectivity.
  • Specular ( Specular workflow only ): 在高光模式下工作时,高光参数中的RGB颜色控制着高光反射率的强度和色彩。
  • Smoothness ( Both workflows ): The concept of Smoothness applies to both Specular and Metallic workflows, and works very much the same way in both; also greyscale. A completely smooth surface at value 1 provides clear reflections, while a rough surface set to 0 creates a diffuse color with no clear reflections; It’s also referred to as “Roughness” in some engines.
  • Smoothness ( Both workflows ): 平滑的概念既适用于镜面工作流程,也适用于金属工作流程,两者的工作方式非常相似;灰度。值1处的完全光滑的表面提供了清晰的反射,而值0处的粗糙表面创建了没有清晰反射的漫反射颜色;它也被称为“粗糙度”在一些引擎。
  • Ambient Occlusion: The Occlusion input accepts an occlusion texture map, or custom value, that’s used to provide information about which areas of the model should display high or low indirect lighting, which comes from ambient lighting and reflections. The occlusion map is a greyscale image where white indicates areas that should receive full indirect lighting, while black indicates no indirect lighting.
  • Ambient Occlusion: 遮挡输入接受遮挡纹理贴图,或自定义值,用于提供关于模型的哪些区域应该显示高或低间接照明的信息,这些信息来自环境照明和反射。遮挡映射是灰度图像,其中白色表示应该接受完全间接照明,而黑色表示没有间接照明。
  • Transmission: The Transmission is a highly optimized way of approximating light scattering. In other words, it defines how much light passes through a surface when lit from behind, which is ideal for less detailed assets such as leaves, cloth, or even wax objects; accepts full RGB inputs.
  • Transmission: 透射是一种高度优化的光散射近似方法。换句话说,它定义了当从背后照射时,有多少光穿过一个表面,这对于少许细节的资源,如树叶、布料,甚至蜡制品,是理想的;接受完整的RGB输入。
  • Translucency: The Translucency input allows you to approximate SSS (Sub-Surface Scattering) effects in a simple and optimized manner by controlling the light-normal angle falloff offset. It is usually used for skin effects but flexible enough for other uses; accepts full RGB inputs.
  • Translucency: 半透明输入允许您通过控制光法向角衰减偏移,以简单和优化的方式近似SSS(次表面散射)效应。它通常用于皮肤效果,但足够灵活的其他用途;接受完整的RGB输入。
  • Refraction ( Transparent Render Type ): The refraction input requires a shader with its Render Type set to Transparent and is used to simulate the deformation effect of objects seen through a medium such as glass or water, which is achieved by a screen-space UV offset that refracts the background pixels; accepts full RGB inputs. This technique is a simple approximation to a light phenomenon that often occurs when waves travel from a medium with a given refractive index to a medium with another at an oblique angle.
  • Refraction ( Transparent Render Type ): 折射输入需要一个着色器,其渲染类型设置为透明,用于模拟通过玻璃或水等介质看到的物体的变形效果,该效果是通过屏幕空间的UV偏移来实现的,可以折射背景像素;接受完整的RGB输入。这种技术是对光现象的简单近似,当波从具有给定折射率的介质以斜角传播到具有另一个介质时,通常会发生这种现象。
  • Opacity ( Transparent Render Type ): The Opacity input requires a shader with its Render Type set to Transparent, being responsible for setting the transparency of a surface as a whole, using a range of values between 0 and 1, from completely transparent to fully opaque respectively; accepts full RGB inputs.
  • Opacity ( Transparent Render Type ): 不透明度输入需要一个着色器,其渲染类型设置为透明,负责设置整个表面的透明度,使用0到1之间的值范围,从完全透明到完全不透明;接受完整的RGB输入。
  • Opacity Mask ( Transparent Render Type ): The Opacity Mask requires a shader with its Render Type set to Transparent or a Masked Blend Mode, and works similarly to Opacity in the sense that it takes in a value between 0 and 1, from complete transparency to full opacity, but without considering the values in-between, resulting in either completely visible or completely invisible surfaces in specific areas. It is the perfect solution for materials that define complex solid surfaces such as wire mesh or chain link, as the opaque portions will still respect lighting; accepts greyscale inputs.
  • Opacity Mask ( Transparent Render Type ): 不透明面具需要材质的渲染类型设置为透明或戴面具的混合模式,和工作类似于不透明,它接受一个值在0和1之间,从完整的透明完全不透明,但没有考虑到中间值,导致完全可见或完全不可见的表面在特定领域。对于定义复杂实体表面的材料,如钢丝网或链环,它是完美的解决方案,因为不透明的部分仍然会尊重光线;接受灰度级输入。
  • Local Vertex Offset ( Relative Vertex Output ): The Local Vertex Offset input may be used to alter the shape of a surface through vertex manipulation, where a XYZ coordinate will define how each vertex will offset from its relative position.
  • Local Vertex Offset ( Relative Vertex Output ): 局部顶点偏移输入可用于通过顶点操作改变曲面的形状,其中XYZ坐标将定义每个顶点从其相对位置偏移的方式。
  • Local Vertex Position ( Absolute Vertex Output ): The Local Vertex Position works similarly to the Local Vertex Offset input, however, instead of offsetting each vertex from its relative position it will instead offset the vertices in absolute world space direction.
  • Local Vertex Position ( Absolute Vertex Output ): 局部顶点位置的工作原理与局部顶点偏移输入类似,但是,它不是从相对位置偏移每个顶点,而是从绝对世界空间方向偏移顶点。
  • Local Vertex Normal: The Local Vertex Normal allows the adjustment of the normal direction of any offset surfaces as Mesh Normals are not computed in real-time. This process is usually referred to as Normal Reconstruction.
  • Local Vertex Normal: 局部顶点法线允许调整任何偏移表面的法线方向,因为网格法线不是实时计算的。这个过程通常被称为正常重建。
  • Tessellation: The Tessellation input allows the subdivision of a mesh’s triangles, splitting them into smaller triangles at runtime in order to increase the surface detail of any given mesh.
  • Tessellation: 曲面细分输入允许细分网格的三角形,在运行时将它们分割成更小的三角形,以增加任何给定网格的表面细节。
  • Debug: The Debug input generates a preview shader that ignores all other active inputs, drawing only what is plugged in to its input port without taking lighting into account. Please note that not all nodes, or specific combinations, can be previewed in the debug mode.
  • Debug: 调试输入生成一个预览着色器,它忽略所有其他活动输入,只绘制插入到输入端口的内容,而不考虑光照。请注意,并非所有节点或特定组合都可以在调试模式下预览。

3.Blend Mode 混合模式

  • Blend Mode: The selected mode automatically adjust the available parameters; Opaque, Masked, Transparent, Translucent, Alpha Premultiplied or Custom.
  • Blend Mode: 所选模式自动调整可用参数;不透明,蒙面,透明,半透明,Alpha预乘或自定义。
  • Render Type: RenderType tag categorizes shaders into several predefined groups; opaque shader, or an alpha-tested shader etc. Available tags: Opaque, Transparent, Transparent Cutout, Background, Overlay, Tree Opaque, Tree Transparent Cutout, Tree Billboard, Grass and Grass Billboard.
  • Render Type: RenderType标签将着色器分类为几个预定义的组;不透明材质,或alpha测试着色器等可用标签:不透明,透明,透明的裁剪,背景,覆盖,树不透明,树透明的裁剪,树广告牌,草和草广告牌。
  • Render Queue: Geometry render queue optimizes the drawing order of the objects for best performance. Render queues sort objects by distance, starting rendering from the furthest ones and ending with the closest ones. Available options: Background, Geometry, Alpha Test, Transparent and Overlay. Each succeeding queue is rendered after the previous one creating a layered system.
  • Render Queue: 几何渲染队列优化对象的绘制顺序,以获得最佳性能。呈现队列根据距离对对象进行排序,从最远的对象开始呈现,以最近的对象结束。可用选项:背景,几何,Alpha测试,透明和覆盖。每个后续队列都是在前一个队列创建分层系统之后呈现的。
  • Mask Clip Value: Default value to be compared with opacity alpha. 0 fully opaque, 1 fully masked; set to 0 by default. Commonly used in Transparent Cutout materials.
  • Mask Clip Value: 将默认值与不透明度alpha值进行比较。0完全不透明,1完全掩蔽;默认设置为0。通常用于透明的切断材料。
  • Refraction Layer: When specified grabpasses will be offsetted by this value, effectively creating a layered system for refraction effects.
  • Refraction Layer: 当指定的grabpass被这个值偏移时,有效地创建了一个用于折射效果的分层系统。
  • Alpha To Coverage: Turns on internal MSAA capabilities to blend alpha objects using layers of opaque objects; only available for forward rendering with MSAA turned on.
  • Alpha To Coverage: 打开内部MSAA功能,使用不透明对象层混合alpha对象;只有在打开MSAA的情况下才能进行正向渲染。
  • Blend RGB and Blend Alpha: When graphics are rendered, after all Shaders have executed and all Textures have been applied, the pixels are written to the screen. How they are combined with what is already there is controlled by the Blend command. ASE currently provides a Custom, Alpha Blend, Premultiplied, Additive, Soft Additive, Multiplicative and a 2x Multiplicative mode.
  • Blend RGB and Blend Alpha: 当图形被渲染时,在所有的着色器被执行和所有的纹理被应用之后,像素被写到屏幕上。如何将它们与已经存在的内容组合在一起是由Blend命令控制的。ASE目前提供了自定义、混合、预乘、加法、软加法、乘法和2x乘法模式。
  • Blend Factors (SrcFactor & DstFactor): All following properties are valid for both SrcFactor & DstFactor in the Blend command. Source refers to the calculated color, Destination is the color already on the screen. The blend factors are ignored if BlendOp is using logical operations.
  • Blend Factors (SrcFactor & DstFactor): 以下所有属性对于Blend命令中的SrcFactor和DstFactor都是有效的。源是指计算出的颜色,目的是指屏幕上已经出现的颜色。如果BlendOp使用逻辑操作,则忽略混合因子。
  • One The value of one - use this to let either the source or the destination color come through fully.
    1的值1 -使用这个来让源色或目标色都充分显示出来。
  • Zero: The value zero - use this to remove either the source or the destination values.
  • 0:值0——使用它删除源值或目标值。
  • SrcColor: The value of this stage is multiplied by the source color value.
  • SrcColor:这个阶段的值乘以源颜色值。
  • SrcAlpha: The value of this stage is multiplied by the source alpha value.
  • SrcAlpha:这个阶段的值乘以源alpha值。
  • DstColor: The value of this stage is multiplied by frame buffer source color value.
  • DstColor:这个阶段的值乘以帧缓冲源的颜色值。
  • DstAlpha: The value of this stage is multiplied by frame buffer source alpha value.
  • DstAlpha:这个阶段的值乘以帧缓冲源alpha值。
  • OneMinusSrcColor: The value of this stage is multiplied by (1 - source color).
  • OneMinusSrcColor:这个阶段的值乘以(1 -源颜色)。
  • OneMinusSrcAlpha: The value of this stage is multiplied by (1 - source alpha).
  • OneMinusSrcAlpha:这个阶段的值乘以(1 -源alpha)。
  • OneMinusDstColor: The value of this stage is multiplied by (1 - destination color).
  • OneMinusDstColor:这个阶段的值乘以(1 -目标颜色)。
  • OneMinusDstAlpha: The value of this stage is multiplied by (1 - destination alpha).
  • OneMinusDstAlpha:这个阶段的值乘以(1 - destination alpha)。
  • Blend Op RGB & Blend Op Alpha: Add, Sub, Rev Sub, Min and Max
  • 混合Op RGB和混合Op Alpha:添加、替换、Rev替换、最小和最大
  • Color Mask: Sets color channel writing mask, turning them all OFF makes it invisible.
  • 颜色掩码:设置颜色通道写入掩码,将它们全部关闭,使其不可见。

4.模板缓冲区(Stencil Buffer)


The stencil buffer can be used as a general purpose per pixel mask for saving or discarding pixels. It’s usually an 8 bit integer per pixel. The value can be written to, increment or decremented. Subsequent draw calls can test against the value, to decide if a pixel should be discarded before running the pixel shader. When Cull mode is set to OFF this menu shows an extra set of comparison selections to use the buffer separately from front faces and back faces.

模板缓冲区可以作为每个像素掩码的通用用途,用于保存或丢弃像素。通常是每像素8位整数。该值可以被写入、递增或递减。后续的绘制调用可以对该值进行测试,以决定在运行像素着色器之前是否应该丢弃像素。当Cull模式被设置为OFF时,这个菜单会显示一组额外的比较选项,用于将缓冲区与前脸和后脸分开使用。

  • Reference: The value to be compared against (if Comp is anything else than always) and/or the value to be written to the buffer (if either Pass, Fail or ZFail is set to replace). 0–255 integer.
    引用:要比较的值(如果Comp不是总是)和/或要写入缓冲区的值(如果Pass、Fail或ZFail被设置为replace)。0 - 255整数。
  • Read Mask: An 8 bit mask as an 0–255 integer, used when comparing the reference value with the contents of the buffer (referenceValue & readMask) comparisonFunction (stencilBufferValue & readMask). Default: 255.
  • 读掩码:一个8位的掩码作为0-255的整数,在比较引用值和缓冲区的内容(referenceValue和readMask)比较函数(stencilBufferValue和readMask)时使用。默认值:255。
    Write Mask: An 8 bit mask as an 0–255 integer, used when writing to the buffer. Default: 255.
  • 写掩码:一个8位掩码,0-255整数,在写入缓冲区时使用。默认值:255。
  • Comparison (front and back): The function used to compare the reference value to the current contents of the buffer. Default: always.
    比较(前后):用来比较参考值与缓冲区当前内容的函数。默认值:永远。
  • Pass (front and back): What to do with the contents of the buffer if the stencil test (and the depth test) passes. Default: keep.
  • 传递(正面和反面):如果模板测试(和深度测试)通过,如何处理缓冲区的内容。默认值:。
  • Fail (front and back): What to do with the contents of the buffer if the stencil test fails. Default: keep.
    失败(正面和反面):如果模板测试失败,如何处理缓冲区的内容。默认值:。
  • ZFail (front and back): What to do with the contents of the buffer if the stencil test passes, but the depth test fails. Default: keep.
  • ZFail(前后):如果模板测试通过,深度测试失败,如何处理缓冲区的内容。默认值:。

5.Tessellation 曲面细分

  • Phong: Modifies the positions of the subdivided faces so that the resulting surface follows the mesh normals a bit; set to OFF by Default.
  • Phong:修改细分曲面的位置,使得到的曲面稍微符合网格法线;默认设置为OFF。
  • Strength: Effect strength 0-1.
  • 强度:作用强度0-1。
  • Type: Defines the technique used; Distance Based, Fixed, Edge Length and Edge Length Cull.
  • Type:定义所使用的技术;基于距离的,固定的,边缘长度和边缘长度的选择。
  • Tess: Tessellation factor; 1-32.
  • Tess:曲面细分的因子;1-32.
  • Min: Minimum Tessellation distance.
  • Min: 最小曲面细分距离。
  • Max: Maximum Tessellation distance.
  • Max: 最大曲面细分距离。
  • Edge Length: Maximum length an edge can have before starting to tessellate.
  • Edge Length:在开始曲面细分之前,边缘的最大长度。
  • Max Disp: Maximum displacement outside of the frustum borders where polygon patches are still tesselated.
  • Max Disp:在多边形贴片仍然被曲面细分的截锥体边界之外的最大位移。

6.Outline 外轮廓


Outline Creates a customizable outline effect using the inverse hull technique
轮廓创建一个可定制的轮廓效果使用反向扩展边缘技术

  • Mode: Vertex mode offsets the hull by a value while vertex scale increases by a percentage.
  • Mode:顶点模式偏移边缘一个值,而顶点比例增加一个百分比。
  • Color: Lets you define the color of the outline.
  • Color:让你定义轮廓的颜色。
  • Width: The value to be offseted or scaled by.
  • Width:要偏移或按比例缩放的值。

7.Billboard广告牌

  • Type: A cylindrical billboard will only rotate on the Y axis while a spherical will rotate towards the camera irregardless of it’s rotation.
  • Type:圆柱形广告牌只会在Y轴上旋转,而球形广告牌则会朝着相机方向旋转,不管它是旋转的。
  • Ignore Rotation: Setting this on will ignore the billboard transform rotation.
  • Ignore Rotation:设置这个将忽略公告牌变换旋转。

8.Depth深度

  • ZWrite Mode: Controls whether pixels from this object are written to the depth buffer (default is On). If you’re drawing solid objects, leave this on. If you’re drawing semitransparent effects, switch to ZWrite Off. For more details read below.
  • ZWrite模式:控制是否将该对象的像素写入深度缓冲区(默认为On)。如果你在画实体,就把这个打开。如果您正在绘制半透明效果,请切换到ZWrite Off。
  • ZTest Mode: How should depth testing be performed. Default is LEqual (draw objects in from or at the distance as existing objects; hide objects behind them). ASE provides ZTest Less, Greater, LEqual, GEqual, Equal, NotEqual and Always.
  • ZTest模式:如何进行深度测试。默认是LEqual(从现有对象中或从距离中绘制对象;把物体藏在它们后面)。ASE提供ZTest更少,更大,LEqual, GEqual, Equal, NotEqual和Always。
  • Offset: Allows you specify a depth offset with two parameters. factor and units. Factor scales the maximum Z slope, with respect to X or Y of the polygon, and units scale the minimum resolvable depth buffer value. This allows you to force one polygon to be drawn on top of another although they are actually in the same position. For example Offset 0, –1 pulls the polygon closer to the camera ignoring the polygon’s slope, whereas Offset –1, –1 will pull the polygon even closer when looking at a grazing angle.
  • 偏移量:允许您使用两个参数指定深度偏移量。因素和单位。因子根据多边形的X或Y缩放最大Z斜率,单位缩放最小可解析深度缓冲值。这允许你强迫一个多边形画在另一个的上面,尽管他们实际上在相同的位置。例如偏移量0,-1将多边形拉得更靠近摄像机,忽略多边形的斜率,而偏移量-1,-1将把多边形拉得更近,当观察掠角时。
  • Factor: Scales the maximum Z slope, with respect to X or Y of the polygon.
  • 因子:缩放多边形相对于X或Y的最大Z斜率。
  • Units: Units scale the minimum resolvable depth buffer value.
  • 单位:单位缩放最小可解析深度缓冲值。

9.Rendering Options渲染选项

这里可以激活或禁用某些着色器功能,在默认情况下,他们中的大多数将模拟Unity的标准着色器。

10.Rendering Platforms渲染平台

定义支持哪些平台;默认设置为All。

11.Additional Includes额外链接

允许从cg包含文件的着色器定义一个相对路径。如果文件丢失或路径不正确,它将无法编译着色器。“. ./"可以用来下拉一个文件夹。

12.Additional Pragmas额外的语法

允许添加单独的pragma指令来控制着色器的编译和渲染。

13.Custom SubShader Tags定制SubShader标记

允许为自定义着色器呈现控件添加自定义子着色器标记。

14.Material Properties材质属性

设置为属性的变量将在本节中列出,您可以通过拖动它们来调整它们的位置

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