[英]How to mask a texture with Unity Shader Graph
So the final effect that am trying to achieve can be found in this tutorial video (unity shader lab) and my case i want to reach this result:所以我试图达到的最终效果可以在本教程视频(统一着色器实验室)中找到,我的情况是我想达到这个结果:
So far i created these properties:到目前为止,我创建了这些属性:
And the result is this (no idea why "tiling" has 4 fields even though its a Vector2):结果是这样的(不知道为什么“平铺”有 4 个字段,即使它是 Vector2):
After that, i added 2 new properties:之后,我添加了 2 个新属性:
A tiline and Offset node which has its offset controlled by the Position property, plugged it to a Sample Texture, and multiplied the output with the Emission texture output, and plugged the result to the Emission inpute of the PBR node:一个 tiline 和 Offset 节点,其偏移量由 Position 属性控制,将其插入到 Sample Texture,并将输出与 Emission 纹理输出相乘,并将结果插入 PBR 节点的 Emission 输入:
and the result is this:结果是这样的:
It's kinda giving me what i want but its far from finished, what i can't figure out is:它有点给了我我想要的东西,但它远未完成,我不知道的是:
Thanks a lot in advance!提前非常感谢! i really hope the Shader graph community start getting bigger cause its been super hard to find answers even for the the most basic things.我真的希望着色器图形社区开始变得更大,因为即使是最基本的事情也很难找到答案。
Have a nice day!祝你今天过得愉快!
尝试将纹理的包裹模式设置为钳制,而不是在导入设置中重复。
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.