标准着色器家族 Normal Shader Family
Vertex Lit 顶点光照着色器
Assets needed 资源需要:
- One Base texture, no alpha channel required
一个基本纹理,无alpha通道
Diffuse 漫反射着色器
Assets needed 资源需要:
- One Base texture, no alpha channel
required
一个基本纹理,无alpha通道
Specular 高光着色器
Assets needed 资源需要:
- One Base texture with alpha channel
for Specular Map
一个基本纹理,带有alpha通道,用于高光贴图
Normal mapped 法线贴图着色器
Assets needed 资源需要:
- One Base texture, no alpha channel
required
一个基本纹理,无alpha通道 - One Normal
map
一个法线贴图
Normal mapped Specular 法线贴图高光着色器
Assets needed 资源需要:
- One Base texture with alpha channel
for Specular Map
一个基本纹理,带有alpha通道,用于高光贴图 - One Normal
map
一个法线贴图
Parallax 视差着色器
Assets needed 资源需要:
- One Base texture, no alpha channel
required
一个基本纹理,无alpha通道 - One Normal
map
一个法线贴图 - One Height texture with Parallax
Depth in the alpha channel
一个高度纹理,在alpha通道带有视差深度
Parallax Specular 视差高光着色器
Assets needed 资源需要:
- One Base texture with alpha channel
for Specular Map
一个基本纹理,带有alpha通道,用于高光贴图 - One Normal
map
一个法线贴图 - One Height texture with Parallax
Depth in the alpha channel
一个高度纹理,在alpha通道带有视差深度
Decal 贴花着色器
Assets needed 资源需要:
- One Base texture, no alpha channel
required
一个基本纹理,无alpha通道 - One Decal texture with alpha channel
for Decal transparency
一个贴花纹理,带有alpha通道,用于细节透明度
Diffuse Detail 漫反射细节着色器
Assets needed 资源需要:
- One Base texture, no alpha channel
required
一个基本纹理,无alpha通道 - One Detail grayscale texture; with
50% gray being neutral color
一个细节灰度纹理,带有50%灰中性色
透明着色器系列 Transparent Shader
Family
透明着色器用在全透明或者半透明对象上。使用基础纹理图像的Alpha通道。你可以决定对象上的一些区域比其他区域更透明或更不透明。这可以生成很好的玻璃、平视显示界面或科幻效果。
Transparent
Vertex-Lit 顶点光照透明着色器
Assets needed: 资源所需:
- One Base texture with alpha channel
for Transparency Map
一个携带alpha通道用于控制透明的基础纹理
Transparent
Diffuse 漫反射透明着色器
Assets needed:资源所需:
- One Base texture with alpha channel
for Transparency Map
一个携带alpha通道用于控制透明的基础纹理
Transparent
Specular 高光透明着色器
Assets needed:资源所需:
- One Base texture with alpha channel
for combined Transparency Map/Specular Map
一个携带alpha通道用于结合透明及高光的基础纹理
Note: One limitation of this
shader is that the Base texture's alpha channel doubles as a
Specular Map for the Specular shaders in this family.
注:这个着色器的一个限定是基础纹理的alpha通道也会用做高光贴图
Transparent
Normal mapped 法线贴图透明着色器
Assets needed:资源所需:
- One Base texture with alpha channel
for Transparency Map
一个携带alpha通道的基础纹理用于透明贴图 - One Normal map normal map, no alpha
channel required
一个法线贴图,不需要alpha通道
Transparent Normal mapped
Specular 法线高光透明着色器
Assets needed:资源所需:
- One Base texture with alpha channel
for combined Transparency Map/Specular Map
一个携带alpha通道用于结合透明及高光的基础纹理 - One Normal map normal map, no alpha
channel required
一个法线贴图,不需要alpha通道 - » More details
透明镂空着色器系列 Transparent Cutout
Shader Family
Note: One limitation of this
shader is that the Base texture's alpha channel doubles as a
Specular Map for the Specular shaders in this family.
注:这个着色器的一个限定是基础纹理的alpha通道也会用做高光贴图
Transparent Parallax 视差透明着色器
Assets needed:资源所需:
- One Base texture with alpha channel
for Transparency Map
一个携带alpha通道用于控制透明 - One Normal map normal map with alpha
channel for Parallax Depth
一个携带了alpha通道的法线贴图用于控制视差深度
Transparent Parallax Specular 视差高光透明着色器
Assets needed:资源所需:
- One Base texture with alpha channel
for combined Transparency Map/Specular Map
一个携带alpha通道用于结合透明及高光的基础纹理 - One Normal map normal map with alpha
channel for Parallax Depth
一个携带了alpha通道的法线贴图用于控制视差深度
Note: One limitation of this
shader is that the Base texture's alpha channel doubles as a
Specular Map for the Specular shaders in this family.
注:这个着色器的一个限定是基础纹理的alpha通道也会用做高光贴图。
自发光着色器系列 Self-Illuminated
Shader Family
该自发光着色器将仅基于它们自己带的alpha通道发光。它们不需要任何灯光照射来发光。任何顶点灯光或像素灯光将简单增加更多光照到自发光上。
This is mostly used for light emitting objects. For example, parts
of the wall texture could be self-illuminated to simulate lights or
displays. It can also be useful to light power-up objects that
should always have consistent lighting throughout the game,
regardless of the lights shining on it.
这主要是用于发光物体。例如,部分纹理可以自发光来模拟灯光和显示器。它也可以用于光电对象,如在整个游戏中不管灯光是否照射到它,始终具有照明的物体。
Self-Illuminated
Vertex-Lit 顶点光照自发光着色器
Assets needed:资源所需
- One Base texture,
no alpha channel required
一个材质纹理,没有alpha通道 - One Illumination texture
with alpha channel for Illumination Map
一个自发光纹理,带用于自发光贴图的alpha通道
Self-Illuminated
Diffuse 漫反射自发光着色器
Assets needed:资源所需
- One Base texture,
no alpha channel required
一个材质纹理,没有alpha通道 - One Illumination texture
with alpha channel for Illumination Map
一个自发光纹理,带用于自发光贴图的alpha通道
Self-Illuminated
Specular 高光自发光着色器
Assets needed:资源所需
- One Base texture
with alpha channel for Specular Map
一个基本纹理,带用于高光贴图的alpha通道 - One Illumination texture
with alpha channel for Illumination Map
一个自发光纹理,带用于自发光贴图的alpha通道
Self-Illuminated Bumped 法线自发光着色器
Assets needed:资源所需
- One Base texture,
no alpha channel required
一个材质纹理,没有alpha通道 - One Normal
map normal map with alpha channel for
Illumination
一个法线纹理纹理,带用于自发光贴图的alpha通道
Self-Illuminated Bumped
Specular 法线高光自发光着色器
Assets needed:资源所需
- One Base texture
with alpha channel for Specular Map
一个基本纹理,带用于高光贴图的alpha通道 - One Normal
map normal map with alpha channel for
Illumination Map
一个法线纹理纹理,带用于自发光贴图的alpha通道
Self-Illuminated Parallax 视差自发光着色器
Assets needed:资源所需
- One Base texture,
no alpha channel required
一个材质纹理,没有alpha通道 - One Normal
map normal map with alpha channel for
Illumination Map & Parallax Depth
combined
一个法线纹理纹理,带用于自发光贴图的alpha通道和视差深度(高度图)
Note: One consideration of this
shader is that
the Bumpmap texture's
alpha channel doubles as a Illumination and the Parallax Depth.
Self-Illuminated Parallax
Specular 视差高光自发光着色器
Assets needed: 资源所需
- One Base texture
with alpha channel for Specular Map
一个材质纹理,没有alpha通道 - One Normal
map normal map with alpha channel for
Illumination Map & Parallax Depth
combined
一个法线纹理纹理,带用于自发光贴图的alpha通道和视差深度(高度图)
Note: One consideration of this
shader is that
the Bumpmap texture's
alpha channel doubles as a Illumination and the Parallax Depth.
注意:这个着色器的代价之一是凹凸纹理的alpha通道有两个,作为自发光和视差深度(高度图)。
反射着色器系列 Reflective Shader
Family
反射着色器允许你使用一个Cubemap作为你网格的反射。你也在对象上面通过基本纹理的alpha通道定义或多或少的反射区域。高反射率对于光滑的、油、铬合金等有很好的效果;低反射率用于金属、液体表面、或视频显示器等。
Reflective Vertex-Lit 顶点光照反射着色器
Assets needed: 资源所需:
- One Base texture
with alpha channel for defining reflective
areas
一个基本纹理,带用于定义反射区域的alpha通道 - One Reflection Cubemap
for Reflection Map
一个用于反射贴图的反射Cubemap
Reflective
Diffuse 漫反射反射着色器
Assets needed: 资源所需:
- One Base texture
with alpha channel for defining reflective
areas
一个基本纹理,带用于定义反射区域的alpha通道 - One Reflection Cubemap
for Reflection Map
一个用于反射贴图的反射Cubemap
Reflective
Specular 高光反射着色器
Assets needed: 资源所需:
- One Base texture
with alpha channel for defining reflective areas &
Specular Map combined
一个基本纹理,带用于定义反射区域的alpha通道和高光贴图 - One Reflection Cubemap
for Reflection Map
一个用于反射贴图的反射Cubemap
Note: One consideration for this
shader is that
the Base texture's
alpha channel will double as both the reflective areas and the
Specular Map.
注意:这个着色器的代价之一是基本纹理的alpha通道将增加一倍,反射区和高光贴图。
Reflective Normal mapped 法线贴图反射着色器
Assets needed: 资源所需:
- One Base texture
with alpha channel for defining reflective
areas
一个基本纹理,带用于定义反射区域的alpha通道 - One Reflection Cubemap
for Reflection Map
一个用于反射贴图的反射Cubemap - One Normal
map normal map, no alpha channel
required
一个法线贴图,无需alpha通道
Reflective Normal Mapped
Specular 法线高光反射着色器
Assets needed: 资源所需:
- One Base texture
with alpha channel for defining reflective areas &
Specular Map combined
一个基本纹理,带用于定义反射区域的alpha通道和高光贴图 - One Reflection Cubemap
for Reflection Map
一个用于反射贴图的反射Cubemap - One Normal
map normal map, no alpha channel
required
一个法线贴图,无需alpha通道
Note: One consideration for this
shader is that
the Base texture's
alpha channel will double as both the reflective areas and the
Specular Map.
注意:这个着色器的代价之一是基本纹理的alpha通道将增加一倍,反射区和高光贴图。
Reflective Parallax 视差反射着色器
Assets needed: 资源所需:
- One Base texture
with alpha channel for defining reflective
areas
一个基本纹理,带用于定义反射区域的alpha通道 - One Reflection Cubemap
for Reflection Map
一个用于反射贴图的反射Cubemap - One Normal
map normal map, with alpha channel for
Parallax Depth
一个法线贴图,带有用于视差深度的alpha通道
Reflective Parallax Specular 视差高光反射着色器
Assets needed: 资源所需:
- One Base texture
with alpha channel for defining reflective areas &
Specular Map
一个基本纹理,带用于定义反射区域的alpha通道和高光贴图 - One Reflection Cubemap
for Reflection Map
一个用于反射贴图的反射Cubemap - One Normal
map normal map, with alpha channel for
Parallax Depth
一个法线贴图,带有用于视差深度的alpha通道
Note: One consideration for this
shader is that
the Base texture's
alpha channel will double as both the reflective areas and the
Specular Map.
注意:这个着色器的代价之一是基本纹理的alpha通道将增加一倍,反射区和高光贴图。
Reflective Normal mapped
Unlit 无光法线贴图反射着色器
Assets needed: 资源所需:
- One Base texture
with alpha channel for defining reflective
areas
一个基本纹理,带用于定义反射区域的alpha通道 - One Reflection Cubemap
for Reflection Map
一个用于反射贴图的反射Cubemap - One Normal
map normal map, no alpha channel
required
一个法线贴图,无需alpha通道
Reflective Normal mapped
Vertex-Lit 法线顶点光照反射着色器
Assets needed: 资源所需:
- One Base texture
with alpha channel for defining reflective
areas
一个基本纹理,带用于定义反射区域的alpha通道 - One Reflection Cubemap
for Reflection Map
一个用于反射贴图的反射Cubemap - One Normal
map normal map, no alpha channel
required
一个法线贴图,无需alpha通道
原文:http://game.ceeger.com/Components/Built-in_Shader_Guide.html