Supported Platforms
The effect is supported and tested on high end as well as mobile platforms. The post process version has the best compatibility across platforms and supports full quality and material feature set on mobile, compared to the surface version which falls back to a lower quality and limited feature set on mobile.
Rendering Compatibility
Glass materials that are used in combination with the post process frosting version need to have “Render after DOF” / “Mobile Separate Translucency” enabled if they are meant to have sharp reflections or surface detail like dirt or detail normals. This relies on “Separate Translucency” to be enabled in the project settings, which is the case by default.
Included Content
This product includes 4 master materials:
- M_FrostedGlass – fully featured and highly configurable frosted glass surface material
- M_SimpleFrostedGlass – very simple and easy to expand on frosted glass surface material
- M_Glass – regular glass material
- MPP_FrostedGlass – post process material that adds the frosted effect to regular glass surfaces
The surface master materials all share the same material function and also come with a SSR variation that is pre-configured to have screen space reflections enabled.
Additionally there are 26 material instances included, most of which are used in the showcase level to provide examples of how the materials can be used.
Feedback
Feel free to contact me at decal_portal459@simplelogin.com if you run into any issues or have any feature requests.
支持的平台
该效果在高端和移动平台上得到支持和测试。 后期处理版本具有跨平台的最佳兼容性,并支持移动上的完整质量和材料功能集,而表面版本则在移动上恢复到较低的质量和有限的功能集。
渲染兼容性
与后处理结霜版本结合使用的玻璃材料需要启用”DOF后渲染”/”移动单独半透明”,如果它们具有尖锐的反射或表面细节,如污垢或细节法线。 这依赖于在项目设置中启用”单独半透明”,默认情况下就是这种情况。
包含的内容
本产品包括4种主要材料:
- M_FrostedGlass-功能齐全且高度可配置的磨砂玻璃表面材料
- M_SimpleFrostedGlass-非常简单,易于在磨砂玻璃表面材料上扩展
- M_Glass-常规玻璃材料
- MPP_FrostedGlass-为普通玻璃表面添加磨砂效果的后处理材料
表面主材料都具有相同的材质功能,并且还具有预配置为启用屏幕空间反射的SSR变体。
此外,还包括26个材质实例,其中大部分用于showcase级别,以提供如何使用材质的示例。
反馈意见
请随时与我联络,电话: decal_portal459@simplelogin.com 如果您遇到任何问题或有任何功能请求。
The frosted glass shader is provided in two fundamental implementations, each with their benefits and drawbacks (they can be combined):
Surface Material
- Supports per surface diffuse color (for effects like stained glass)
- Supports per surface reflection color
- Does not support rendering translucency behind the frosted surface
- Supports mobile rendering (lower quality)
Post Process Material
- Supports per post process volume diffuse color
- Supports per surface reflection color
- Supports rendering translucency behind the frosted surface
- Supports mobile rendering (full quality)
The best thing to do is look at the included showcase level to see how the different versions are used and how they can be used in combination to enable more complex effects like multiple layers of frosted glass. Most examples also have a note placed next to them in the level, that provides further information on that specific example.
How to use surface materials
- Simply assign one of the frosted glass materials to your mesh and the effect will work immediately
- If you choose to enable backface culling in the material instance (useful for removing self-overlapping artifacts on complex surfaces), make sure to enable “Render CustomDepth Pass” on the mesh
How to use post process materials
- In the Project Settings, set “Custom Depth-Stencil Pass” to “Enabled with Stencil”
- Assign a regular glass material to your mesh
- On your mesh, enable “Render CustomDepth Pass” and set “CustomDepth Stencil Value” to any value from 1-255
- On your Post Process Volume, add a frosted glass post process material instance to the “Post Process Materials” section
- You should now be able to see the effect on your glass – if you need more information, check out the official documentation on post process materials
Notes on usage with UE5.0
Because Lumen does not yet support mirror like reflections for glass surfaces, you may noticed the reflections look blurry. In such case I would recommend to turn off the lumen glass reflections and use cubemaps to get sharp reflections. The relevant command for that is “r.Lumen.TranslucencyReflections.Enable 0”
Also if you wish to view the static lighting scene, set Global Illumination solution to Screen Space in project settings (this will allow lightmaps and reflections from captures to be shown like in UE4).
Raytraced translucency only supports simple frosted glass where both reflected and transmitted light is scattered.
磨砂玻璃着色器在两个基本实现中提供,每个实现都有其优点和缺点(它们可以组合在一起):
表面材料
- 支持每个表面漫反射颜色(用于彩色玻璃等效果)
- 支持每个表面反射颜色
- 不支持在磨砂表面后面渲染半透明
- 支持移动渲染(低质量)
后期处理材料
- 支持每个后期处理卷漫反射颜色
- 支持每个表面反射颜色
- 支持在磨砂表面后面渲染半透明
- 支持移动渲染(全质量)
最好的办法是查看包含的showcase级别,了解不同版本的使用方式以及如何将它们组合使用以实现更复杂的效果,例如多层磨砂玻璃。 大多数示例在关卡中还会在它们旁边放置一个注释,以提供有关该特定示例的进一步信息。
如何使用表面材料
- 只需将其中一种磨砂玻璃材料分配到您的网格中,效果就会立即起作用
- 如果您选择在材质实例中启用背面剔除(对于移除复杂曲面上的自重叠工件很有用),请确保在网格体上启用”Render CustomDepth Pass
如何使用后期处理材料
- 在项目设置中,将”Custom Depth-Stencil Pass”设置为”Enabled with Stencil”
- 为网格分配常规玻璃材料
- 在网格上,启用”Render CustomDepth Pass”并将”CustomDepth Stencil Value”设置为1-255之间的任何值
- 在您的后处理卷上,将磨砂玻璃后处理材料实例添加到”后处理材料”部分
- 您现在应该能够看到对您的玻璃的影响-如果您需要更多信息,请查看 后期处理材料的正式文件
UE5.0使用说明
由于Lumen还不支持玻璃表面的镜面反射,因此您可能会注意到反射看起来很模糊。 在这种情况下,我建议关闭流明玻璃反射并使用立方体贴图来获得尖锐的反射。 相关的命令是”R.流明”。半透明反射。启用0″
此外,如果您希望查看静态照明场景,请在项目设置中将全局照明解决方案设置为屏幕空间(这将允许来自捕获的光照贴图和反射显示,如UE4中所示)。
光线追踪半透明只支持简单的磨砂玻璃,其中反射和透射光都被散射。
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