Physically-Based Rendering: Yes Texture Size: 4k Number of Materials: 1 Material, 2 Material Instances Number of Textures: 19 Engine Compatibility: All Intended Platform: Xbox One, Playstation 4, PC Platforms Tested: PC Documentation Included: Download Documentation Important\Additional Notes: Non-Tessellation version for MAC labeled ‘Simple’
基于物理的渲染:是纹理大小:4k材质数量:1个材质,2个材质实例纹理数量:19个引擎兼容性:所有预期平台:Xbox1,Ps4,Pc平台测试:PC文档包括: 下载文件 重要的\附加说明:mac的非曲面细分版本标记为”简单”
Preview: https://youtu.be/F-UY2_7rPt8
Almost every aspect of this shader is a parameter. The snow/moss can be changed to any other material you want. Mud, dirt, water, ice, WHATEVER. The same can be said for the bricks and stone materials. As long as you have a height map or something similar (Strong AO Bake) the snow (or whatever) will build up through the cracks on the upward facing polys. The height maps can also be inverted for masking to have the coating be on top of the texture instead. The axis mask can also be disabled to create an all over coating of the material. The math for Roughness, Metalness, AO, contrast of the snow, and everything else is editable as parameters for use as instances. Incorporates Tessellation to literally “build up snow levels” while improving the realism of the other materials as well. This can also be turned off inside the material editor. Accepts Roughness, Metalness, and Ambient Occlusion as one texture compiled into the RGB channels. A color mask can be imported for the two base materials to increase the flexibility of the shader.
预览: https://youtu.be/F-UY2_7rPt8
几乎这个着色器的每个方面都是一个参数。 雪/苔藓可以更改为您想要的任何其他材料。 泥,泥土,水,冰,随便什么。 砖和石材也是如此。 只要你有一个高度图或类似的东西(强烈的AO Bake),雪(或其他什么)就会通过向上朝向的物体上的裂缝积聚起来。 高度图也可以倒置以进行遮罩,以使涂层位于纹理之上。 还可以禁用轴掩模以创建材料的全部涂层。 粗糙度,金属度,AO,雪的对比度和其他所有的数学都可以编辑为参数作为实例使用。 结合镶嵌字面上”建立雪水平”,同时提高其他材料的现实主义以及。 这也可以在材质编辑器中关闭。 接受粗糙度、金属度和环境光遮蔽作为编译到RGB通道中的一个纹理。 可以为两个基材导入颜色蒙版,以增加着色器的灵活性。
评论(0)