Materiales Introducción

Core authoring tools

USF HLSL file: template for configure options Inside material editor the are material node and expresion workscapes Material node: configure the HSL material Shading model: default lit, unlit, clear coat... per pixel shading: can reduce drawcalls Blend mode: opaque, traslucent... Material domain: ui, world, decals... All others settings Expressions workspace: left of the material node (input pins) Expressions (palette) Custom expressions: inject HSLS directly into material

Textures

(max 16 textures per material) Compression: derived data to cache Render target Import or texture groups (categorice in groups) and texture properties: change setting Texture streaming: streaming pool Streaming virtual texturing: save memory

Workflow and collaboration tools

Material functions: reusable groups of expressions (cluster):(style="background-color:#c8a46d"): Material layers: larger or entire material setup grpuped Advance material layers:(style="background-color:#ff7070"): Parameter colelctions: super parameters that cane xist across many materials at once:(style="background-color:#ff7070"): Material instances: can at run time be modified by. Parameter can be easily altered. (another class)

Compilation stage

Shader permutations: inject functinoality into the compiler, generating shader permutations usage flags: in properties inside material editor (optimice for that purpouse) switches: plataforms/render engine:

Rendered in the world

Surface (can be virtual texture), light functin, volumetric, post processing, decal, UI Cull unused shaders Ship project

Performance

Material stats Plataform stats Shader complexity Quality/feature switches Material analyzer

Advice

Balance material/instance: functions: blend normal maps, detail normal texture, brightness and contrast layers: metal chrome, metal copper, wood painted etc master material: couch, coffe table, kitches cabinet etc material instances: couch yello, couch red, kitchech cabinet corner etc Instances within instances: easy to iterate, quick bulk editing shader compile distribution: set up incredibuild (larger projects) Compression/mergemaps: PBR tips: Function libraries: Preparing for scalability: texture groups and quality swtches

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