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
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