Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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2.5 KiB

PBR Master Node

Description

A Master Node for physically based rendering. Can be used in either Metallic or Specular workflow modes as defined by the Workflow dropdown parameter.

Values supplied to the input Normal are expected to be in tangent space. Use the Transform Node to convert to tangent space.

Ports

Name Direction Type Stage Binding Description
Position Input Vector 3 Vertex None Defines the absolute object space vertex position per vertex
Albedo Input Vector 3 Fragment None Defines material's albedo value. Expected range 0 - 1.
Normal Input Vector 3 Fragment Tangent Space Normal Defines material's normal value. Expects normals in tangent space.
Emission Input Vector 3 Fragment None Defines material's emission color value. Expects positive values.
Metallic Input Vector 1 Fragment None Defines material's metallic value where 0 is non-metallic and 1 is metallic. Only available in Metallic Workflow mode.
Specular Input Vector 3 Fragment None Defines material's specular color value. Expected range 0 - 1. Only available in Specular Workflow mode.
Smoothness Input Vector 1 Fragment None Defines material's smoothness value. Expected range 0 - 1.
Occlusion Input Vector 1 Fragment None Defines material's ambient occlusion value. Expected range 0 - 1.
Alpha Input Vector 1 Fragment None Defines material's alpha value. Used for transparency and/or alpha clip. Expected range 0 - 1.
Alpha Clip Threshold Input Vector 1 Fragment None Fragments with an alpha below this value will be discarded. Requires a node connection. Expected range 0 - 1.

Material Options

PBR Master Node material options can be accessed by clicking the cog icon in the top right corner of the PBR Master Node.

Name Type Options Description
Workflow Dropdown Metallic, Specular Defines workflow mode for the material
Surface Dropdown Opaque, Transparent Defines if the material is transparent
Blend Dropdown Alpha, Premultiply, Additive, Multiply Defines blend mode of a transparent material
Two Sided Toggle True, False If true both front and back faces of the mesh are rendered