利用ue4本身的UV作为Mask使用的思路

本文深入探讨了UE4中贴图UV坐标系的特点及其在渐变材质中的应用,包括如何利用Sin/Cos实现柱状渐变,通过power或减法控制渐变起点,以及使用ceil/floor等函数制作硬边遮罩。此外,还介绍了贴图UV在粒子系统和其他需要渐变效果场景中的广泛用途。

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UE4中的贴图UV是左上角(0,0)右下角(1,1)的坐标系.

单独拎出来XY(RG)轴来,其实就是横竖两张绝对平滑的渐变图.

优点:

1.不占空间,不需要额外的贴图.

2.绝对精确的矢量遮罩.类似矢量图.不管多大分辨率都可以用它进行遮罩.

应用范围:

各种需要渐变材质的地方.尤其是粒子系统

 

一些简单的计算变种

1.配合Sin或者Cos可以实现柱状渐变

2.搭配power或者减法可以控制渐变起始点.

3.搭配ceil,floor之类可以制作硬边遮罩

等等等等.比如panner可以移动起来,rotator可以使渐变方向改变.

另外还有圆形的遮罩,

总之使用ue4本身的计算,可以省下很多事情~

 

 

### UE5 Mask Material Tutorial In Unreal Engine 5 (UE5), mask materials play a crucial role in creating complex visual effects by allowing control over various aspects of rendering through masks. Masks enable artists to define areas within textures that influence specific properties such as transparency, emissive regions, or displacement. To create a mask material in UE5: #### Creating a Basic Mask Material 1. **Open the Material Editor** Start by opening the Material Editor from the main menu under `Window` -> `Material Editor`. 2. **Set Up Base Properties** Ensure the material is set up correctly for masking purposes. Set the blend mode appropriately depending on whether opacity masking is required. 3. **Add Texture Sample Nodes** Incorporate texture sample nodes into the graph which contain grayscale images representing different mask channels. These could be alpha channels embedded within diffuse maps or separate black-and-white textures designed specifically for masking. 4. **Connect Mask Outputs** Connect these outputs directly to relevant parameters like OpacityMask input node if aiming at cutout geometry or multiply against base color inputs for tinting masked sections differently. For more advanced usage involving multiple layers of masking combined with other shaders' features, consider leveraging custom HLSL code inside your shader network via Code Expressions available since UE4 but improved further in UE5. ```cpp // Example Custom Expression Node Implementation For Advanced Mask Operations float4 MainPS(float2 UV : TEXCOORD0) : SV_Target { float4 baseColor = tex2D(BaseTextureSampler, UV); float maskValue = tex2D(MaskTextureSampler, UV).r; // Apply mask value here... return finalColor * maskValue; } ``` This approach allows fine-grained manipulation beyond standard editor capabilities while maintaining compatibility across platforms supported by UE5.
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