Material charts 材质图表
本文档主要是对Unity官方手册的个人理解与总结(其实以翻译记录为主:>)
仅作为个人学习使用,不得作为商业用途,欢迎转载,并请注明出处。
文章中涉及到的操作都是基于Unity2018.3版本
参考链接:https://docs.unity3d.com/Manual/StandardShaderMaterialCharts.html
Use these charts as reference for realistic settings:
使用这些图表作为现实设置的参考:
Reference Chart for Metallic settings
金属设置参考图
Reference Chart for Specular settings
高光设置参考图
There are also hints on how to make realistic materials in these charts. In essence it is about choosing a workflow (default or metallic) and obtaining relevant values for your maps or colour pickers. For instance, if we wanted to make shiny white plastic, we would want a white Albedo. Since it is not a metal we would want a dark Specular (or a very low Metallic value) and finally a very high Smoothness.
在这些图表中还有一些关于如何制作真实材质的提示。本质上,它是关于选择一个工作流(默认的或金属的),并为您的贴图或颜色拾取器获取相关的值。例如,如果我们想制造闪亮的白色塑料,我们需要白色的反照率。因为它不是金属,我们想要一个暗高光(或一个非常低的金属值),最后是一个非常高的平滑度。