Niagara
将粒子拉长
- 对其方向:速度对齐(有速度感,就会产生模糊感觉,拉长了,并不是真实模糊)
场景中预览效果
发射器继承
- 父级有哪些节点子级就继承哪些(数据默认继承,如果你有更改,则跟父级是不一样的)
- 子级无法删除继承节点,可以派生
Mass质量(Calculate Mass and Rotational Intertia by Volume)
- 根据体积算mass
- 设置成Mesh类型
- 设置成你需要的类型(这里为石头)
Material
菲尼尔
高斯模糊Custom(HLSL)
//Gaussian
static const int SceneTextureId = 14;
float2 TexelSize = View.ViewSizeAndInvSize.zw;
float2 UV = GetDefaultSceneTextureUV(Parameters, SceneTextureId);
float3 PixelSum = float3(0, 0, 0);
float WeightSum = 0;
for (int x = -Radius; x <= Radius; x++)
{
for (int y = -Radius; y <= Radius; y++)
{
float2 Offset = UV + float2(x, y) * TexelSize;
float3 PixelColor = SceneTextureLookup(Offset, SceneTextureId, 0).rgb;
float Weight = Calculate1DGaussian(x / Radius) * Calculate1DGaussian(y / Radius);
PixelSum += PixelColor * Weight;
WeightSum += Weight;
}
}
return PixelSum / WeightSum;
//Global
return 1;
}
float Calculate1DGaussian(float x)
{
return exp(-0.5 * pow(3.141 * (x), 2));
使某个Mesh不被Decal压住
- 方法1.这里仅限Dbuffer,像Emissive这种的话Decal任然会有效果
- 方法2.找到Mesh,设置是否接受Decal
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