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UE5.1_Niagara高級(jí)4.3_ Bind Niagara Curves to Sprite Materials

2023-05-24 09:52 作者:Winter惜曦  | 我要投稿
  • 4.3 Bind Niagara Curves to Sprite Materials【綁定Niagara曲線到圖片材質(zhì)】

  • Currently Supported On Sprite Renderer Only, More Coming

    【目前僅支持圖片渲染器,其他渲染器正在路上】

  • To send a curve as a texture object to the material, first create an emitter attribute for one of the curve types, in this case "Curve For Colors". Add it to the stack and adjust the Curve to your liking.

    Then, click the small down arrow to expose "Advanced Parameters"

    Check "Expose Curve to Material" and choose a name. In this case, we choose the name "ColorCurveExport".

    【為了把曲線當(dāng)作紋理對(duì)象發(fā)送到材質(zhì),首先創(chuàng)建任意一種曲線類型的發(fā)射器屬性,在此示例為顏色曲線。添加到堆疊并設(shè)置曲線】

    【然后,點(diǎn)擊下箭頭顯示高級(jí)參數(shù)】

    【勾選“暴露曲線到材質(zhì)”并輸入名字。在此示例,我們設(shè)置名字為ColorCurveExport】

  • Next, on the material assigned to our sprite renderer, we create a texture object parameter and wire it into a texture sampler. In this case the name is "NiagaraCurve".

    【下一步,在圖片渲染器分配的材質(zhì)里,創(chuàng)建一個(gè)紋理對(duì)象參數(shù),并連接到紋理采樣器。在此示例命名為NiagaraCurve】

  • Lastly, we add a "Material Parameter Binding" to the sprite renderer, and choose our "ColorCurveExport" curve. The curve is sent over to the material as a texture and will update in realtime as you move the curve points around.

    【最后,在圖片渲染器添加材質(zhì)參數(shù)綁定,選擇ColorCurveExport曲線。這曲線就會(huì)作為紋理發(fā)送到材質(zhì),并將實(shí)時(shí)更新】


UE5.1_Niagara高級(jí)4.3_ Bind Niagara Curves to Sprite Materials的評(píng)論 (共 條)

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