- Unreal Engine 4 Shaders and Effects Cookbook
- Brais Brenlla Ramos John P. Doran
- 191字
- 2021-06-24 14:12:16
How it works...
Post process materials are a bit different than the ones we apply to 3D models. Just as we need UVs in our meshes to indicate how textures should wrap around the objects, we need to access a specific bit of information from the scene that is being rendered in order to apply certain effects to it.
Instead of UVs, though, the information that we need from the scene comes in the shape of different scene textures, such as the one we dealt with before named Post Process Input 0. There are many others, and we will use them according to our needs. For instance, we can also access the subsurface color or the Ambient Occlusion pass if we want to. The point is that we have access to many scene buffers and you can use them to create a material that suits your needs.
Of course, using those nodes is not always mandatory and you can create a post process material using only the nodes that you would use on a traditional material. However, don's pass on the resources available to you through the Scene Texture parameter.
- The DevOps 2.3 Toolkit
- Magento 2 Theme Design(Second Edition)
- Python高級編程
- jQuery開發基礎教程
- 深入理解Elasticsearch(原書第3版)
- Scala for Machine Learning(Second Edition)
- 打開Go語言之門:入門、實戰與進階
- 深入淺出Go語言編程
- 深入解析Java編譯器:源碼剖析與實例詳解
- Monitoring Docker
- VMware vSphere 5.5 Cookbook
- JSP編程教程
- 接口自動化測試持續集成:Postman+Newman+Git+Jenkins+釘釘
- Mastering Chef Provisioning
- Hadoop實戰