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TriLib can handle transparent materials differently, so if your material is not loaded correctly, you could try changing your | TriLib can handle transparent materials differently, so if your material is not loaded correctly, you could try changing your <code>AssetLoaderOptions</code> instance <code>AlphaMaterialMode</code> field. | ||
There are three possible values for this field: | There are three possible values for this field: | ||
* Cutout:[[Arquivo:Cutout Material Mode.png|nenhum|miniaturadaimagem|In "Cutout" material mode, TriLib will set the material Rendering Mode to " | * Cutout:[[Arquivo:Cutout Material Mode.png|nenhum|miniaturadaimagem|In "Cutout" material mode, TriLib will set the material Rendering Mode to "Cutout" whenever an alpha texture/material is found. Cutout materials can cast shadows, and uses depth test.]] | ||
* Transparent:[[Arquivo:Transparent Material Mode.png|nenhum|miniaturadaimagem|In "Transparent" material mode, TriLib will set the material Rendering Mode to "Transparent" whenever an alpha texture/material is found. Transparent materials can't cast shadows and don't uses depth pass.]] | * Transparent:[[Arquivo:Transparent Material Mode.png|nenhum|miniaturadaimagem|In "Transparent" material mode, TriLib will set the material Rendering Mode to "Transparent" whenever an alpha texture/material is found. Transparent materials can't cast shadows and don't uses depth pass.]] | ||
* CutoutAndTransparent:[[Arquivo:Cutout and Transparent Material Mode.png|nenhum|miniaturadaimagem|In "CutoutAndTransparent" alpha material mode, TriLib will create an extra mesh whenever an alpha texture/material is found. The underlying mesh will use a material with the "Transparent" Rendering Mode, and the overlying mesh will use the "Cutout" Rendering Mode.<br />This alpha material mode is suitable when your object is composed of textures that are partially transparent, but should cast shadows and be use depth test. <br />*You can control the ratio between what is considered opaque/transparent modifying the included TriLib materials.]] | * CutoutAndTransparent:[[Arquivo:Cutout and Transparent Material Mode.png|nenhum|miniaturadaimagem|In "CutoutAndTransparent" alpha material mode, TriLib will create an extra mesh whenever an alpha texture/material is found. The underlying mesh will use a material with the "Transparent" Rendering Mode, and the overlying mesh will use the "Cutout" Rendering Mode.<br />This alpha material mode is suitable when your object is composed of textures that are partially transparent, but should cast shadows and be use depth test. <br />*You can control the ratio between what is considered opaque/transparent modifying the included TriLib materials.]] | ||
<nowiki>*</nowiki>TriLib | <nowiki>*</nowiki>Included TriLib materials can be found in the following folders: | ||
* TriLib/Resources/Materials/Standard/Standard | * TriLib/Resources/Materials/Standard/Standard | ||
* TriLibHDRP/Resources/Materials/HDRP/Standard | * TriLibHDRP/Resources/Materials/HDRP/Standard | ||
* TriLibUniversalRP/Resources/Materials/UniversalRP/Standard | * TriLibUniversalRP/Resources/Materials/UniversalRP/Standard |
Edição atual tal como às 11h42min de 4 de setembro de 2024
TriLib can handle transparent materials differently, so if your material is not loaded correctly, you could try changing your AssetLoaderOptions
instance AlphaMaterialMode
field.
There are three possible values for this field:
- Cutout:
- Transparent:
- CutoutAndTransparent:
*Included TriLib materials can be found in the following folders:
- TriLib/Resources/Materials/Standard/Standard
- TriLibHDRP/Resources/Materials/HDRP/Standard
- TriLibUniversalRP/Resources/Materials/UniversalRP/Standard