1.11 - 世界位移

材质节点示例关卡概述,示例1.11: 世界位移。

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世界位移(World Displacement) 的工作方式与世界位置偏移(World Position Offset)非常相似,但它使用曲面细分顶点,而非网格体的基础顶点。为了启用此功能,材质上的曲面细分(Tessellation)属性必须设为 无(None) 以外的值。

DisplacementNetwork.png

使用世界位移(World Displacement)将对象扩展到超出其原始边界时需注意,渲染程序仍然使用那些原始边界。这意味着你可能会看到剔除和投影错误。 为了解决这类问题,可以编辑网格体的 缩放边界(Scale Bounds) 属性,但编辑行为可能导致性能损耗,进而引发其他错误(如投影出错)。

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