[Unity ASE study notes]


ASE: Amplify Shader Editor a material tool

1. Tool comparison

1、Shader Forge

  • Stop updating, only support Unity2017, later versions need to find a modified compatible package body
  • Unity URP and HDRP are not supported
  • Universal rendering pipeline with high reusability

2、Shader Graph

  • Official tools, constantly updated and improved
  • Support for Unity URP and HDRP
  • The default rendering pipeline cannot be used

3、ASE

  • Fee tool, you can find the package body
  • Support for Unity URP and HDRP
  • Reusability is higher than Shader Forge
  • code concise

Two, ASE plug-in tool download

Three, ASE interface

Detailed explanation of the main work area

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4. Nodes

Overview of common nodes

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4.1. Texture nodes

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Description
Model : Objects and References
Type: Attributes and Globals
Name: Node Name
Property Name: Variable Name
Default Texture: White
Mip Mode: Mipmap Settings
Unpack Normal Map: Decompressed Normal Map
Default Value: Default Material Map

4.2. Constant node

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4.3. Four arithmetic operations (+ - * /)

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  • Add:A+B
  • Subtract:A-B
  • Multiply:A*B
  • Divide:A/B

4.4, registration, get get, set

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4.5, channel addition, component masking, component splitting

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4.6. Mathematical operations

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ABS (absolute value)

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One Minus(1-x)

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Power

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Power Power:
Base : Base
Exp: Power Exponent

Lerp (linear interpolation)

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Lerp linear interpolation:
Based on the Alpha value as the standard, output the linear interpolation between A and B. When Alpha is 1, output B, when 0, output A, and when 0.5, AB is half.

Clamp (constraints: the values ​​of Min and Max can be customized)

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Clamp constraint:
Intercept the input value and constrain it between the two values ​​of Min and Max.
If the input value is <0, it will output 0, and
if the input value is >1, it will output 1.

Remap

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Remap values ​​from one range to another.
For example: the Sin function changes between [-1,1], we can change [-1,1] to [0,1] through remapping, so that there will be no negative values.

Step (step function: either black or white)

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Often used for hard dissolve effects.
If A<=B, output 1,
if A>B, output 0.

Example:
If the brightness of this area on the A input image <= the corresponding area on the B input image, then this area will output white, otherwise, it will output black.
Effect:
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SmoothStep (smooth step function)

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If the input value is between Min and Max, output a smooth Hermite interpolation between 0 and 1,
if Max is greater than Min, output 0 when the input is less than Min, and output 1 when the output value is greater than Max.
Effect:
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Texture coordinates (Texture Coordinates, UV coordinates), Rotator (rotation)

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Texture Coordinates ( UV coordinates ):

  • This node is consistent with the UV Coordinates in ShaderForge, and is used to output the UV coordinates of the model. After selecting the node, you need to select the corresponding picture in the Reference in the upper left Parameters, and then you can edit the texture in the Tilling and Offset in the external material. Tiling and displacement, up to 8 sets of UVs can be selected under UV Set

Rotator (UV rotation):

  • This node will rotate the input UV or 2D volume around the Anchor point you defined. You need to enter the Time dynamic time, otherwise it will be fixed and will not rotate.
  • For the Anchor value, the center point of the rotation (0,0) is the lower left corner of the UV (1,1) is the upper right corner of the UV.

Pans

UV shifter
List item
UV shifter:

  • UV: UV coordinate information of incoming texture
  • Speed: Pass in a two-dimensional vector to control the offset of the x-axis and y-axis
  • Time: Pass in the time picker, which can automatically generate offset movement

Shortcut key: first press and hold the shortcut key, and then click on the ASE editing area.

T:texture samples
U:texture coordinates
Space: opens the search panel

Fresnel (edge ​​light)

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World Normal:world normal
View Dir:camera direction
Bias:background color
Scale:magnification. Edge Brightness
Power: Exponential. The larger the value, the thinner the edge

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Knowledge points to be learned:

texture samples, texture coordinates

1. The reference of texture coordinates selects the main texture

2. Panner node

What are these?

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Multi texture multiplication

Color HDR

High Dynamic Range Color
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Origin blog.csdn.net/X_King_Q/article/details/127463497