State 状态
Introduction
引言
This shader allows you access different aspects of the shading state, for various shading effects, debugging or AOV output.
这个着色器允许您访问着色状态的不同方面,以获得各种着色效果、调试或 AOV 输出。
State Node in the Attribute Editor
属性编辑器中的状态节点
State Node in the ShaderGraph Editor
在 ShaderGraph 编辑器中的状态节点
Parameters
参数
Texture Space
纹理空间
The name of the uv map channel to read the uvw state from.
从中读取 uvw 状态的 uv 映射通道的名称。
Tangent Space
切空间
The name of the uv map channel to read the tangent/bitangent state from.
要从中读取切线/位角状态的 uv 映射通道的名称。
Transform Space
变换空间
- World - show normals/directions/positions in world-space coordinates. This coordinate space is what Redshift uses internally to compute lighting. 显示世界空间坐标中的法线/方向/位置。这个坐标空间是红移内部用来计算照明的
- Object - show normals/directions/positions in object-space coordinates, i.e. without any world transforms. 对象-在对象空间坐标系中显示法线/方向/位置,即没有任何世界转换
- Camera - show normals/directions/positions in camera-space coordinates, i.e. relative to the camera. 相机-显示相机空间坐标中的法线/方向/位置,即相对于相机
Show Ray-Facing Normals
显示面向光线的正常值
This option ensures that normals are always corrected to be ray-facing, which is how lighting on back-facing surfaces is computed internally in Redshift. When this option is disabled, the normals will not be corrected and will represent the true orientation of the surface. Disabling this option is useful for debugging.
此选项确保法线始终被修正为面向光线,这就是在红移中如何在内部计算面向后方的表面的照明。当此选项被禁用时,法线将不会被更正,而是代表表面的真实方向。禁用此选项对于调试非常有用。
Output States
输出状态
Normal
正常
The shading normal, with bump mapping.
阴影法线,用凹凸贴图。
Normal No Bump
正常无肿块
The shading normal, without bump mapping.
阴影法线,无凹凸贴图。
Normal Geom
正常地貌
The geometric normal.
几何法线。
Ray Origin
射线起源
The origin of the ray that has intersected this surface.
射线与这个曲面相交的射线的原点。
Ray Direction
射线方向
The direction of the ray that has intersected this surface. This vector has been normalized.
射线与这个曲面相交的方向。这个向量已被归一化。
Ray Position
射线位置
The position of the ray intersection on this surface.
光线交叉点在这个曲面上的位置。
Ray Length
射线长度
The length of the ray that has intersected this surface.
射线与这个曲面相交的射线的长度。
Tangent
切线
The tangent as read from the UV Set / Tangent Space channel, if available.
如果可用,从 UV 设置/相切空间通道读取的切线。
Bitangent
The bitangent as read from the UV Set / Tangent Space channel, if available.
如果可用,从 UV 设置/相切空间通道读取的位角。
UVW Coord
The uvw coordinate as read from the UV Set / Texture Space channel, if available.
从 UV 设置/纹理空间通道读取的 uvw 坐标(如果可用)。
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