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UV Projection.prefab 59KB

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  1153. value: "This example demonstrates the math required to project a sphere map
  1154. onto a surface. This effect is often called a Mat Cap - or material capture,
  1155. because you can represent the properties of a material - like reflections
  1156. or subsurface scattering - in the way the texture is created. You can tell
  1157. that a texture is a sphere map (or MatCap) because it looks a bit like a
  1158. picture of a chrome ball. Sphere maps are the cheapest form of reflection
  1159. - both in texture memory and in the low cost of math. But they\u2019re not
  1160. accurate because they always face the camera.\r"
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  1249. value: "A flipbook is an effect where a series of frames is played back in
  1250. sequence. The frames are arranged in a grid pattern on a texture map. Shader
  1251. Graph has a built-in node that generates the UVs required to jump from one
  1252. frame to the next. In this example, we show how to use the Flipbook node
  1253. to create an animated effect.\n\nIn the material, switch \"FlipMode\" from
  1254. Flip to Blend to see how it looks to blend between the frames instead of
  1255. flipping.\r"
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  1423. value: UV coordinates are used to translate the 3d surface area of models into
  1424. 2d space that can be used to apply texture maps. This section contains a
  1425. set of examples for creating, manipulating, and applying UV coordinates to
  1426. achieve many different types of effects.
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  1500. value: "Flow Mapping is a technique that creates the illusion of flowing movement
  1501. in a texture. It\u2019s achieved by warping the texture coordinates along
  1502. a specific flow direction over time in two separate phases. When the warping
  1503. of the first phase becomes too severe, we blend to the second phase which
  1504. is not yet warped and then warp that while removing the warping from the
  1505. first phase while it is not displayed. We can blend back and forth between
  1506. the two phases over and over to create the illusion of motion."
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  1595. value: "There are many techniques that attempt to add more detail to the shape
  1596. of a surface than is actually represented in the geometry of the surface.
  1597. The Parallax Mapping example demonstrates three of these examples.\n\nYou
  1598. can select which example to display with the Bump Type dropdown box in the
  1599. material.\r"
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  1688. value: "The Lat Long Projection example demonstrates the math required to use
  1689. a texture map in the Latitude Longitude format. Many high dynamic range
  1690. environment images are stored in this format so it\u2019s useful to know
  1691. how to use this type of image. You can tell an image is in LatLong format
  1692. because it has a 2 to 1 aspect ratio and usually has the horizon running
  1693. through the middle."
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