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  • shaderFX一些小心得

    同事需要一个能让贴图流动起来的shader,于是花了两天时间搞了一个,在这里要十分感谢同事的建议和提醒。

    参考资料:《Digital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDK》

    使用工具:shaderFX

    工具平台:Autodesk Maya2015

    ShaderFX入门

    1.要使用shaderFX首先要确保maya版本不低于2015。

    2.在window-setting/preferencing-Plugin Manager中勾选该功能。

    3.打开材质编辑器,第一个材质就是Shaderfx Shader,中键拖拽该材质到目标物体上即可。

    4.双击物体,在物体材质属性可以看到一个Open ShaderFX的按钮,点击它就可以进入ShaderFX的编辑窗口,在这个窗口中,用户可以在Node Browser中双击目标节点来调入节点,也可以在鼠标的右键菜单中找到目标节点,使用还是很方便的。

    ShaderFX使用注意事项:

    1.在ShaderFX中,节点起到的是功能作用,而连线起到的是数据传递作用。

       Hw Shader Nodes组的values有这样几种类型:Float,Float2,Float3,Float4.。这四种类型的参数的连线颜色都不一样,可以自己连一下看看。add节点的计算需要连进来的数据类型一致,如果不一致,math节点的计算就是无效的,会报错,或者无法在节点图标上预览效果。比如说Float4数据类型用于存储rgba四个通道的信息,而Float3数据类型用于存储rgb三个通道的信息,用math组中的add节点去计算这两种数据类型之和,显然是不严谨的。相应的,subtract节点也要求数据类型一致。而multiply节点则没有这个要求,Float数据类型与Float4数据类型相乘在逻辑上是成立的。而用Float2与Float4相乘结果如何,读者可以自己试试看~所以说,math组中的节点对数据类型的要求很简单,就是逻辑正确。

    2.每个节点在连线完毕后都会出现一个圆形小按钮,点击就可以在节点图标上预览当前效果了。

    3.先就这些吧~

    案例:模拟UDK中的Flow map。

    效果:使用mari导出的flowmap去控制物体表面材质,使其流动。

    脚本如下:拷贝存为sfx文件由shaderFX导入即可

    SFX_WIN
    Version=24
    GroupVersion=-1.0
    Advanced=0
    HelpID=0
    NumberOfNodes=33
    #NT=10100 1 Hw Material Base-Hw Shader Nodes-Core
        PC=35
        name=1 v=5000 _Material
        version=1 v=2003 1.602
        posx=1 v=2003 2369.65
        posy=1 v=2003 2158.54
        classname=1 v=5000 Hw Material Base
        submenuname=1 v=5000 Core
        bitmapnodeindex=1 v=2002 10
        isadvanced=1 v=2001 1
        advanceddelete=1 v=2001 1
        helpid=1 v=2002 73
        grpnodecolor=1 v=5012 4
        grpPosX=1 v=2003 -1131.73
        grpPosY=1 v=2003 -143.923
        disableconsolidation_HwShader=2 e=1 v=2001 0
        value_ClampDynamicLights=2 e=1 v=2002 99
        value_MaxNumberLights=2 e=1 v=2002 3
        value_Gamma=2 e=2 v=2001 0
        value_Wireframe=2 e=3 v=2001 0
        value_DepthWrite=2 e=4 v=2001 1
        value_DepthTest=2 e=4 v=2001 1
        value_CastShadow=2 e=5 v=2001 1
        value_SurfaceMaskCutoff=2 e=6 v=2003 0.0
        value_SSAO=2 e=7 v=2001 1
        options_Tessellation=2 e=900 v=5012 0
        value_FlatTessellationBlend=2 e=901 v=2003 0.0
        value_BoundingBoxMultiplier=2 e=902 v=2003 1.0
        value_ClippingBiasAdd=2 e=902 v=2003 5.0
        options_Displacement=2 e=1000 v=5012 0
        options_VDM_CoordSys=2 e=1001 v=5012 0
        value_DisplacementMultiplier=2 e=1002 v=2003 1.0
        value_DisplacementOffset=2 e=1003 v=2003 0.5
        cgfxprofile_HwShader=2 e=1999 v=5012 0
        config_HwShader=2 e=2000 v=5012 1
        shadername_HwShader=2 e=2001 v=5000 
        saveshadertodisk_HwShader=2 e=2002 v=5015 
        group=-1
        ISC=9
            SVT=2002 2002 0 _NumberOfLights
            SVT=5001 3002 0 _ObjectVertexPosition
            SVT=5001 2003 0 
            SVT=5001 3002 0 _Displacement
            SVT=5001 5018 0 _SurfaceShader
            SVT=5001 2003 0 _SurfaceMask
            SVT=5001 2003 0 _SurfaceMaskCutoff
            SVT=2001 2001 0 _Gamma
            SVT=1001 1002 0 
        OSC=0
    #NT=10100 1 Traditional Game Surface Shader-Hw Shader Nodes-Surface Shaders
        PC=26
        name=1 v=5000 TraditionalGameSurfaceShader
        version=1 v=2003 1.421
        posx=1 v=2003 2155.74
        posy=1 v=2003 1958.45
        previewswatch=1 v=2002 2
        classname=1 v=5000 Traditional Game Surface Shader
        submenuname=1 v=5000 Surface Shaders
        bitmapnodeindex=1 v=2002 10
        isadvanced=1 v=2001 1
        advanceddelete=1 v=2001 1
        helpid=1 v=2002 74
        grpnodecolor=1 v=5012 4
        grpPosX=1 v=2003 -990.608
        grpPosY=1 v=2003 169.65
        options_Specular=2 e=1 v=5012 0
        options_Diffuse=2 e=1 v=5012 0
        value_FlipBackFaces=2 e=1 v=2001 1
        value_TranslucencyDistortion=2 e=1100 v=2003 0.2
        value_TranslucencyPower=2 e=1101 v=2003 3.0
        value_TranslucencyMinimum=2 e=1102 v=2003 0.0
        color_TranslucencyOuter=2 e=1104 v=3003 1.0,0.64,0.25,1.0
        color_TranslucencyMedium=2 e=1105 v=3003 1.0,0.21,0.14,1.0
        color_TranslucencyInner=2 e=1106 v=3003 0.25,0.05,0.02,1.0
        value_UseStreamLightData=2 e=1500 v=2001 0
        value_BakedLightColorSet=2 e=1502 v=5000 BakedLightColorSet
        value_BakedLightColorSetUnshared=2 e=1503 v=2001 1
        group=-1
        ISC=17
            SVT=5001 2003 0 _Opacity
            SVT=5001 3002 0 _Emissive
            SVT=5001 2003 0 _AmbientOcclusion
            SVT=5001 3002 0 _DiffuseColor
            SVT=5001 2003 0 _SpecularPower
            SVT=5001 3002 0 _SpecularColor
            SVT=5001 3002 0 _Reflection
            SVT=5001 2003 0 _ReflectionIntensity
            SVT=5001 3002 0 _Normal
            SVT=5001 3002 0 _ObjectThickness
            SVT=5001 2003 0 _BlendedNormal
            SVT=5001 2003 0 _BlendedNormalMask
            SVT=5001 3002 0 _AnisotropicDirection
            SVT=5001 3001 0 _AnisotropicSpread
            SVT=5001 3002 0 _IBL
            SVT=5001 2003 0 _Weight
            SVT=1001 1002 0 
        OSC=2
            SVT=5001 5018 0 _SurfaceShader
            CC=1
                C=1 0 0 0 4 0 0
                CPC=0
            SVT=1001 1002 0 
            CC=0
    #NT=10100 1 Texture Map-Hw Shader Nodes-Textures
        PC=31
        name=1 v=5000 _TextureMap
        version=1 v=2003 1.88
        posx=1 v=2003 1921.78
        posy=1 v=2003 1935.8
        previewswatch=1 v=2002 2
        classname=1 v=5000 Texture Map
        submenuname=1 v=5000 Textures
        bitmapnodeindex=1 v=2002 64
        helpid=1 v=2002 19
        grpnodecolor=1 v=5012 6
        grpPosX=1 v=2003 -1103.29
        grpPosY=1 v=2003 -17.5179
        defineinheader_MyTexture=2 e=1 v=2001 0
        texturepath_MyTexture=2 e=1 v=5000 M:	empaduDigital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDKProject_FilesImplementing a Flow Map Fluid Pipeline Between MARI and UDKReferenced FilesWater_Caustics.tif
        uvindex_UVs=2 e=2 v=2002 0
        exposetoui_MyTexture=2 e=3 v=2001 1
        uvsetname_UVs=2 e=3 v=5000 
        autoPreviewTexture_MyTexture=2 e=4 v=2001 1
        fullpathinshader_MyTexture=2 e=4 v=2001 0
        perinstanceunshared_UVs=2 e=4 v=2001 0
        value_ConvertToLinearSpace=2 e=4 v=2001 0
        mipmaplevels_MyTexture=2 e=5 v=2002 -1
        texturenodename_MyTexture=2 e=5 v=5000 
        filter_Sampler=2 e=6 v=5012 0
        addressu_Sampler=2 e=7 v=5012 0
        addressv_Sampler=2 e=8 v=5012 0
        addressw_Sampler=2 e=9 v=5012 0
        bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0
        uveditororder_MyTexture=2 e=12 v=2002 -1
        uigroup_MyTexture=2 e=13 v=5000 
        uiorder_MyTexture=2 e=13 v=2002 0
        group=-1
        ISC=4
            SVT=5001 3001 0 _UV
            SVT=5001 2003 0 
            SVT=2001 2001 0 _ConvertToLinearSpace
            SVT=1001 1002 0 
        OSC=7
            SVT=5001 3003 0 _RGBA
            CC=0
            SVT=5001 3002 0 _Color
            CC=1
                C=2 1 0 1 3 0 0
                CPC=0
            SVT=5001 2003 0 _Red
            CC=0
            SVT=5001 2003 0 _Green
            CC=0
            SVT=5001 2003 0 _Blue
            CC=0
            SVT=5001 2003 0 
            CC=0
            SVT=5001 1002 0 
            CC=0
    #NT=10100 1 UV Set-Hw Shader Nodes-Inputs Common
        PC=15
        name=1 v=5000 _UVSet
        version=1 v=2003 1.67
        posx=1 v=2003 1716.52
        posy=1 v=2003 1865.27
        previewswatch=1 v=2002 2
        classname=1 v=5000 UV Set
        submenuname=1 v=5000 Inputs Common
        bitmapnodeindex=1 v=2002 65
        helpid=1 v=2002 23
        grpnodecolor=1 v=5012 5
        grpPosX=1 v=2003 -450.0
        grpPosY=1 v=2003 -221.667
        uvindex_UVs=2 e=2 v=2002 0
        uvsetname_UVs=2 e=3 v=5000 
        perinstanceunshared_UVs=2 e=4 v=2001 0
        group=-1
        ISC=4
            SVT=2002 2002 0 
            SVT=5000 5000 0 
            SVT=2001 2001 0 
            SVT=1001 1002 0 
        OSC=3
            SVT=5001 3003 0 _UVWZ
            CC=0
            SVT=5001 3001 0 _UV
            CC=1
                C=3 1 0 2 0 0 0
                CPC=0
            SVT=5001 1002 0 
            CC=0
    #NT=10100 1 Normal Map-Hw Shader Nodes-Textures
        PC=33
        name=1 v=5000 NormalMap
        version=1 v=2003 1.12
        posx=1 v=2003 -563.765
        posy=1 v=2003 717.359
        previewswatch=1 v=2002 2
        classname=1 v=5000 Normal Map
        submenuname=1 v=5000 Textures
        bitmapnodeindex=1 v=2002 64
        helpid=1 v=2002 75
        grpnodecolor=1 v=5012 6
        grpPosX=1 v=2003 -753.418
        grpPosY=1 v=2003 -97.1114
        defineinheader_MyTexture=2 e=1 v=2001 0
        texturepath_MyTexture=2 e=1 v=5000 D:/flow_map.tga
        uvindex_UVs=2 e=2 v=2002 0
        exposetoui_MyTexture=2 e=3 v=2001 1
        uvsetname_UVs=2 e=3 v=5000 
        value_FlipGreenChannel=2 e=3 v=2001 0
        autoPreviewTexture_MyTexture=2 e=4 v=2001 1
        fullpathinshader_MyTexture=2 e=4 v=2001 0
        perinstanceunshared_UVs=2 e=4 v=2001 0
        mipmaplevels_MyTexture=2 e=5 v=2002 -1
        texturenodename_MyTexture=2 e=5 v=5000 
        filter_Sampler=2 e=6 v=5012 0
        addressu_Sampler=2 e=7 v=5012 0
        addressv_Sampler=2 e=8 v=5012 0
        addressw_Sampler=2 e=9 v=5012 0
        bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0
        uveditororder_MyTexture=2 e=12 v=2002 -1
        uiorder_MyTexture=2 e=13 v=2002 0
        uigroup_MyTexture=2 e=13 v=5000 
        options_Normal=2 e=800 v=5012 0
        value_InvertGreenChannel=2 e=900 v=2001 0
        group=-1
        ISC=3
            SVT=5001 3001 0 _UV
            SVT=5001 2003 0 _NormalHeight
            SVT=1001 1002 0 
        OSC=3
            SVT=5001 3002 0 _Normal
            CC=1
                C=4 0 0 12 1 2 0
                CPC=0
            SVT=5001 2003 0 
            CC=0
            SVT=5001 1002 0 
            CC=0
    #NT=20086 0
        PC=3
        posx=1 v=2003 -1006.91
        posy=1 v=2003 960.623
        previewswatch=1 v=2002 1
        group=-1
        ISC=0
        OSC=1
            SVT=5001 2003 1 
            CC=1
                C=5 0 1 6 0 1 0
                CPC=0
    #NT=20016 0
        PC=3
        posx=1 v=2003 -784.0
        posy=1 v=2003 960.783
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 2003 1 
            SVT=5001 2003 2 
        OSC=1
            SVT=5001 2003 3 
            CC=2
                C=6 0 3 8 0 1 0
                CPC=0
                C=6 0 3 10 0 1 0
                CPC=0
    #NT=20150 0
        PC=4
        posx=1 v=2003 -1008.64
        posy=1 v=2003 1197.02
        previewswatch=1 v=2002 1
        value=2 e=0 v=2003 0.5
        group=-1
        ISC=0
        OSC=1
            SVT=5001 2003 1 
            CC=4
                C=7 0 1 6 1 2 0
                CPC=0
                C=7 0 1 10 1 2 0
                CPC=0
                C=7 0 1 30 0 1 0
                CPC=0
                C=7 0 1 31 1 2 0
                CPC=0
    #NT=20050 0
        PC=3
        posx=1 v=2003 -327.805
        posy=1 v=2003 992.353
        previewswatch=1 v=2002 1
        group=-1
        ISC=1
            SVT=5001 2003 1 
        OSC=1
            SVT=5001 2003 2 
            CC=2
                C=8 0 2 13 0 1 0
                CPC=0
                C=8 0 2 30 1 2 0
                CPC=0
    #NT=20050 0
        PC=3
        posx=1 v=2003 -299.885
        posy=1 v=2003 1300.9
        previewswatch=1 v=2002 1
        group=-1
        ISC=1
            SVT=5001 2003 1 
        OSC=1
            SVT=5001 2003 2 
            CC=1
                C=9 0 2 14 0 1 0
                CPC=0
    #NT=20026 0
        PC=3
        posx=1 v=2003 -556.079
        posy=1 v=2003 1269.5
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 2003 1 
            SVT=5001 2003 2 
        OSC=1
            SVT=5001 2003 3 
            CC=1
                C=10 0 3 9 0 1 0
                CPC=0
    #NT=20150 0
        PC=3
        posx=1 v=2003 -565.952
        posy=1 v=2003 468.854
        previewswatch=1 v=2002 1
        group=-1
        ISC=0
        OSC=1
            SVT=5001 2003 1 
            CC=1
                C=11 0 1 12 0 1 0
                CPC=0
    #NT=20016 0
        PC=3
        posx=1 v=2003 -290.798
        posy=1 v=2003 739.798
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 2003 1 
            SVT=5001 3002 2 
        OSC=1
            SVT=5001 3002 3 
            CC=2
                C=12 0 3 13 1 2 0
                CPC=0
                C=12 0 3 14 1 2 0
                CPC=0
    #NT=20016 0
        PC=3
        posx=1 v=2003 43.3996
        posy=1 v=2003 1008.98
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 2003 1 
            SVT=5001 3002 2 
        OSC=1
            SVT=5001 3002 3 
            CC=1
                C=13 0 3 25 0 1 0
                CPC=0
    #NT=20016 0
        PC=3
        posx=1 v=2003 49.4592
        posy=1 v=2003 1315.81
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 2003 1 
            SVT=5001 3002 2 
        OSC=1
            SVT=5001 3002 3 
            CC=1
                C=14 0 3 24 0 1 0
                CPC=0
    #NT=10100 1 Normal Map-Hw Shader Nodes-Textures
        PC=33
        name=1 v=5000 NormalMap
        version=1 v=2003 1.12
        posx=1 v=2003 1119.27
        posy=1 v=2003 2014.15
        previewswatch=1 v=2002 2
        classname=1 v=5000 Normal Map
        submenuname=1 v=5000 Textures
        bitmapnodeindex=1 v=2002 64
        helpid=1 v=2002 75
        grpnodecolor=1 v=5012 6
        grpPosX=1 v=2003 -753.418
        grpPosY=1 v=2003 -97.1114
        defineinheader_MyTexture=2 e=1 v=2001 0
        texturepath_MyTexture=2 e=1 v=5000 M:	empaduDigital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDKProject_FilesImplementing a Flow Map Fluid Pipeline Between MARI and UDKReferenced FilesWater_Ripple_Normal.tif
        uvindex_UVs=2 e=2 v=2002 0
        exposetoui_MyTexture=2 e=3 v=2001 1
        uvsetname_UVs=2 e=3 v=5000 
        value_FlipGreenChannel=2 e=3 v=2001 0
        autoPreviewTexture_MyTexture=2 e=4 v=2001 1
        fullpathinshader_MyTexture=2 e=4 v=2001 0
        perinstanceunshared_UVs=2 e=4 v=2001 0
        mipmaplevels_MyTexture=2 e=5 v=2002 -1
        texturenodename_MyTexture=2 e=5 v=5000 
        filter_Sampler=2 e=6 v=5012 0
        addressu_Sampler=2 e=7 v=5012 0
        addressv_Sampler=2 e=8 v=5012 0
        addressw_Sampler=2 e=9 v=5012 0
        bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0
        uveditororder_MyTexture=2 e=12 v=2002 -1
        uiorder_MyTexture=2 e=13 v=2002 0
        uigroup_MyTexture=2 e=13 v=5000 
        options_Normal=2 e=800 v=5012 0
        value_InvertGreenChannel=2 e=900 v=2001 0
        group=-1
        ISC=3
            SVT=5001 3001 0 _UV
            SVT=5001 2003 0 _NormalHeight
            SVT=1001 1002 0 
        OSC=3
            SVT=5001 3002 0 _Normal
            CC=1
                C=15 0 0 28 1 2 0
                CPC=0
            SVT=5001 2003 0 
            CC=0
            SVT=5001 1002 0 
            CC=0
    #NT=20016 0
        PC=3
        posx=1 v=2003 395.274
        posy=1 v=2003 1588.93
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 3001 1 
            SVT=5001 2003 2 
        OSC=1
            SVT=5001 3001 3 
            CC=1
                C=16 0 3 27 0 1 0
                CPC=0
    #NT=10100 1 UV Set-Hw Shader Nodes-Inputs Common
        PC=15
        name=1 v=5000 _UVSet
        version=1 v=2003 1.67
        posx=1 v=2003 -555.065
        posy=1 v=2003 1504.6
        previewswatch=1 v=2002 1
        classname=1 v=5000 UV Set
        submenuname=1 v=5000 Inputs Common
        bitmapnodeindex=1 v=2002 65
        helpid=1 v=2002 23
        grpnodecolor=1 v=5012 5
        grpPosX=1 v=2003 -450.0
        grpPosY=1 v=2003 -221.667
        uvindex_UVs=2 e=2 v=2002 0
        uvsetname_UVs=2 e=3 v=5000 
        perinstanceunshared_UVs=2 e=4 v=2001 1
        group=-1
        ISC=4
            SVT=2002 2002 0 
            SVT=5000 5000 0 
            SVT=2001 2001 0 
            SVT=1001 1002 0 
        OSC=3
            SVT=5001 3003 0 _UVWZ
            CC=0
            SVT=5001 3001 0 _UV
            CC=2
                C=17 1 0 16 0 1 0
                CPC=0
                C=17 1 0 19 0 1 0
                CPC=0
            SVT=5001 1002 0 
            CC=0
    #NT=20027 0
        PC=3
        posx=1 v=2003 -192.968
        posy=1 v=2003 1906.39
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 2003 1 
            SVT=5001 2003 2 
        OSC=1
            SVT=5001 2003 3 
            CC=1
                C=18 0 3 19 1 2 0
                CPC=0
    #NT=20026 0
        PC=3
        posx=1 v=2003 111.215
        posy=1 v=2003 1921.68
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 3001 1 
            SVT=5001 2003 2 
        OSC=1
            SVT=5001 3001 3 
            CC=1
                C=19 0 3 22 0 1 0
                CPC=0
    #NT=20017 0
        PC=4
        posx=1 v=2003 -557.703
        posy=1 v=2003 1904.29
        previewswatch=1 v=2002 1
        value=2 e=0 v=2003 0.0
        group=-1
        ISC=0
        OSC=1
            SVT=5001 2003 1 
            CC=1
                C=20 0 1 18 0 1 0
                CPC=0
    #NT=20150 0
        PC=3
        posx=1 v=2003 -561.559
        posy=1 v=2003 1739.22
        previewswatch=1 v=2002 1
        group=-1
        ISC=0
        OSC=1
            SVT=5001 2003 1 
            CC=3
                C=21 0 1 16 1 2 0
                CPC=0
                C=21 0 1 18 1 2 0
                CPC=0
                C=21 0 1 22 1 2 0
                CPC=0
    #NT=20016 0
        PC=3
        posx=1 v=2003 394.615
        posy=1 v=2003 1954.19
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 3001 1 
            SVT=5001 2003 2 
        OSC=1
            SVT=5001 3001 3 
            CC=1
                C=22 0 3 26 0 1 0
                CPC=0
    #NT=10100 1 Normal Map-Hw Shader Nodes-Textures
        PC=33
        name=1 v=5000 NormalMap
        version=1 v=2003 1.12
        posx=1 v=2003 1124.87
        posy=1 v=2003 1631.98
        previewswatch=1 v=2002 2
        classname=1 v=5000 Normal Map
        submenuname=1 v=5000 Textures
        bitmapnodeindex=1 v=2002 64
        helpid=1 v=2002 75
        grpnodecolor=1 v=5012 6
        grpPosX=1 v=2003 -753.418
        grpPosY=1 v=2003 -97.1114
        defineinheader_MyTexture=2 e=1 v=2001 0
        texturepath_MyTexture=2 e=1 v=5000 M:	empaduDigital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDKProject_FilesImplementing a Flow Map Fluid Pipeline Between MARI and UDKReferenced FilesWater_Ripple_Normal.tif
        uvindex_UVs=2 e=2 v=2002 0
        exposetoui_MyTexture=2 e=3 v=2001 1
        uvsetname_UVs=2 e=3 v=5000 
        value_FlipGreenChannel=2 e=3 v=2001 0
        autoPreviewTexture_MyTexture=2 e=4 v=2001 1
        fullpathinshader_MyTexture=2 e=4 v=2001 0
        perinstanceunshared_UVs=2 e=4 v=2001 0
        mipmaplevels_MyTexture=2 e=5 v=2002 -1
        texturenodename_MyTexture=2 e=5 v=5000 
        filter_Sampler=2 e=6 v=5012 0
        addressu_Sampler=2 e=7 v=5012 0
        addressv_Sampler=2 e=8 v=5012 0
        addressw_Sampler=2 e=9 v=5012 0
        bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0
        uveditororder_MyTexture=2 e=12 v=2002 -1
        uiorder_MyTexture=2 e=13 v=2002 0
        uigroup_MyTexture=2 e=13 v=5000 
        options_Normal=2 e=800 v=5012 0
        value_InvertGreenChannel=2 e=900 v=2001 0
        group=-1
        ISC=3
            SVT=5001 3001 0 _UV
            SVT=5001 2003 0 _NormalHeight
            SVT=1001 1002 0 
        OSC=3
            SVT=5001 3002 0 _Normal
            CC=1
                C=23 0 0 28 0 1 0
                CPC=0
            SVT=5001 2003 0 
            CC=0
            SVT=5001 1002 0 
            CC=0
    #NT=20108 0
        PC=3
        posx=1 v=2003 301.813
        posy=1 v=2003 1344.95
        previewswatch=1 v=2002 1
        group=-1
        ISC=1
            SVT=5001 3002 1 
        OSC=6
            SVT=5001 2003 2 
            CC=0
            SVT=5001 2003 3 
            CC=0
            SVT=5001 3001 4 
            CC=1
                C=24 2 4 27 1 2 0
                CPC=0
            SVT=5001 2003 5 
            CC=0
            SVT=5001 3002 6 
            CC=0
            SVT=5001 2003 7 
            CC=0
    #NT=20108 0
        PC=3
        posx=1 v=2003 300.824
        posy=1 v=2003 1040.58
        previewswatch=1 v=2002 1
        group=-1
        ISC=1
            SVT=5001 3002 1 
        OSC=6
            SVT=5001 2003 2 
            CC=0
            SVT=5001 2003 3 
            CC=0
            SVT=5001 3001 4 
            CC=1
                C=25 2 4 26 1 2 0
                CPC=0
            SVT=5001 2003 5 
            CC=0
            SVT=5001 3002 6 
            CC=0
            SVT=5001 2003 7 
            CC=0
    #NT=20026 0
        PC=3
        posx=1 v=2003 866.142
        posy=1 v=2003 1981.68
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 3001 1 
            SVT=5001 3001 2 
        OSC=1
            SVT=5001 3001 3 
            CC=1
                C=26 0 3 15 0 0 0
                CPC=0
    #NT=20026 0
        PC=4
        posx=1 v=2003 867.639
        posy=1 v=2003 1618.15
        previewswatch=1 v=2002 1
        compoundassignment=1 v=2001 1
        group=-1
        ISC=2
            SVT=5001 3001 1 
            SVT=5001 3001 2 
        OSC=1
            SVT=5001 3001 3 
            CC=1
                C=27 0 3 23 0 0 0
                CPC=0
    #NT=20031 0
        PC=3
        posx=1 v=2003 1391.75
        posy=1 v=2003 2037.69
        previewswatch=1 v=2002 2
        group=-1
        ISC=3
            SVT=5001 3002 1 
            SVT=5001 3002 2 
            SVT=5001 2003 3 
        OSC=1
            SVT=5001 3002 4 
            CC=1
                C=28 0 4 1 8 0 0
                CPC=0
    #NT=20017 0
        PC=3
        posx=1 v=2003 1121.29
        posy=1 v=2003 2228.75
        value=2 e=0 v=2003 0.5
        group=-1
        ISC=0
        OSC=1
            SVT=5001 2003 1 
            CC=1
                C=29 0 1 28 2 3 0
                CPC=0
    #NT=20022 0
        PC=3
        posx=1 v=2003 921.923
        posy=1 v=2003 1201.92
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 2003 1 
            SVT=5001 2003 2 
        OSC=1
            SVT=5001 2003 3 
            CC=1
                C=30 0 3 31 0 1 0
                CPC=0
    #NT=20027 0
        PC=3
        posx=1 v=2003 1180.38
        posy=1 v=2003 1234.23
        previewswatch=1 v=2002 1
        group=-1
        ISC=2
            SVT=5001 2003 1 
            SVT=5001 2003 2 
        OSC=1
            SVT=5001 2003 3 
            CC=1
                C=31 0 3 32 0 1 0
                CPC=0
    #NT=20040 0
        PC=3
        posx=1 v=2003 1402.9
        posy=1 v=2003 1266.05
        previewswatch=1 v=2002 1
        group=-1
        ISC=1
            SVT=5001 2003 1 
        OSC=1
            SVT=5001 2003 2 
            CC=0
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  • 原文地址:https://www.cnblogs.com/hksac/p/4905430.html
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