UE5.1_Niagara高级4.3_ Bind Niagara Curves to Sprite Materials
4.3 Bind Niagara Curves to Sprite Materials【绑定Niagara曲线到图片材质】
Currently Supported On Sprite Renderer Only, More Coming
【目前仅支持图片渲染器,其他渲染器正在路上】
To send a curve as a texture object to the material, first create an emitter attribute for one of the curve types, in this case "Curve For Colors". Add it to the stack and adjust the Curve to your liking.
Then, click the small down arrow to expose "Advanced Parameters"
Check "Expose Curve to Material" and choose a name. In this case, we choose the name "ColorCurveExport".
【为了把曲线当作纹理对象发送到材质,首先创建任意一种曲线类型的发射器属性,在此示例为颜色曲线。添加到堆叠并设置曲线】
【然后,点击下箭头显示高级参数】
【勾选“暴露曲线到材质”并输入名字。在此示例,我们设置名字为ColorCurveExport】
Next, on the material assigned to our sprite renderer, we create a texture object parameter and wire it into a texture sampler. In this case the name is "NiagaraCurve".
【下一步,在图片渲染器分配的材质里,创建一个纹理对象参数,并连接到纹理采样器。在此示例命名为NiagaraCurve】
Lastly, we add a "Material Parameter Binding" to the sprite renderer, and choose our "ColorCurveExport" curve. The curve is sent over to the material as a texture and will update in realtime as you move the curve points around.
【最后,在图片渲染器添加材质参数绑定,选择ColorCurveExport曲线。这曲线就会作为纹理发送到材质,并将实时更新】