代码插件 Skinned Decal Component 2.3适配UE5.1蒙皮贴花

代码插件  角色 道具  UE5.0 



Skinned Decal Component allows you to project decals on skeletal meshes that follow Bone Deformations & Morph Targets in a fast and easy way!

As you know while Unreal Engine deferred decals floating over Skeletal Meshes, Render Target Texture solutions introduce more problems than they solve. Skinned Decal Component is a no-compromise solution with a unique approach!!!

• UV Independent!
You can use skeletal meshes with overlapping and even non-unwrapped skeletal meshes. Unlike other solutions in the marketplace, you don't need to edit your models!

• Ultra Lightweight!
Skinned Decal Component is faster than any other solution! It only stores Transformation, ID, Size, and Time data to spawn a new decal! Other solutions use 3 or more Texture Render Targets to bake each pixel on spawn.

• Individual Sampling
Skinned Decal Component allows you to Edit, Move, Modify, or Remove decals after the spawn. Since it samples each decal individually you can edit individual decals without affecting other decals.

• Animated Decals (New!)
Since v2 Skinned Decal Component supports Animated Flipbook Textures.

• Fade Over Time Effects
Since v1.5 Skinned Decal Component allows you to have fade over time effects for individual decals. Planning to add more Time-based effects in the near future.

• Modular Character Support
You can use Skinned Decal Component with modular characters comprised of multiple Skeletal Meshes.

NOTE: This is a code plugin, not an asset pack! Particle FX and the 3rd person weapon model are not included. While all functions are exposed to Blueprint you may still require the basic Unreal Engine knowledge to call appropriate functions.

技术细节
Features:
UV Independent!
Lightweight
Individual Sampling
Animated Decals
Fade over time effects
Modular Mesh Support
Code Modules:
SkinnedDecalComponent (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 2
Network Replicated: (Yes)
Example Project: V2 - V3
Documentation: V2 - V3
Changelog: LINK


蒙皮贴花组件允许您快速轻松地将贴花投射到遵循骨骼变形和变形目标的骨架网格上!

如您所知,虽然虚幻引擎延迟贴花漂浮在骨架网格上,但渲染目标纹理解决方案带来的问题比它们解决的问题更多。蒙皮贴花组件是一种不折不扣的解决方案,采用独特的方法!!!

• UV 独立!
您可以将骨架网格与重叠甚至未展开的骨架网格一起使用。与市场上的其他解决方案不同,您无需编辑模型!

• 超轻量级!
蒙皮贴花组件比任何其他解决方案都快!它只存储变换、ID、大小和时间数据来生成新贴花!其他解决方案使用 3 个或更多纹理渲染目标来烘焙生成的每个像素。

• 单独采样
蒙皮贴花组件允许您在生成后编辑、移动、修改或移除贴花。由于它单独采样每个贴花,因此您可以编辑单个贴花而不会影响其他贴花。

• 动画贴花(新!)
自 v2 起,蒙皮贴花组件支持动画翻书纹理。

• 随时间淡入淡出效果
自 v1.5 起,蒙皮贴花组件允许您为单个贴花设置随时间淡入淡出效果。计划在不久的将来添加更多基于时间的效果。

• 模块化角色支持
您可以将蒙皮贴花组件与由多个骨架网格组成的模块化角色一起使用。

注意:这是一个代码插件,而不是资产包!不包括粒子 FX 和第三人称武器模型。虽然所有功能都暴露给蓝图,但您可能仍需要基本的虚幻引擎知识来调用适当的功能。

技术细节
特点:
UV 独立!
轻量级
单独采样
动画贴花
随时间淡入淡出效果
模块化网格支持
代码模块:
SkinnedDecalComponent(运行时)
蓝图数量:0
C++ 类数量:2
网络复制:(是)
示例项目:V2 - V3
文档:V2 - V3
变更日志:链接


作者 小海盗 发表于 昨天 14:05
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