Nothing too fancy, just scrolling textures and UV trickery
I have 5 groups for the gem:
1 Gem geometry (texture was screen space bound so I don’t have to have a differently UV’d version of the same geometry)
1 Gem sheen geometry
1 Quad to fake the glow
1 group for the little tiny rainbow sparkles
1 distortion to add a little oomph to the spawn in (you can’t really see it in the gif against the grey background though haha)
宝石部分分为5个组:
- 宝石几何体(纹理是屏幕空间绑定的,所以不需要有不同UV的同一几何体版本)
- 宝石光泽几何体
- 四边形用来假装发光
- 一组小小的彩虹闪光
- 用于在生成时添加一点动态效果的失真(在灰色背景下在GIF中看起来不太明显,哈哈)
Once you have the shape you want, automatic map it to get all of your UV’s laid out.
一旦有了想要的形状,自动展开UV以便将所有UV显示出来。
Select them all and cut the edge, this will make each face have it’s own separate UV shard
选中所有UV并切割边缘,这样每个面就会有自己单独的UV碎片。
Select the shards and shrink them (like the little black UV shards in the gif to the left)
选择这些碎片并缩小它们(就像左侧GIF中那些小黑色的UV碎片)。
You can space the UV’s out over the UV grid in any order. I liked to keep mine in somewhat linear.
可以按任何顺序在UV网格上排列UV。个人喜欢保持相对线性的排列。
I pushed mine up and down depending on what color range I wanted. You can see the VERY small color texture with varying rainbow shades.
根据想要的颜色范围,我将UV上下移动。可以看到有非常小的颜色纹理,包含不同的彩虹色调。
The top silhouette of the gem is pretty uniform, so I painted a blury shape to fake a glow that wouldn’t cover too much of the champion.
宝石的顶部轮廓比较均匀,所以我绘制了一个模糊的形状来假装发光,这样不会遮挡太多的英雄。