Simulated jelly semi-transparent material effect realization method, model and electronic equipment

By creating multiple rendering blueprints in the material ball in the graphics field, adjusting the cross color, depth gradient and map effects, the problem that the jelly translucent material effect is not realistic enough in the existing technology, and a higher rendering simulation level and smoothness are achieved.

CN119991917APending Publication Date: 2025-05-13SHANDONG WEIGAO SURGICAL ROBOT CO LTD
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Patent Information

Application Number
CN202510053847.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-14
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

The lack of design or improvement for the effect of the translucent material of the jelly in the prior art has resulted in the inability to perform human body fat and crystal semi-permeable diaphragm in the field of graphics.

Method used

By controlling the adjustable parameters of the material ball, create cross-rendering blueprints, map rendering blueprints, special effects rendering blueprints, and rendering integration blueprints, adjust cross-color, depth gradient, map effects and special effects ratio and intensity to achieve the output of jelly semi-transparent material effects.

Benefits of technology

The color superimposed rendering effect of the material ball is improved, so that the material ball has an adjustable depth rendering effect, enhances the dynamic performance of the superimposed textures in the material ball, and optimizes the rendering efficiency, improving the picture fluency and simulation level.

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Abstract

The invention provides a simulation jelly semi-transparent material effect realization method, a simulation jelly semi-transparent material effect realization model and electronic equipment, and relates to the technical field of image processing, the simulation jelly semi-transparent material effect realization method comprises the following steps: creating a cross rendering blueprint used for setting cross color parameters and depth gradient parameters; creating a mapping rendering blueprint for controlling the mapping effect of the material ball; creating a special effect rendering blueprint, and calling cross color parameters in the cross rendering blueprint to increase the special effect rendering effect of the material ball; and creating a rendering integration blueprint for combining the chartlet rendering blueprint with the special effect rendering blueprint, and calling depth gradual change parameters in the cross rendering blueprint. The semi-transparent effect, the cross color, the special effect proportion, the intensity rendering effect and the like are adjusted by controlling the configured adjustable parameters of the material ball, so that the simulation degree of a model rendering picture is improved.
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Description

Technical Field

[0001] The present invention relates to the technical field of image processing, and in particular to a method, a model and an electronic device for realizing a simulated jelly semi-transparent material effect. Background Art

[0002] Jelly translucent material is a shader effect that is not very common in the field of graphics. This material effect can make human body fat and lens semi-transparent membranes have better and more realistic performance effects. It appears as a translucent and blurred state in the picture as a whole, and the whole outside is also wrapped with a slightly bright edge. In the prior art, the applicant has not found any technology designed or improved for the jelly translucent material effect. Summary of the invention

[0003] The purpose of this application is to provide a method, model and electronic device for realizing the simulated jelly semi-transparent material effect, by controlling the adjustable parameters configured in the material ball to adjust the semi-transparent effect, cross color, special effect ratio and intensity rendering effect, etc., so as to improve the simulation degree of the model rendering picture.

[0004] To achieve the above purpose, the embodiment of the present application adopts the following technical solution:

[0005] This embodiment provides a method for realizing a simulated jelly semi-transparent material effect, comprising:

[0006] Create a cross rendering blueprint for setting cross color parameters and depth gradient parameters, where the depth gradient parameters are used to control the rendering depth of the material ball;

[0007] Create a texture rendering blueprint to control the texture effect of the material ball, the texture effect includes the texture texture and the cross rendering state between the texture and the texture color;

[0008] Create a special effect rendering blueprint, and increase the special effect rendering effect of the material ball by calling the cross color parameter in the cross rendering blueprint;

[0009] Create a rendering integration blueprint to combine the texture rendering blueprint with the special effect rendering blueprint, and call the depth gradient parameter in the cross rendering blueprint to superimpose the texture effect of the material ball, the special effect rendering effect and the rendering depth to achieve the output of the jelly semi-transparent material effect.

[0010] Furthermore, the step of creating a cross-rendering blueprint specifically includes:

[0011] Creating a cross color controller for setting cross color parameters, wherein the cross color parameters include a cross color overlay range and direction;

[0012] Create a depth gradient controller to set the depth gradient parameters;

[0013] A combined vector controller is added, and the combined vector controller is connected to the rendering module after being connected to the cross color controller and the depth gradient controller, and is output through the rendering module.

[0014] Furthermore, the step of creating a texture rendering blueprint specifically includes:

[0015] Create texture coordinate controller and vector node controller respectively, and set the time module;

[0016] Creating a rotation controller, wherein a plurality of input interfaces of the rotation controller are respectively connected to the texture coordinate controller, the vector node controller and the time module, and an output interface of the rotation controller is connected to a texture sampling module;

[0017] Create a distortion controller and connect it to the scale input interface of the texture sampling module;

[0018] Create a screen position capture module, which is combined with the texture sampling module by an addition module and output to the screen color capture module. The screen color capture module is connected to the component mask, and the component mask is combined with the regional color module by a multiplication calculation controller and used to connect to the rendering integration blueprint.

[0019] Furthermore, the step of creating a special effects rendering blueprint specifically includes:

[0020] Create Fresnel scaling controller, Fresnel rendering intensity controller and Fresnel component controller respectively;

[0021] The two input interfaces of the Fresnel component controller are respectively connected to the Fresnel scaling controller and the Fresnel rendering intensity controller;

[0022] Create a first local variable controller to obtain the cross color parameter;

[0023] The Fresnel component controller is combined with the first local variable controller by a multiplication calculation controller;

[0024] The multiplication calculation controller and the Fresnel component controller are respectively used to be connected to the rendering integration blueprint.

[0025] Furthermore, the step of creating a rendering integration blueprint specifically includes:

[0026] Create an interpolation controller, wherein multiple input interfaces of the interpolation controller are respectively connected to the multiplication calculation controller in the texture rendering blueprint, the multiplication calculation controller in the special effect rendering blueprint, and the output interface of the Fresnel component controller;

[0027] Create a second local variable controller to obtain the depth gradient parameter;

[0028] The component mask connected by the interpolation controller through its output interface is combined with the second local variable controller through the vector controller and outputted through the rendering controller.

[0029] This embodiment also provides a simulated jelly semi-transparent material model, which also includes the following steps:

[0030] Create shaders;

[0031] Edit the shader, and use the aforementioned method to create the cross rendering blueprint, the texture rendering blueprint, the special effect rendering blueprint and the creation rendering integration blueprint to obtain a simulated jelly semi-transparent shader;

[0032] Import the model to be rendered;

[0033] Creating a material ball, wherein the material ball selects the simulated jelly semi-transparent shader for rendering to obtain a simulated jelly semi-transparent material;

[0034] Drag the simulated jelly semi-transparent material to the material interface of the model to be rendered to obtain the simulated jelly semi-transparent material model.

[0035] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the aforementioned method.

[0036] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the aforementioned method.

[0037] The method, model and electronic device for realizing the simulated jelly semi-transparent material effect provided in the embodiments of the present application have at least the following beneficial effects:

[0038] The combination of cross-rendering blueprint and texture rendering blueprint can adjust parameters such as cross-color and gradient depth to improve the color overlay rendering effect of the material ball, so that the material ball has an adjustable depth rendering effect. By creating a special effects rendering blueprint, the material ball can have a more vivid glow and texture flow effect, and the dynamic performance of the superimposed texture in the material ball can be enhanced. By creating a rendering integration blueprint, the material ball rendering efficiency can be optimized to increase the material ball rendering output speed and make the entire picture look smoother. The simulated jelly translucent material increases the parameter adjustability while ensuring the rendering speed, making the virtual model closer to the texture of the simulated object.

[0039] Through the above settings, you can add a jelly translucent material to the model to be rendered. The jelly translucent material can make human body fat and lens semi-transparent diaphragm get better and more realistic performance effects. It presents a translucent and blurred state as a whole in the picture, and the whole outside is also wrapped with a slightly bright edge, making the picture simulation more realistic. BRIEF DESCRIPTION OF THE DRAWINGS

[0040] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.

[0041] Figure 1 A schematic diagram of a flow chart of a method for realizing a simulated jelly semi-transparent material effect provided in an embodiment of the present application;

[0042] Figure 2 A flow chart of how to create a method for a cross-rendering blueprint;

[0043] Figure 3 A flow chart of the method for creating a texture rendering blueprint;

[0044] Figure 4 A flowchart of how to create a method for special effects rendering blueprint;

[0045] Figure 5 Schematic diagram of the process of creating a method for integrating Blueprints for rendering;

[0046] Figure 6 Schematic diagram of the overall process of texture rendering blueprint, special effect rendering blueprint and rendering integration blueprint. DETAILED DESCRIPTION

[0047] In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Generally, the components of the embodiments of the present invention described and shown in the drawings here can be arranged and designed in various different configurations.

[0048] Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the invention claimed for protection, but merely represents selected embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.

[0049] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, further definition and explanation thereof is not required in subsequent drawings.

[0050] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inside", "outside", etc. indicate positions or positional relationships based on the positions or positional relationships shown in the accompanying drawings, or the positions or positional relationships in which the product of the invention is usually placed when in use. They are only for the convenience of describing the present invention and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific position, be constructed and operated in a specific position, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description, and cannot be understood as indicating or implying relative importance.

[0051] In addition, the terms "horizontal", "vertical", "overhanging" and the like do not mean that the components are required to be absolutely horizontal or overhanging, but can be slightly tilted. For example, "horizontal" only means that its direction is more horizontal than "vertical", and does not mean that the structure must be completely horizontal, but can be slightly tilted.

[0052] In the description of the present invention, it is also necessary to explain that, unless otherwise clearly specified and limited, the terms "set", "install", "connect", and "connect" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two elements. For ordinary technicians in this field, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0053] Some embodiments of the present invention are described in detail below in conjunction with the accompanying drawings. In the absence of conflict, the following embodiments and features in the embodiments can be combined with each other.

[0054] Reference Figure 1 This embodiment provides a method for realizing a simulated jelly semi-transparent material effect, which specifically includes the following steps:

[0055] S100, creating a cross rendering blueprint for setting cross color parameters and depth gradient parameters, where the depth gradient parameters are used to control the rendering depth of the material ball;

[0056] S200, creating a texture rendering blueprint for controlling the texture effect of the material ball, the texture effect including the texture texture and the cross rendering state between the texture and the texture color;

[0057] S300, creating a special effect rendering blueprint, and increasing the special effect rendering effect of the material ball by calling the cross color parameter in the cross rendering blueprint;

[0058] S400, creating a rendering integration blueprint for combining the texture rendering blueprint with the special effect rendering blueprint, and calling the depth gradient parameter in the cross rendering blueprint to superimpose the texture effect, special effect rendering effect and rendering depth of the material ball to achieve the output of the jelly semi-transparent material effect.

[0059] In this embodiment, the cross-rendering blueprint and the texture rendering blueprint are combined to adjust parameters such as cross-color and gradient depth to improve the color overlay rendering effect of the material ball, so that the material ball has an adjustable depth rendering effect. By creating a special effects rendering blueprint, the material ball can have a more vivid glow and texture flow effect, and the dynamic performance of the superimposed texture in the material ball is enhanced. By creating a rendering integration blueprint, the material ball rendering efficiency can be optimized to increase the material ball rendering output speed and make the entire picture look smoother. The simulated jelly translucent material increases the parameter adjustability while ensuring the rendering speed, so that the virtual model is closer to the texture of the simulated object.

[0060] Through the above settings, you can add a jelly translucent material to the model to be rendered. The jelly translucent material can make human body fat and lens semi-transparent diaphragm get better and more realistic performance effects. It presents a translucent and blurred state as a whole in the picture, and the whole outside is also wrapped with a slightly bright edge, making the picture simulation more realistic.

[0061] Create an Open Canvas blueprint process panel through the Amplifyshaderfditor panel component. The entire solution is composed of four blueprints.

[0062] First, create a First Pass only renders intersection rendering blueprint through the blueprint panel, and set the depth gradient parameters (that is, the depth gradient distance value) and intersection color parameters through the intersection rendering blueprint.

[0063] In step S100, it specifically includes creating a cross color controller for setting cross color parameters, the cross color parameters include the cross color overlay range and direction; creating a depth gradient controller for controlling the depth gradient parameters; adding a combined vector controller, the combined vector controller has two interfaces, the two interfaces are respectively connected to the rendering module after connecting the cross color controller and the depth gradient controller, and output through the rendering module.

[0064] Combining vector controllers can increase the stability of cross-rendering blueprints. Specifically, the cross color controller and the depth gradient controller can be combined through different input channels to make the rendering hierarchy clearer, making the real-time rendering refresh more stable during the adjustment of cross color parameters and depth gradient parameters, thereby improving the material ball color overlay rendering effect.

[0065] Reference Figure 2 , the steps to create a cross color controller and a depth gradient controller involve the following:

[0066] First, the steps to create a cross color controller are described. The specific steps are as follows:

[0067] 1. Create an Intersection Color map controller, set the Parameters property: Type type—Property property, Variable Mode mode—Create, Precision data—Float; activate the Material material ball button; the output interface is RGBA;

[0068] 2. Create the first local variable Register Local Var (register local variable), set the Parameters property: Precision: Float floating point, link the RGBA output interface of the map color controller Intersection Color to the first local variable, the first local variable can be connected in series with the information in the Adding Rim effect special effect rendering blueprint, and generate data transmission for the Get Local Var first local variable controller node;

[0069] 3. Create a Component Mask component mask, set the Parameters property: check RGB for the output range, and connect the component mask input interface to the output interface of the first local variable Register Local Var.

[0070] The above steps 1-3 complete the creation of the cross color controller.

[0071] Next, the steps to create a depth gradient controller are described. The specific steps are as follows:

[0072] 4. Create a Depth Fade Distance controller, Parameters property settings: Type type—Property, Variable Mode mode—Create, Precision data—Float; activate the Default button; create a Depth Fade controller, the Depth Distance controller output interface and the Depth Distance controller input interface, the Depth Distance controller manipulates the depth distance value;

[0073] 5. Create a Saturate limiter and connect the Depth Fade controller output interface to the Saturation limiter input interface;

[0074] 6. Create the second local variable Register Local Var (controls the local variable Saturated DepthFade), Parameters property settings: Precision: Float floating point, Saturate saturation value limiter output interface is linked to the second local variable, the second local variable can be connected in series with the information in the ated alphasverything through generatedalphas rendering integration blueprint to generate data transmission for the Get Local Var second local variable controller node;

[0075] 7. Create a One Minus subtraction data processor to receive the output data of the second local variable of Register Local Var and perform calculation and analysis.

[0076] The above steps 4-7 complete the creation of the depth gradient controller.

[0077] After completing the creation of the cross color controller and the depth gradient controller, you need to create an Append combined vector controller and connect the output interface of the component mask in the cross color controller to the XYZ interface of the combined vector controller; connect the output interface of the subtraction data processor in the depth gradient controller to the W interface of the combined vector controller, create a Multi Pass Distortion rendering module, and after configuring the combined vector controller, connect the output interface to the Frag Color interface of the MultiPass Distortion rendering module.

[0078] In step S200, it specifically includes: creating a texture coordinate controller and a vector node controller respectively, and setting a time module; creating a rotation controller, wherein multiple input interfaces of the rotation controller are respectively connected to the texture coordinate controller, the vector node controller and the time module, and the output interface of the rotation controller is connected to the texture sampling module; creating a distortion controller, and connecting it to the proportional input interface of the texture sampling module; creating a screen position capture module, combining the screen position capture module with the texture sampling module with an addition module, and outputting it to the screen color capture module, taking the screen color module to connect the component mask, combining the component mask with the regional color module with a multiplication calculation controller, and used to connect with the rendering integration blueprint.

[0079] The texture rendering blueprint can add textures to the material ball, adjust the texture rendering angle and rendering distortion effect, and change the texture rendering color at any time by grabbing the screen color module, providing better visual communication effects for the final cross rendering.

[0080] Specifically, refer to Figure 3 , involving the following:

[0081] 1. Create a Texture Coordinates texture coordinate controller, adjust the module parameters Tiling ratio to 1:1, and Offset ratio to 0:0;

[0082] 2. Create a Rotator rotation controller, connect the texture coordinate controller UV output interface to the rotation controller UV input interface, and connect the two Anchor input interfaces and the Time input interface to other controllers created later;

[0083] 3. Create a Vector node controller, set the constant value of 0.5*0.5 according to the rendering requirements, and drag the XY output interface to link the Anchor input interface of the rotation controller;

[0084] 4. Create a Time Scale controller and a Time module. The Time Scale controller controls the floating point unit value output interface to be connected to the Scale input interface of the Time module. The Time module output interface is connected to the Time input interface of the Rotation Controller to obtain the time scale value.

[0085] 5. Create a Distortion Amount controller, which is mainly used to control the pattern distortion coefficient. It is a distortion controller with a value setting range of 0 to 0.1.

[0086] 6. Create a Texture Sample module, connect the output interface of the rotation controller to the UV interface of the texture sampling module; connect the output interface of the distortion controller to the Scale interface of the texture sampling module;

[0087] 7. Create the Grab Screen Position module and select Normalized as the unified standard for the label;

[0088] 8. Create the Add module, connect the xyz output interface of the texture sampling module to the A input port of the addition module, and connect the xyzw output interface of the screen position capture module to the B input port of the addition module;

[0089] 9. Create the Grab Screen Color module; connect the UV input interface of the Grab Screen Color module to the output interface of the Addition module; use the RGBA output interface of the Grab Screen Color module as the only output interface;

[0090] 10. Create a Component Mask component mask, and connect its input interface to the RGBA output interface of the screen color capture module;

[0091] 11. Create Forcefield Tint area color module;

[0092] 12. Create a Multiply controller, connect the RGBA output interface of the area color module to the B input interface of the Multiply controller, connect the output interface of the component mask to the A input interface of the Multiply controller, and use the Multiply controller as the last output interface of the Texture Rendering Blueprint, and connect it to the Rendering Integration Blueprint later;

[0093] In step S300, it specifically includes: creating a Fresnel scaling controller, a Fresnel rendering intensity controller and a Fresnel component controller respectively; two input interfaces of the Fresnel component controller are connected to the Fresnel scaling controller and the Fresnel rendering intensity controller respectively; creating a first local variable controller to obtain the cross color parameter of the cross color controller; the Fresnel component controller is combined with the first local variable controller by a multiplication calculation controller; the multiplication calculation controller and the Fresnel component controller are respectively used to connect to the rendering integration blueprint.

[0094] Create a Fresnel component controller to integrate the Fresnel scaling controller and the Fresnel rendering intensity controller, making special effects rendering adjustable. In the material ball rendering, the dynamic display effect can be adjusted at any time, making the rendering performance more dynamic and fluid.

[0095] Reference Figure 4 , specifically involving the following steps:

[0096] 1. Create the Fresnel Scale controller and the Fresnel Power controller;

[0097] 2. Create a Fresnel component controller. Connect the output interface of the Fresnel scaling controller to the Scale scaling input port of the Fresnel component controller. Connect the output interface of the Fresnel intensity controller to the Power intensity input port of the Fresnel component controller.

[0098] 3. Create the Get Local Var first local variable controller and get the first local variable of the cross color controller, that is, the cross color parameter;

[0099] 4. Create a Multiply calculation controller, which has two input interfaces AB. The output interface of the first local variable controller is connected to the A input interface, and the output interface of the Fresne component controller is connected to the B interface.

[0100] In step S400, it specifically includes: creating an interpolation controller, wherein multiple input interfaces of the interpolation controller are respectively connected to the multiplication calculation controller in the texture rendering blueprint, the multiplication calculation controller in the special effect rendering blueprint, and the output interface of the Fresnel component controller; creating a second local variable controller to obtain the depth gradient parameters in the cross rendering blueprint; the component mask connected to the output interface of the interpolation controller is combined with the second local variable controller through the vector controller, and outputted through the rendering controller.

[0101] The interpolation controller is connected with the vector controller, which can optimize the input texture rendering blueprint and special effect rendering blueprint data, so that the final rendering effect of the material ball has a smoother performance.

[0102] Reference Figure 5 and Figure 6 , specifically involving the following steps:

[0103] 1. Create a Lerp interpolation controller to merge the overall external framework. It has three input interfaces and one output interface. The A input interface is connected to the output interface of the multiplication calculation controller of the texture rendering blueprint, the B input interface is connected to the output interface of the multiplication calculation control of the special effect rendering blueprint, and the Alpha channel input interface is connected to the output interface of the Fresnel component controller of the special effect rendering blueprint;

[0104] 2. Create a Component Mask component mask, and connect its input interface to the output interface of the interpolation controller;

[0105] 3. Create the Get Local Var second local variable controller to directly obtain the second local variable in the cross-rendering blueprint, that is, the depth gradient parameter;

[0106] 4. Create an Append vector controller and connect the output interface of the component mask to the XYZ input interface of the vector controller; connect the output interface of the second local variable controller to the W input interface of the vector controller;

[0107] 5. Create a rendering controller and connect the Frag Color input port of the rendering controller to the output port of the vector controller.

[0108] This embodiment also provides a simulated jelly semi-transparent material model, which also includes the following steps:

[0109] Create shaders;

[0110] Edit the shader, and use the aforementioned method to create a cross rendering blueprint, a texture rendering blueprint, a special effect rendering blueprint, and a rendering integration blueprint to obtain a simulated jelly semi-transparent shader;

[0111] Import the model to be rendered;

[0112] Create a material ball, select the simulated jelly semi-transparent shader for rendering, and obtain the simulated jelly semi-transparent material;

[0113] Drag the simulated jelly semi-transparent material to the material interface of the model to be rendered to obtain the simulated jelly semi-transparent material model.

[0114] It should be noted that shader creation needs to be completed based on the Unity engine Amplify Shader Editor shader production plug-in.

[0115] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above method.

[0116] The specific type of the electronic device is not limited and can be set according to actual application requirements, for example, it can include, but is not limited to, computers, tablet computers and other electronic devices.

[0117] In detail, the memory and the processor are electrically connected directly or indirectly to achieve data transmission or interaction. For example, they can be electrically connected to each other through one or more communication buses or signal lines. The processor is used to execute the executable computer program stored in the memory.

[0118] Among them, the memory can be, but is not limited to, random access memory (Random Access Memory, RAM), read only memory (Read Only Memory, ROM), programmable read-only memory (Programmable Read-Only Memory, PROM), erasable programmable read-only memory (Erasable Programmable Read-Only Memory, EPROM), electrically erasable read-only memory (Electric Erasable Programmable Read-Only Memory, EEPROM), etc.

[0119] The above-mentioned processor can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in the embodiment of the present application can be directly embodied as a hardware decoding processor to perform, or the hardware and software modules in the decoding processor can be combined to perform. The software module can be located in a mature storage medium in the field such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory, and the processor reads the information in the memory, and completes the steps of the method of the aforementioned embodiment in combination with its hardware.

[0120] An embodiment of the present application also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above method. The specific implementation can be found in the aforementioned method embodiment, which will not be repeated here.

[0121] The computer program product of the method, model and electronic device for realizing the simulated jelly semi-transparent material effect provided in the embodiments of the present application includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method in the previous method embodiment. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0122] Unless otherwise specifically stated, the relative steps, numerical expressions and values ​​of the components and steps set forth in these embodiments do not limit the scope of the present application.

[0123] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0124] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit it. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or replace some or all of the technical features therein with equivalents. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present invention.

Claims

1. A method for realizing a simulated jelly semi-transparent material effect, characterized in that: include: Create a cross rendering blueprint for setting cross color parameters and depth gradient parameters, where the depth gradient parameters are used to control the rendering depth of the material ball; Create a texture rendering blueprint to control the texture effect of the material ball, the texture effect includes the texture texture and the cross rendering state between the texture and the texture color; Create a special effect rendering blueprint, and increase the special effect rendering effect of the material ball by calling the cross color parameter in the cross rendering blueprint; Create a rendering integration blueprint to combine the texture rendering blueprint with the special effect rendering blueprint, and call the depth gradient parameter in the cross rendering blueprint to superimpose the texture effect, the special effect rendering effect and the rendering depth of the material ball to achieve the output of the jelly semi-transparent material effect.

2. The method for realizing the simulated jelly semi-transparent material effect according to claim 1, characterized in that: The steps of creating a cross-rendering blueprint specifically include: Creating a cross color controller for setting cross color parameters, wherein the cross color parameters include a cross color overlay range and direction; Create a depth gradient controller to set the depth gradient parameters; A combined vector controller is added, and the combined vector controller is connected to the rendering module after being connected to the cross color controller and the depth gradient controller, and is output through the rendering module.

3. The method for realizing the simulated jelly semi-transparent material effect according to claim 2, characterized in that: The steps of creating a texture rendering blueprint specifically include: Create texture coordinate controller and vector node controller respectively, and set the time module; Creating a rotation controller, wherein a plurality of input interfaces of the rotation controller are respectively connected to the texture coordinate controller, the vector node controller and the time module, and an output interface of the rotation controller is connected to a texture sampling module; Create a distortion controller and connect it to the scale input interface of the texture sampling module; Create a screen position capture module, which is combined with the texture sampling module by an addition module and output to the screen color capture module. The screen color capture module is connected to the component mask, and the component mask is combined with the regional color module by a multiplication calculation controller and used to connect to the rendering integration blueprint.

4. The method for realizing the simulated jelly semi-transparent material effect according to claim 3, characterized in that: The steps of creating a special effects rendering blueprint specifically include: Create Fresnel scaling controller, Fresnel rendering intensity controller and Fresnel component controller respectively; The two input interfaces of the Fresnel component controller are respectively connected to the Fresnel scaling controller and the Fresnel rendering intensity controller; Create a first local variable controller to obtain the cross color parameter; The Fresnel component controller is combined with the first local variable controller by a multiplication calculation controller; The multiplication calculation controller and the Fresnel component controller are respectively used to be connected to the rendering integration blueprint.

5. The method for realizing the simulated jelly semi-transparent material effect according to claim 4, characterized in that: The steps of creating a rendering integration blueprint specifically include: Create an interpolation controller, wherein multiple input interfaces of the interpolation controller are respectively connected to the multiplication calculation controller in the texture rendering blueprint, the multiplication calculation controller in the special effect rendering blueprint, and the output interface of the Fresnel component controller; Create a second local variable controller to obtain the depth gradient parameter; The component mask connected by the interpolation controller through its output interface is combined with the second local variable controller through the vector controller and outputted through the rendering controller.

6. A simulated jelly semi-transparent material model, characterized in that: The following steps are also included: Create shaders; Edit the shader, and use the method described in any one of claims 1 to 5 to create the cross rendering blueprint, the texture rendering blueprint, the special effect rendering blueprint and the creation rendering integration blueprint to obtain a simulated jelly semi-transparent shader; Import the model to be rendered; Creating a material ball, wherein the material ball selects the simulated jelly semi-transparent shader for rendering to obtain a simulated jelly semi-transparent material; Drag the simulated jelly semi-transparent material to the material interface of the model to be rendered to obtain the simulated jelly semi-transparent material model.

7. An electronic device, comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 5.

8. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 5.