Unity5.5 Lighting Scene】的更多相关文章

参考:https://docs.unity3d.com/Manual/GlobalIllumination.html Environment Lighting(环境光) Skybox: 天空盒材质,这里天空盒材质unity提供3种shader,6面盒子,cubemap,第三种是程序生成的可以通过调整shader参数生成白天黑夜的天空盒 Sun: 里面指定一个Light,如果不知道,就会默认选择场景中最亮的那个,估计是用来参与计算环境光 AmbientSource: 环境光(源),这里可以选择3个…
unity5的UnityShaderVariables.cginc比unity4大了1kb这里装着unity shader 大部分内部参数,写这个方便以后自己查询 Camera参数 uniform float4 _Time; 时间,x = t/20,y = t,z = t*2,w = t*3 uniform float4 _SinTime; sin(时间), x = sin(t/8),y = sin(t/4),z = sin(t/2),w = sin(t) uniform float4 _Cos…
  Light Probes 光照探针 Only static objects are considered by Unity’s Baked or Precomputed Realtime GI systems. In order for dynamic objects such as interactive scene elements or characters to pick up some of the rich bounced light that our static geomet…
  Light Types 灯光类型 We have now covered some of the project settings which need to be considered before beginning work on lighting your scenes in Unity. Hopefully at this point you should have your project configured appropriately for your target plat…
  The Precompute Process 预计算过程 In Unity, precomputed lighting is calculated in the background - either as an automatic process, or it is initiated manually. In either case, it is possible to continue working in the editor while these processes run be…
  Choosing a Lighting Technique 选择照明技术 https://unity3d.com/cn/learn/tutorials/topics/graphics/choosing-lighting-technique?playlist=17102   Broadly speaking, lighting in Unity can be considered as either ‘realtime’ or ‘precomputed’ in some way and bot…
[新增分类][AudioClips]音频剪辑[AudioMixers]音频混合器[Editor][Fonts]字体[Materials]材质[Models]模型[Standard Assets] [渲染调整]Windows——Lighting ————Scene——————Ambient Color 颜色偏向——————Auto 自动渲染 Camera——projection{Orthographic}正交视野 [键盘控制]FixedUpdate 固定帧//物理位移一般放在这float v =…
内置变量都在UnityShaderVariables.cginc文件中声明 变换矩阵 All these matrices arefloat4x4 type. Name Value UNITY_MATRIX_MVP Current model * view * projection matrix. 从object space转到 projection space UNITY_MATRIX_MV Current model * view matrix. 从object space转到camera…
编辑器在当前场景时,它的灯光是已经渲染好了,但重新加载的时候灯光没有进行渲染 解决方法如下: Window>>lighting>>Scene面板>>右下角build按钮前,取消勾选auto,这时候是没有烘焙灯光的情形,重新加载场景后不再会变暗. 如果需要烘培灯光,则点击build按钮即可,这时候将保存光照贴图信息,重新加载后也不会再变暗. 打开第一个场景,Window-Lighting-Setting-Scene,右下角Auto Generate去掉对勾,点击Gener…
unity5 的render path ,比4的区别就是使用的新的deferred rendering,之前的4的deferred rendering(其实是light prepass)也被保留了下来. Legacy Deferred Lighting Rendering Path(light prepass) 老 旧的Deferred Rendering Path,使用了light prepass渲染.因为它是老旧的(unity5之前的Deferred Lighting,但是unity5还留着…