• 当然顶点着色中,我们可以使用一个通用公式来计算和叠加光照,而需要上面提到的那样分别应付各种不同的情形

    Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.

    youdao

  • 禁用正向渲染添加通道这会使这个着色支持一个完整方向所有顶点/SH计算光照,使着色变小

    Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well.

    youdao

  • 比如为了获得边缘光照效果,可以直接着色添加次“边缘光照”计算而不是添加一个直射相机

    For example, instead of adding a light that shines straight into the camera to get "rim lighting" effect, consider adding a dedicated "rim lighting" computation into your shaders directly.

    youdao

  • 这种计算着色一般用途操作各种数据结构像素着色不是针对。

    This compute shader will be general purpose and capable of operating on diverse data structures that pixel shaders are not geared towards.

    youdao

  • 像素着色像素着色器像素计算效果图形处理功能

    Pixel shader a pixel shader is a graphics processing function that calculates effects on a per-pixel basis.

    youdao

  • 像素着色像素着色器像素计算效果图形处理功能

    Pixel shader a pixel shader is a graphics processing function that calculates effects on a per-pixel basis.

    youdao

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