如照明部分中所示,渲染的质量取决于您所使用的三角形数量——顶点之间的距离越小,插值效果就越好。
As you saw in the lighting section, the rendering quality depends on the number of triangles you use — the smaller the distance between vertices, the better the interpolation.
在平面着色渲染模式下,可用三角形的第三个顶点颜色为整个三角形着色。
In flat-shading mode, you use the color of a triangle's third vertex across the whole triangle.
禁用正向渲染添加通道。这会使这个着色器支持一个完整的方向光和所有逐顶点/SH计算的光照,使着色器变小。
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.
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