基础通道用一个逐像素方向光和所有球面调和光渲染物体。
Base pass renders object with one per-pixel directional light and all SH lights.
所以如果你有一个物体包含了房间里的所有家具,那么所有的家具要么全渲染,要么全不渲染。
So if you have one object that contains all the furniture in your room then either all or none of the entire set of furniture will be culled.
顶点照明渲染路径通常在一个通道中渲染物体,所有光源的照明都是在物体的顶点上进行计算的。
Vertex Lit path generally renders each object in one pass, with lighting from all lights calculated at object vertices.
渲染的时候,照射到合并物体任一部位的所有的像素光都会被计算,所以,需要渲染通道数量会增加。
All pixel lights that illuminate any part of this combined object will be taken into account during rendering, so the number of rendering passes that need to be made could be increased.
照亮这个合并后物体的任何一小部分的所有像素灯都会在渲染过程中计算。因此需要的渲染通道数量就会增加。
All pixel lights that illuminate any part of this combined object will be taken into account during rendering, so the number of rendering passes that need to be made could be increased.
照亮这个合并后物体的任何一小部分的所有像素灯都会在渲染过程中计算。因此需要的渲染通道数量就会增加。
All pixel lights that illuminate any part of this combined object will be taken into account during rendering, so the number of rendering passes that need to be made could be increased.
应用推荐