这就是为什么你在听到建议使用着色器。
为了让图像加速卡能够知道哪些输入寄存器应该载入哪些数据,就需要使用着色器声明。
In order that the accelerator could know what data should be loaded in each input register, shader declaration is required.
如果Z缓冲不能被以纹理的方式访问,那么深度将在额外的渲染处理中被使用着色器替代技术渲染。
If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.
照相机实际上使用着色器替换功能来生成深度纹理,因此当你需要一个不同的G -buffer设置时,你完全可以自己生成一个深度纹理。
Camera actually builds the depth texture using Shader Replacement feature, so it's entirely possible to do that yourself, in case you need a different G-buffer setup.
照相机实际上使用着色器替换功能来生成深度纹理,因此当你需要一个不同的G -buffer设置时,你完全可以自己生成一个深度纹理。
Camera actually builds the depth texture using Shader Replacement feature, so it's entirely possible to do that yourself, in case you need a different G-buffer setup.
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