最终渲染阶段产生最后渲染后的图像,到这一步,所有的对象都将被再次渲染,其中着色器将混合前一步生成的光源和纹理以及所有自发光照明。
Final pass produces final rendered image. Here all objects are rendered again; with shaders that fetch the lighting, combine it with textures and add any emissive lighting.
解决这个问题的第一个办法是是改变深度。这个深度由像素着色器根据储存在粒子纹理中的深度生成。
The first approach to dealing with this is to perturb the depth being output from the pixel shader by a depth stored in the particle texture.
写详细的程序使用纹理着色器,位移,模式生成和自定义反射模型。
Write detailed procedural shaders using texture, displacement, pattern generation, and custom reflection models.
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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