• 最终渲染阶段产生最后渲染后的图像到这一步所有对象都将被再次渲染,其中着色混合前一步生成光源纹理以及所有自发照明

    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.

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  • 解决这个问题的第一办法是是改变深度这个深度像素着色器根据储存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.

    youdao

  • 详细程序使用纹理着色器位移模式生成自定义反射模型

    Write detailed procedural shaders using texture, displacement, pattern generation, and custom reflection models.

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  • 照相机实际上使用着色器替换功能生成深度纹理因此需要不同的G -buffer设置时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.

    youdao

  • 照相机实际上使用着色器替换功能生成深度纹理因此需要不同的G -buffer设置时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.

    youdao

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