• An index into the lightmap array.

    光照贴图序列中的索引

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  • The index of the lightmap applied to this renderer.

    应用渲染器光照贴图索引

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  • Select this if you want to use the texture as a lightmap.

    如果作为光照贴图使用纹理选择此项。

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  • Toggles compression on all lightmap assets for this scene.

    控制是否压缩所有当前场景中的光照贴图

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  • If given, this texture will be affected by per-renderer lightmap parameters.

    如果给定的,这种纹理受到预渲染的光照参数影响。

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  • Indices correspond to the Lightmap Index value on Mesh Renderers and Terrains.

    索引相当于网格渲染地形中所使用的光照图编号。

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  • We used Lightmap instead of UVTemplate because Lightmap can show a better and more old-fashioned appearance.

    使用灯光贴图而不是UV模版原因是灯光贴图更好展现旧的面貌。

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  • When Lock Atlas is enabled, automatic atlasing won't be run and lightmap index, tiling and offset on the objects won't be modified.

    锁定图集打开自动图集功能将执行物体光照图索引平铺偏移不能编辑

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  • Toggles the scene view lightmap Resolution mode, which allows you to preview how you spend your lightmap texels on objects marked as static.

    切换场景中是否显示光照分辨率。开启这项设置可以的场景中直接预览静态物体光照图的分辨率大小。

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  • Realtime Only lights are never baked. The Near lightmap set is used within the distance from the camera smaller than the Shadow distance quality setting.

    设置实时灯光永远不会被烘培。光照图作用于质量设置中的相对摄像机最小阴影距离范围

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  • The resolution of the lightmaps in texels per world unit, so a value of 50 and a 10unit by 10unit plane will result in the plane occupying 500x500 pixels in the lightmap.

    世界单位光照分辨率大小。因此当设置分辨率50的一个10单位乘以10单位平面产生一张500*500像素的光照贴图。

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  • The resolution of the lightmaps in texels per world unit, so a value of 50 and a 10unit by 10unit plane will result in the plane occupying 500x500 pixels in the lightmap.

    世界单位光照分辨率大小。因此当设置分辨率50的一个10单位乘以10单位平面产生一张500*500像素的光照贴图。

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