An index into the lightmap array.
光照贴图序列中的索引。
The index of the lightmap applied to this renderer.
应用到该渲染器的光照贴图的索引。
Select this if you want to use the texture as a lightmap.
如果你想作为光照贴图使用纹理,选择此项。
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。
If given, this texture will be affected by per-renderer lightmap parameters.
如果给定的,这种纹理将受到预渲染的光照参数影响。
Indices correspond to the Lightmap Index value on Mesh Renderers and Terrains.
索引相当于网格渲染和地形中所使用的光照图编号。
We used Lightmap instead of UVTemplate because Lightmap can show a better and more old-fashioned appearance.
我使用灯光贴图而不是UV模版的原因是灯光贴图能更好的展现旧的面貌。
When Lock Atlas is enabled, automatic atlasing won't be run and lightmap index, tiling and offset on the objects won't be modified.
当锁定图集被打开。自动图集功能将不执行,物体光照图索引,平铺和偏移将不能编辑。
Toggles the scene view lightmap Resolution mode, which allows you to preview how you spend your lightmap texels on objects marked as static.
切换在场景中是否显示光照图分辨率。开启这项设置你可以在你的场景中直接预览静态物体光照图的分辨率大小。
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.
设置为仅实时的灯光永远不会被烘培。近端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内。
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.
每世界单位中光照图分辨率的大小。因此当设置分辨率为50的一个10单位乘以10单位的平面将产生一张500*500像素的光照贴图。
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.
每世界单位中光照图分辨率的大小。因此当设置分辨率为50的一个10单位乘以10单位的平面将产生一张500*500像素的光照贴图。
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