Operations are done on a per-vertex basis.
操作是基于每个顶点完成的。
Then, up to 4 point lights are calculated per-vertex.
接下来,最多有4个点光源会以逐顶点渲染的方式被计算。
Per-vertex dynamic lighting can add significant cost to vertex transformations.
逐像素的动态光照将对顶点变换增加显著的开销。
Per-vertex dynamic lighting can add significant cost to vertex transformations.
逐顶点的动态照明显着增加顶点转变的开销。
Per-vertex dynamic lighting can add significant cost to vertex transformations.
逐顶点动态光照会在顶点转换上累加客观的消耗。
The blending weights can be painted per-vertex and are normalized automatically.
权重的混合,可画每个顶点,并自动归。
By now, you have probably guessed that I'll introduce yet another per-vertex attribute.
现在,您或许已经猜测到我将引入另外一种每个顶点都具备的属性。
This shader only does per-vertex lighting, giving a much higher throughput on low-end CARDS.
这个着色器(shader)只进行顶点光照,在低端卡提供高得多的吞吐量。
Per-vertex dynamic lighting can add significant cost to vertex transformations. Avoid multiple lights affecting single objects. Bake lighting for static objects.
逐顶点的动态照明显着增加顶点变换的开销。尽量避免多个灯照亮任何给定的物体的情况,对于静态对象,烘焙静态物体的照明。
Note that light groups overlap; for example last per-pixel light blends into per-vertex lit mode so there are less "light popping" as objects and lights move around.
注意不同的光照组间有重叠,如,最后一个逐像素光源也以逐顶点光照模式的方式渲染,这样能减少当物体和灯光移动时可能出现的“光照跳跃”现象。
Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well.
禁用正向渲染添加通道。这会使这个着色器支持一个完整的方向光和所有逐顶点/SH计算的光照,使着色器变小。
The constructor of VertexArray takes the number of vertices (eight), the number of components per vertex (x, y, z), and the size of each component (one byte).
VertexArray构造函数中保存了顶点数量(8个)、各顶点的组件数(x,y,z)以及各组件的大小(1字节)。
Batching dynamic objects has certain overhead per vertex, so batching is applied only to meshes containing less than 900 vertex attributes in total.
批处理动态物体需要在每个顶点上进行一定的开销,所以动态批处理仅支持小于900顶点的网格物体。
Adjust pixel light count in quality Settings. Essentially only the directional light should be per pixel, everything else - per vertex. Certainly this depends on the game.
在质量设置中调整像素灯光的数量。只有平行光应该是逐像素的,其他所有都应该是逐顶点的。当然,这取决于游戏。
The case for texture coordinates is similar. These coordinates are part of the model and are specified per vertex.
对于纹理坐标的应用也类似,这些插值结果作为模型的一部分定义在每个顶点上。
The case for texture coordinates is similar. These coordinates are part of the model and are specified per vertex.
对于纹理坐标的应用也类似,这些插值结果作为模型的一部分定义在每个顶点上。
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