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.
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. 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。
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。
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。
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