Finally, in Forward rendering path, only the brightest directional light can cast shadows.
最后,在正向渲染路径,只有最亮的平行光可以投射阴影。
If you want to have many shadow casting lights, you need to use Deferred Lighting rendering path.
如果你想有多个的阴影投射灯,你需要使用延迟光照渲染路径。
The rendering Path used by your project is chosen in Player Settings. Additionally, you can override it for each Camera.
你的项目使用的渲染路径是在播放设置中选择的,此外,你可以为每个相机覆盖它(就是重新选择一种渲染方式)。
To understand better why there is more than one rendering path, first you will need to understand the motivation behind it.
为了更好理解为什么需要多个渲染路径,我们需要对其背后的工作原理有所了解。
Forward rendering path supports only one directional shadow casting light. Vertex Lit rendering path does not support realtime shadows.
正向渲染路径仅支持一个平行光阴影投射灯。顶点光照渲染路径不支持实时阴影。
However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.
然而,如果在正向渲染路径下使用很多像素光照,有一些情况下合并物体并没有效果,下面解释。
However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.
然而,当在正向渲染路径下使用一些像素灯,有一些情况会使得合并物体不奏效,下面解释说明。
If you don't specify a command, Reporting Services will look at the path you have specified and work out the appropriate action to take, such as rendering a report.
如果您没有指定命令,ReportingServices将查看您指定的路径并计算出要采取的适当操作,例如,呈现报表。
If you don't specify a command, Reporting Services will look at the path you have specified and work out the appropriate action to take, such as rendering a report.
如果您没有指定命令,ReportingServices将查看您指定的路径并计算出要采取的适当操作,例如,呈现报表。
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