• Finally, in Forward rendering path, only the brightest directional light can cast shadows.

    最后正向渲染路径只有亮的平行可以投射阴影。

    youdao

  • If you want to have many shadow casting lights, you need to use Deferred Lighting rendering path.

    如果多个阴影射灯,你需要使用延迟光照渲染路径

    youdao

  • The rendering Path used by your project is chosen in Player Settings. Additionally, you can override it for each Camera.

    项目使用渲染路径播放设置选择的,此外可以每个相机覆盖它(就是重新选择一种渲染方式)。

    youdao

  • 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背后工作原理有所了解

    youdao

  • Forward rendering path supports only one directional shadow casting light. Vertex Lit rendering path does not support realtime shadows.

    正向渲染路径支持一个平行阴影投射灯。顶点光照渲染路径支持实时阴影。

    youdao

  • However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.

    然而如果正向渲染路径下使用很多像素光照一些情况下合并物体没有效果,下面解释

    youdao

  • However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.

    然而正向渲染路径下使用一些像素一些情况使得合并物体奏效,下面解释说明。

    youdao

  • 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.

    如果没有指定命令ReportingServices查看指定路径计算采取适当操作例如呈现报表

    youdao

  • 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.

    如果没有指定命令ReportingServices查看指定路径计算采取适当操作例如呈现报表

    youdao

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