Lighting pass computes lighting based on depth, normals and specular power.
光照渲染基于深度,法线和高光强度计算光照。
Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.
基本渲染的结果是被屏幕内容填满的Z缓冲和带有法线和高光强度的渲染纹理。
Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.
基本渲染的结果是被屏幕内容填满的Z缓冲和带有法线和高光强度的渲染纹理。
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