I'm working on a 2d game with realistic deferred lighting.
我工作在一个现实的递延照明2d游戏。
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。
In Deferred Lighting, shadow casters still need to be rendered once or more for each shadow-casting light.
使用延迟光照,光影投射器仍然需要为每个阴影投射渲染一次或者多次。
Objects with shades that can't handle Deferred Lighting are rendered after this process is done, using path.
不能采用延迟光照技术的带阴影的物体在延迟光照渲染完后使用前向渲染路径处理。
Objects with shades that can't handle Deferred Lighting are rendered after this process is done, using RenderTech-ForwardRendering path.
不能采用延迟光照技术的带阴影的物体在延迟光照渲染完后使用前向渲染路径处理。
So by using a orthoprojection and placing your objects on layers at various depth you can generate a depth buffer with data usefull for deferred lighting.
所以利用正交投影和放置你的对象层在不同深度可以生成数据有用的递延照明深度缓冲区。
So by using a orthoprojection and placing your objects on layers at various depth you can generate a depth buffer with data usefull for deferred lighting.
所以利用正交投影和放置你的对象层在不同深度可以生成数据有用的递延照明深度缓冲区。
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