3、half4 LightingName_PrePass(SurfaceOutput s, half4 light):这是在延时光照路径(deferred lighting path)中使用的。 当定向解码光照贴图用于向前/延迟光照中的光照函数,或类似的函数中时,需要进行定制。
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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。
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。
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。
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