...、half4 LightingName(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten):在正向渲染路径(forward rendering path)所应用的光照模式。它是取决于视图方向的(view direction)。
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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。
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。
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