Vertex Lit path generally renders each object in one pass, with lighting from all lights calculated at object vertices.
顶点照明渲染路径通常在一个通道中渲染物体,所有光源的照明都是在物体的顶点上进行计算的。
The human eye tends to adjust to local lighting conditions, so an object that looks white in a dimly lit room may in fact be less bright than an object that looks grey in full daylight.
人眼倾向于以适应本地的照明条件,所以,一个物体在昏暗的房间里看起来是白色的,并不比在日光下灰色的物体亮。
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