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。
For the specular map the fabric areas of the texture are muted the most, the skin area usually gets a very de-saturated cyan-bluish hue and has a layer of noise over the entire specular map.
在高光贴图的布料区域是被大大减弱的,皮肤区域通常用降低饱和度的青蓝色并在全部高光贴图上加一层杂点。
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