接下来的渲染过程比较简单,我将准备好的小细节模型散布到场景中使最终渲染效果看上去更真实。
Next came a very impotent stage in the process in which I prepared models to act as the small and medium details to be spread all around my scene to achieve a realistic look in the final render.
当你将其拖动到场景中时,你就已经创建了一个具有网格渲染器组件的游戏对象。
When you drag a mesh to the scene, you are creating a GameObject that has a mesh Renderer Component.
将光线折射加入到场景渲染中,采用纹理坐标扰动方法实现湖面光线的折射,同时,利用掩码标识,克服了折射走样现象。
We add refraction to scene rendering and adopt the approach of perturbing the texture coordinate to carry out refraction on the lake. We get over deformation of refraction through masked identifier.
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