包含5節(jié)視頻教程
本系列包含Unity3D介紹、Unity3D導(dǎo)出人物、Unity3D導(dǎo)出場(chǎng)景、Unity3D導(dǎo)出動(dòng)作、游戲測(cè)試最終完成一個(gè)簡(jiǎn)單的游戲。是一套非常完整的Unity3D游戲制作教程。
![]()
|
![]() The Render Settings contain default values for a range of visual elements in your scene, like Lights and Skyboxes. To see the Render Settings choose Edit->Render Settings from the menu bar. 渲染設(shè)置包括一系列場(chǎng)景中的視覺元素的默認(rèn)值,例如燈光和天空盒。菜單中Edit->Render Settings可以打開渲染設(shè)置。 Properties 屬性
Details 細(xì)節(jié)The Render Settings is used to define some basic visual commonalities of any individual scene in your project. Maybe you have two levels in the same environment: one at daytime and one at nighttime. You can use the same meshes and Prefabs to populate the scene, but you can change the Ambient Light to be much brighter at daytime, and much darker at night. 渲染設(shè)置用來(lái)定義項(xiàng)目場(chǎng)景的一些基本的圖形共性。例如同一個(gè)場(chǎng)景中有2個(gè)關(guān)卡:一是在白天,另一個(gè)是夜間。您可以使用相同的模型和預(yù)制件來(lái)構(gòu)建場(chǎng)景,然后改變2者的環(huán)境光,白天明亮,而晚上黑暗。 Fog 霧Enabling Fog will give a misty haze to your scene. You can adjust the look and color of the Fog with Fog Density and Fog Color, respectively. 開啟霧效將會(huì)在場(chǎng)景中繪制霧靄。你可以分別調(diào)整霧的顏色和密度。 Adding fog is often used to optimize performance by making sure that far away objects fade out and are not drawn. Please note that enabling fog is not enough to enable this performance optimization. To do that you also need to adjust your Camera's Far Clip Plane, so that geometry far away will not be drawn. It is best to tweak the fog to look correct first. Then make the Camera's far clip plane smaller until you see the geometry being clipped away before the fog fades it out. 開啟霧效通常用于優(yōu)化性能,霧可以讓遠(yuǎn)處的物體淡出而不進(jìn)行繪制。請(qǐng)注意,僅開啟霧效是不足以優(yōu)化性能的,你還需要調(diào)整相機(jī)的遠(yuǎn)剪裁面,使遠(yuǎn)處的物體不被繪制。最好先調(diào)整霧效得到正確的視覺效果,然后調(diào)小相機(jī)的遠(yuǎn)裁剪面,使得幾何體在霧變淡前被裁減掉。
Note that fog is rendered uniformly in orthographic camera mode. This is because in our shaders, we output post-perspective space Z coordinate as the fog coordinate. But post-perspective Z is not really suitable for fog in orthographic cameras. Why do we do this? Because it's fast and does not need any extra computations; handling orthographic cameras would make all shaders be a bit slower. 請(qǐng)注意,正交相機(jī)模式下霧是均勻繪制的。這是因?yàn)樵谥髦校覀儗⒁暯强臻g變換后的Z坐標(biāo)作為霧的坐標(biāo)。但在正交相機(jī)中,視角空間的Z坐標(biāo)并不適用于霧效。我們?yōu)槭裁匆@樣做呢?因?yàn)檫@種方法速度快,不需要任何額外的計(jì)算。處理正交相機(jī)會(huì)讓所有著色器速度變得有點(diǎn)慢。 Hints 提示
贊0 踩0 |
未知用戶
2005-2025 朱峰社區(qū) 版權(quán)所有 遼ICP備2021001865號(hào)-1
2005-2025 ZhuFeng Community All Rights Reserved
VIP