Unity Lighting - Emissive Materials 自发光材质(九)
Emissive Materials 自发光材质
Whilst Area Lights are not supported by Precomputed Realtime GI, similar soft lighting effects are still possible using ‘Emissive Materials.’ Like Area Lights, emissive materials emit light across their surface area. They contribute to bounced light in your scene and associated properties such as color and intensity can be changed during gameplay.
尽管预计算实时GI不支持区域灯光,但使用“发光材料”仍可实现类似的柔和灯光效果。与区域灯光一样,发光材料在其表面区域发光。它们有助于场景中的反射光线,并可在游戏过程中更改颜色和强度等相关属性。
‘Emission’ is a property of the Standard Shader which allows static objects in our scene to emit light. By default the value of ‘Emission’ is set to zero. This means no light will be emitted by objects assigned materials using the Standard Shader. The HDR color picker can be used to select colors with intensities beyond the 0-1 range in order to create bright light effects similar to those of Area Lights.
'发射'是标准着色器的一个属性,它允许我们场景中的静态物体发光。默认情况下'发射'的值被设置为零。这意味着使用标准着色器的物体指定材料不会发射光。 HDR颜色选择器可用于选择强度超过0-1范围的颜色,以创建类似于区域灯光的明亮灯光效果。
There is no range value for emissive materials but light emitted will again falloff at a quadratic rate. Emission will only be received by objects marked as ‘Static’ or “Lightmap Static’ from the Inspector. Similarly, emissive materials applied to non-static, or dynamic geometry such as characters will not contribute to scene lighting.
自发光材质没有范围值,但发射的光线会以二次方速率再次下降。自发光只能由inspector面包标记为“静态”或“光照贴图静态”的对象接收。同样,应用于非静态或动态几何体(如角色)的自发光材质也不会影响场景照明。
However, materials with an emission above zero will still appear to glow brightly on-screen even if they are not contributing to scene lighting. This effect can also be produced by selecting ‘None’ from the Standard Shader’s ‘Global Illumination’ Inspector property. Self-illuminating materials like these are a useful way to create effects such as neons or other visible light sources.
然而,即使没有对现场照明作出贡献,零辐照度以上的材质仍然会在屏幕上亮起。这种效果也可以通过从标准着色器的“‘Global Illumination(全局照明)”Inspector面板属性中选择“None无”来产生。像这些自发光材质是制作诸如霓虹灯或其他可见光源的效果的有用方式。
Simple neon sign created using the ‘Emission’ property of Unity’s Standard Shader. Notice how the emission from the sign is still shadowed by static geometry - in this case, the sphere.
使用Unity标准着色器的“Emission(辐射)”属性创建简单的霓虹灯。 请注意,在这种情况下标志的自发光仍然使静态几何体的球体产生阴影。
Emissive materials only directly affect static geometry in your scene. If you need dynamic, or non-static geometry - such as characters, to pick up light from emissive materials, Light Probes must be used. Changing emission values at gameplay will update Light Probes interactively and the results will be visible on any objects presently receiving light from those probes.
自发光材质仅直接影响场景中的静态几何体。 如果您需要动态或非静态几何体(如字符)来接受自发光材质的光,则必须使用Light Probes(光照探针)。 在游戏中更改辐照值将交互式更新光照探针,结果将作用于受到这些探针作用的任何对象上。
<wiz_tmp_tag id="wiz-table-range-border" contenteditable="false" style="display: none;">
Unity Lighting - Emissive Materials 自发光材质(九)的更多相关文章
- Unity Lighting(一)光照练习
Unity 2018.1.2f1 原文链接:https://www.youtube.com/watch?v=VnG2gOKV9dw Unity Lighting练习最终效果 眼睛.光源与物体 光学基础 ...
- 关于unity里pbr技术和材质 unity5默认shader和传统的对比
刚开始也不知道什么是pbr (Physically Based Rendering)后来才发现这是一种新的渲染方式 与之对应的是材质是pbs(Physically Based Shader) unit ...
- Unity Lighting - Reflections 反射(六)
Reflections 反射 Reflection Source 反射源 By default, objects in a scene are rendered using Unity’s ‘St ...
- Unity Lighting - Choosing a Rendering Path 选择渲染路径(三)
Choosing a Rendering Path 选择渲染路径 Unity supports a number of rendering techniques, or ‘paths’. An i ...
- 关于Unity中的几何体,材质和FBX模型
一.创建几何体的类型 1: 创建平面 Plane;2: 创建立方体 Cube;3: 创建球体 Sphere;4: 创建胶囊体 Capsule;5: 创建圆柱体 Cylinder;6: 3D文字 3D ...
- Unity Lighting - The Precompute Process 预计算过程(二)
The Precompute Process 预计算过程 In Unity, precomputed lighting is calculated in the background - eith ...
- Unity Lighting - Choosing a Lighting Technique 选择照明技术(一)
Choosing a Lighting Technique 选择照明技术 https://unity3d.com/cn/learn/tutorials/topics/graphics/choosi ...
- Unity Lighting - Lighting overview 照明概述
Lighting overview 照明概述 In order to calculate the shading of a 3D object, Unity needs to know the ...
- 【Unity】11.5 物理材质 (Physics Material)
分类:Unity.C#.VS2015 创建日期:2016-05-02 一.简介 物理材质 (Physics Material) 用于调整碰撞对象的摩擦力和反弹效果. 二.创建物理材质 要创建物理材质 ...
随机推荐
- Python cx_oracle自动化操作oracle数据库增删改查封装,优化返回查询数据
# coding=utf-8 import cx_Oracle import os import json os.environ['NLS_LANG'] = 'SIMPLIFIED CHINESE_C ...
- 【.net开发者自学java系列】使用Eclipse开发SpringMVC(1)
第一篇随笔,有点紧张.有错别字是正常的.... 好了,自我描述下.我是一个有几年.net开发经验的老菜鸟.是的,老菜鸟.别跟我讨论底层,别跟我讨论协议.TMD啥都不会. 为什么要学JAVA,我也不想, ...
- Windows环境下写Linux sh脚本的一次挖坑和填坑
最近在研究Docker集群和安装的时候,需要准备若干台机器.所以我为节约时间,打算批量复制VM机器,然后用sh脚本命令执行机器名称和IP等基础配置信息的修改. 具体操作:我在windows环境下,用N ...
- [笔记] 升級到 Delphi 10.2 Tokyo 笔记
升級到 Delphi 10.2 Tokyo 笔记: 更新 Xcode 8.3 & iOS 10.3 测试: macOS 没问题(可 Debug) iOS Simulator 没问题(可 Deb ...
- docker使用(一)
docker相对于虚拟技术: 更高效的利用系统资源 更快的启动速度 一致的运行环境 持续交付和部署 更加轻松的迁移 更加轻松的维护和扩展 什么是docker镜像,容器: 可以说他就是一个模型,用面向对 ...
- Python-dataframe合并(merge函数)
import pandas as pd import numpy as np df1=pd.DataFrame({'key':['b','b','a','c','a','a','b'],'data1' ...
- Java六大设计原则
类的设计原则 依赖倒置原则-Dependency Inversion Principle (DIP) 里氏替换原则-Liskov Substitution Principle (LSP) 接口 ...
- 20155227 2016-2017-2 《Java程序设计》第一周学习总结
20155227 2016-2017-2 <Java程序设计>第一周学习总结 教材学习内容总结 浏览教材,根据自己的理解每章提出一个问题 Java三个平台的区别. JDK.JRE.JVM区 ...
- 20155301 2016-2017-2 《Java程序设计》第3周学习总结
20155301 2016-2017-2 <Java程序设计>第3周学习总结 教材学习内容总结 1.在clothes类中定义了两个变量,很像C语言中自定义变量,clothes属于非公开类. ...
- 20155315实验三 敏捷开发与XP实践
实验内容 1.XP基础 2.XP核心实践 3.相关工具 实验要求 1.没有Linux基础的同学建议先学习<Linux基础入门(新版)><Vim编辑器> 课程: 2.完成实验.撰 ...