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Reflections 反射 Reflection Source 反射源 By default, objects in a scene are rendered using Unity’s ‘Standard Shader’. The Standard Shader is a 'physically 阅读全文
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High Dynamic Range (HDR) 高动态范围 As well as Color Space, the ‘dynamic range’ of your camera needs to be configured. Essentially, this defines how extrem 阅读全文
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Choosing a Color Space 选择色彩空间 In addition to selecting a rendering path, it’s important to choose a ‘Color Space’ before lighting your project. Color 阅读全文
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The Precompute Process 预计算过程 In Unity, precomputed lighting is calculated in the background - either as an automatic process, or it is initiated manua 阅读全文
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Choosing a Rendering Path 选择渲染路径 Unity supports a number of rendering techniques, or ‘paths’. An important early decision which needs to be made when 阅读全文
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Choosing a Lighting Technique 选择照明技术 https://unity3d.com/cn/learn/tutorials/topics/graphics/choosing-lighting-technique?playlist=17102 Broadly speakin 阅读全文
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Lighting overview 照明概述 In order to calculate the shading of a 3D object, Unity needs to know the intensity, direction and color of the light that fall 阅读全文
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From:https://forum.unity.com/threads/bug-with-bypass-srgb-sampling.282469/ 阅读全文