摘要: 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
posted @ 2018-11-02 09:44 CloudLiu 阅读(1599) 评论(0) 推荐(0) 编辑
摘要: 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
posted @ 2018-11-01 16:35 CloudLiu 阅读(427) 评论(0) 推荐(0) 编辑
摘要: 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
posted @ 2018-11-01 16:34 CloudLiu 阅读(926) 评论(0) 推荐(0) 编辑
摘要: 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
posted @ 2018-11-01 16:33 CloudLiu 阅读(315) 评论(0) 推荐(0) 编辑
摘要: 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
posted @ 2018-11-01 16:33 CloudLiu 阅读(320) 评论(0) 推荐(0) 编辑
摘要: 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
posted @ 2018-11-01 16:30 CloudLiu 阅读(650) 评论(0) 推荐(0) 编辑
摘要: 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
posted @ 2018-11-01 16:28 CloudLiu 阅读(500) 评论(0) 推荐(0) 编辑
摘要: From:https://forum.unity.com/threads/bug-with-bypass-srgb-sampling.282469/ 阅读全文
posted @ 2018-08-10 12:03 CloudLiu 阅读(179) 评论(0) 推荐(0) 编辑
摘要: 模型贴片 + 特效Shader = 动态光照特效 效果是这样的: 做法简单粗暴,直接使用模型贴片: shader上使用了noise只是提供一种思路,也有更简单的方法代替 阅读全文
posted @ 2018-08-08 16:42 CloudLiu 阅读(823) 评论(0) 推荐(0) 编辑
摘要: 报错如下: 解决: 原因是biped骨骼必须按照Unity humanoid的要求设置,在max中设置如下: 阅读全文
posted @ 2018-08-08 10:35 CloudLiu 阅读(1004) 评论(0) 推荐(0) 编辑