《Unity着色器圣经》2.0.4 | 标准表面着色器

目录索引

译文

标准表面着色器的特点是代码完善适合编写,可与基本光照模型交互,并且仅适用于内置渲染管线(Built-in RP)。如果我们想创建一个与光线交互的着色器,我们有两种选择:

  1. 使用 “无光照着色器 “并添加数学函数,以便在材质上进行光照渲染。
  2. 使用 “标准表面着色器”,自带基本的光照模型,在某些情况下包括反照率、镜面反射和漫反射。

原文对照

This type of shader is characterized by its code writing optimization that interacts with a basic lighting model and only works in Built-in RP. If we want to create a shader that interacts with light, we have two options:

  1. Use an Unlit Shader and add mathematical functions that allow lighting rendering on the material.
  2. Or use a Standard Surface Shader which has a basic lighting model that in some cases includes albedo, specular, and diffuse.
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