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:
- 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。
- 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:
- Use an Unlit Shader and add mathematical functions that allow lighting rendering on the material.
- Or use a Standard Surface Shader which has a basic lighting model that in some cases includes albedo, specular, and diffuse.
© 版权声明
文章版权归作者所有,未经允许请勿转载。如若本站内容侵犯了原著者的合法权益,可联系我们进行处理。
THE END
暂无评论内容