镜面卷积(也称为预过滤环境贴图)。
此 Cubemap 纹理的每个像素已替换为入射照明(朝向使用 Phong 瓣加权的相应方向)的积分。每个 Mipmap 都使用不同的 Phong 指数进行卷积,高分辨率 Mipmap 表示光泽反射,而低分辨率 Mip 非常模糊,适用于非常粗糙的镜面反射。
可用于在光泽对象和粗糙对象上反射光线(通过使用反射矢量进行采样)。
另请参阅:TextureImporterSettings.cubemapConvolution。
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