注意:Unity 5 引入了标准着色器来取代此着色器。
注意:Unity 5 引入了标准着色器来取代此着色器。
此着色器可以定义对象的明亮和黑暗部分。辅助纹理的 Alpha 通道将定义对象上即使没有光照射也会自己“发光”的区域。在 Alpha 通道中,黑色表示零光,白色表示对象发出全光。任何场景光源都会在着色器光照之上增加亮度。因此,即使对象本身不发光,仍然会被场景中的光源照亮。
__视差法线贴图__与常规__法线贴图__相同,但可以更好地模拟“深度”。通过使用__高度贴图__实现额外的深度效果。高度贴图包含在法线贴图的 Alpha 通道中。在 Alpha 中,黑色为零深度,白色为全深度。这通常用于砖块/石头,以更好地表现它们之间的裂缝。
视差贴图技术非常简单,因此可能具有瑕疵和异常效果。具体而言,应避免高度贴图中出现非常陡峭的高度过渡。调整 Inspector 中的 Height 值也会导致对象以不符合实际的奇怪方式变形。因此,建议使用逐渐高度贴图过渡或将 Height 滑动条保持在浅端。
漫射会计算一个简单的 (Lambertian) 光照模型。表面上的光照随着表面与光源之间的角度减小而减弱。光照仅取决于此角度,在摄像机移动或旋转时不会改变。
通常,此着色器的渲染成本较高。有关更多详细信息,请查看着色器性能页面。
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