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。
镂空着色器是显示透明对象的另一种方法。镂空和常规透明 (Transparent) 着色器之间的区别为:
此着色器使用__基础__纹理中包含的 Alpha 通道来确定透明区域。如果 Alpha 包含透明区域和不透明区域之间的混合,则可以手动确定所显示区域的分界点。通过调整 Alpha Cutoff 滑动条即可更改此分界点。
注意:Unity 5 引入了标准着色器来取代此着色器。
此__顶点光照__着色器是最简单的着色器之一。照射在其上的所有光源在单个通道中渲染,并仅在顶点处计算。
因为此着色器为顶点光照,所以不会显示任何基于像素的渲染效果,例如光照剪影、法线贴图或阴影。此着色器对模型的细分也更加敏感。如果使用此着色器使点光源非常靠近立方体,则仅在角点处计算光照。像素光照着色器在创建漂亮的圆形高光时更加有效,与细分无关。如果这是您想要的效果,可以考虑使用像素光照着色器或增加对象的细分。
通常,此着色器的渲染成本很低。有关更多详细信息,请查看着色器性能页面。
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