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。
此着色器将模拟反射表面,如汽车、金属物体等。它需要一个环境立方体贴图来定义具体的反射。主纹理的 Alpha 通道定义了对象表面上的反射强度。任何场景光源都会在反射对象上增加亮度。
ReflectiveFamilyImport
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。
此着色器可作为反光法线贴图 (Reflective Normal mapped) 的出色替代品。如果您不需要对象本身受到像素光照影响,但希望反射受到法线贴图的影响,则此着色器很适合您。此着色器采用顶点光照,因此渲染速度比对应的反光法线贴图更快。
通常,此着色器的渲染成本不高。有关更多详细信息,请查看着色器性能页面。
ReflectiveBumpedVertexLit
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