注意:Unity 5 引入了标准着色器来取代此着色器。
此着色器的一个注意事项是基础纹理的 Alpha 通道将同时兼作反射贴图 (Reflection Map) 和镜面贴图 (Specular Map)。
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
__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。
ParallaxSubsetImport
镜面反射与漫射一样计算简单 (Lambertian) 光照,此外还有依赖于观察者的镜面高光。这称为 Blinn-Phong 光照模型。此渲染器具有取决于表面角度、光角度和视角的镜面高光。高光实际上只是一种模拟光源模糊反射的实时适用方法。高光的模糊程度由 Inspector 中的 Shininess 滑动条控制。
此外,主纹理的 Alpha 通道充当镜面贴图(有时称为“光泽贴图”),定义对象的哪些区域比其他区域更具反射性。Alpha 的黑色区域表示零镜面反射,而白色区域表示全镜面反射。希望对象的不同区域进行不同程度的镜面反射时,这非常有用。例如,生锈的金属之类的物体会使用低镜面反射率,而抛光的金属会使用高镜面反射率。唇膏比皮肤具有更高的镜面反射率,而皮肤比棉质衣服具有更高的镜面反射率。制作精良的镜面贴图可以给玩家留下深刻的印象。
SpecularSubsetImport
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。
ReflectiveParallaxSpecular
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