标题: [Unity 组件参考手册]组件:管理器设置之渲染设置 [打印本页] 作者: . 时间: 2013-1-31 22:50 标题: [Unity 组件参考手册]组件:管理器设置之渲染设置 The Render Settings contain default values for a range of visual elements in your scene, like Lights and Skyboxes.To see the Render Settings choose Edit->Render Settings from the menu bar.渲染设置包括一系列场景中的视觉元素的默认值,例如灯光和天空盒。菜单中Edit->Render Settings可以打开渲染设置。Properties 属性 Fog 雾
If enabled, fog will be drawn throughout your scene.
如果启用,场景中将绘制雾效。
Fog Color 雾的颜色
Color of the fog. 雾的颜色
Fog Mode 雾的类型
Fog mode: Linear, Exponential (Exp) or Exponential Squared (Exp2). This controls the way fog fades in with distance.
雾的类型:线性,指数(Exp),指数平方(Exp2)。雾的类型用来控制雾随距离的变化。
Fog Density 雾的浓度
Density of the fog; only used by Exp and Exp2 fog modes.
仅用于指数(Exp),指数平方(Exp2)类型
Linear Fog Start/End
线性雾开始/结束距离
Start and End distances of the fog; only used by Linear fog mode.
设置雾的开始和结束距离,仅用于线性雾。
Ambient Light 环境光
Color of the scene's ambient light. 场景中环境光的颜色
Skybox Material 天空盒材质
Default skybox that will be rendered for cameras that have no skybox attached.
如果没有设置相机的天空盒,将会渲染默认的天空盒材质。
Halo Strength 光晕强度
Size of all light halos in relation to their Range.
灯光光晕的大小与距离有关。
Flare Strength 耀斑强度
Intensity of all flares in the scene. 场景中耀斑强度。
Halo Texture 光晕材质
Reference to a Texture that will appear as the glow for all Halos in lights.
灯光光晕的纹理。
Spot Cookie 聚光灯投影遮罩
Reference to a Texture2D that will appear as the cookie mask for all Spot lights.
聚光灯的遮罩纹理。Details 细节The Render Settings is used to define some basic visual commonalities of any individual scene in your project. Maybe you have two levels in the same environment: one at daytime and one at nighttime. You can use the same meshes and Prefabs to populate the scene, but you can change the Ambient Light to be much brighter at daytime, and much darker at night.渲染设置用来定义项目场景的一些基本的图形共性。例如同一个场景中有2个关卡:一是在白天,另一个是夜间。您可以使用相同的模型和预制件来构建场景,然后改变2者的环境光,白天明亮,而晚上黑暗。
Fog 雾Enabling Fog will give a misty haze to your scene. You can adjust the look and color of the Fog with Fog Density and Fog Color, respectively.开启雾效将会在场景中绘制雾霭。你可以分别调整雾的颜色和密度。Adding fog is often used to optimize performance by making sure that far away objects fade out and are not drawn. Please note that enabling fog is not enough to enable this performance optimization. To do that you also need to adjust your Camera's Far Clip Plane, so that geometry far away will not be drawn. It is best to tweak the fog to look correct first. Then make the Camera's far clip plane smaller until you see the geometry being clipped away before the fog fades it out.开启雾效通常用于优化性能,雾可以让远处的物体淡出而不进行绘制。请注意,仅开启雾效是不足以优化性能的,你还需要调整相机的远剪裁面,使远处的物体不被绘制。最好先调整雾效得到正确的视觉效果,然后调小相机的远裁剪面,使得几何体在雾变淡前被裁减掉。
A scene with Fog turned off 关闭了雾效的场景
The same scene with Fog turned on 开启了雾效的场景Note that fog is rendered uniformly in orthographic camera mode. This is because in our shaders, we output post-perspective space Z coordinate as the fog coordinate. But post-perspective Z is not really suitable for fog in orthographic cameras. Why do we do this? Because it's fast and does not need any extra computations; handling orthographic cameras would make all shaders be a bit slower.请注意,正交相机模式下雾是均匀绘制的。这是因为在着色器中,我们将视角空间变换后的Z坐标作为雾的坐标。但在正交相机中,视角空间的Z坐标并不适用于雾效。我们为什么要这样做呢?因为这种方法速度快,不需要任何额外的计算。处理正交相机会让所有着色器速度变得有点慢。
Hints 提示 Don't under-estimate the visual impact your game can make by thoughtfully tweaking the Render Settings!
不要低估仔细调整渲染设置后为游戏带来的视觉冲击力。
Render Settings are per-scene: each scene in your game can have different Render Settings.
渲染设置是针对每个场景的,每个场景都可以有不同的渲染设置。 【来源:互联网】
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