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3D Meshes are the main graphics primitive of Unity. Various components exist in Unity to render regular or skinned meshes, trails or 3D lines.3D网格是Unity中最重要的图形元素。在Unity中存在多种组件用于渲染标准网格或者蒙皮网格、拖尾或者3D线条。
下面介绍网格渲染器:
The Mesh Renderer takes the geometry from the Mesh Filter and renders it at the position defined by the object's Transform component.网格渲染器从网格过滤器获得几何形状,并且根据物体的Transform组件的定义位置进行渲染。 [Properties 属性]--------------------------------------------------------------------------- Cast Shadows (Pro only)
投射阴影(仅专业版)
If enabled, this Mesh will create shadows when a shadow-creating Light shines on it
如果启用,当创建光照阴影时Mesh将会创建阴影。
Receive Shadows (Pro only)
接受阴影(仅专业版)
If enabled, this Mesh will display any shadows being cast upon it
如果启用,网格将会显示对他的任何投射的阴影。
Materials 材质列表
A list of Materials to render model with
渲染模型的材质列表。
Light Probe Anchor
灯光探测锚
A Transform used to determine the interpolation position when the light probe system is used
当使用光探测系统时,Transform用于决定插值的位置。
Use Light Probes
使用光探测器
Enable probe-based lighting for this mesh
对网格启用基于探测器的照明。---------------------------------------------------------------------------[Details 细节]Meshes imported from 3D packages can use multiple Materials. For each Material there is an entry in Mesh Renderer's Materials list.网格从3d软件中导入可以使用多种材质,每种材质可以从网格渲染器的材质列表进入。A mesh can receive light from the light probe system if the Use Light Probes option is enabled (see the light probes manual page for further details). A single point is used as the mesh's notional position for light probe interpolation. By default, this is the centre of the mesh's bounding box, but you can override this by dragging a Transform to the Light Probe Anchor property. It may be useful to set the anchor in cases where an object contains two adjoining meshes; since each mesh has a separate bounding box, the two will be lit discontinuously at the join by default. However, if you set both meshes to use the same anchor point, they will be consistently lit.如果Use Light Probes选项被启用,网格可以接受灯光探测系统光照(参见灯光探测器手册页面进一步阅读)。单个点被用作与光照探测插值上网格的理论位置。默认情况下,这是网格的边界框的中心,但是你可以通过拖拽Transform对象到Light Probe Anchor属性进行重写。他在一个对象包含两个相邻的网格中设置锚这种情况下很有用, 但是,如果你使用相同的锚点设置来设置这两个网格,他们将会持续点亮。
【来源:互联网】
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