Unity3D说明文档翻译-Scene View Control Bar

Scene View Control Bar

场景视图控制栏

The Scene View control bar lets you choose various options for viewing the scene and also control whether lighting and audio are enabled. These controls only affect the scene view during development and have no effect on the built game.

场景视图控制栏让你有多种选择来浏览场景和控制不管灯光还是声音都行.这些控制器只影响开发期的场景视图不影响已构建好的游戏.

Draw Mode

绘图模式

The first drop-down menu selects which Draw Mode will be used to depict the scene. The available options are:

第一个下拉菜单选项是绘图模式,用于描述场景.可用选项是:

Shading Mode

着色模式

· Shaded: show surfaces with their textures visible.

· 着色:显示表面和它们的贴图为可见

· Wireframe: draw meshes with a wireframe representation.

· 线框:绘制网格,以线框表现

· Shaded Wireframe: show meshes textured and with wireframes overlaid.

· 着色线框:显示网格纹理,以线框覆盖

Miscellaneous

混合

· Shadow Cascades: show directional light shadow cascades.

阴影瀑布:显示平行灯光阴影瀑布

· Render Paths: show the rendering path for each object using a color code: Blue indicates deferred shading, Green indicates deferred lighting, yellow indicates forward rendering and red indicates vertex lit.

渲染路径:使用颜色代码显示每个对象的渲染通道:蓝色表示延时渲染,绿色表示延时光照,黄色表示正向渲染,红色表示顶点渲染.

 

· Alpha Channel: render colors with alpha.

阿拉法通道:带阿拉法的颜色渲染.

· Overdraw: render objects as transparent “silhouettes”. The transparent colors accumulate, making it easy to spot places where one object is drawn over another.

透视:渲染对象作为透明的”轮廓”.透明颜色累积,使其容易发现那些一个对象被另一个对象覆盖的地方.

· Mipmaps: show ideal texture sizes using a color code: red indicates that the texture is larger than necessary (at the current distance and resolution); blue indicates that the texture could be larger. Naturally, ideal texture sizes depend on the resolution at which the game will run and how close the camera can get to particular surfaces.

贴图:使用颜色代码显示理想的纹理大小:红色表示纹理大于所需(在当前距离和分辨率);蓝色表示纹理有可能更大.自然,理想的纹理大小取决于游戏运行时的分辨率和摄像机如何靠近特定的表面.

Deferred

延时

These modes let you view each of the elements of the G-buffer (AlbedoSpecularSmoothness and Normal) in isolation. See the page on Deferred Shading for further details.

此模式让你在封闭状态下查看每个元素的G形缓冲区(反射率,高光,平滑和法线).更多参考延时渲染.

Global Illumination

全局光照

The following modes are available to help visualise aspects of the Global Illumination system: UV ChartsSystemsAlbedoEmissiveIrradianceDirectionality and Baked.. These modes are described with examples on the GI Visualisations page.

以下模式可以可视化的帮助全局光照系统:UV图,系统,反射率,自发光,辐射,方向性和烘培.这些模式的描述和例子在页面全局光照可视化.

2D, Lighting and Audio Switches

2D,灯光和声音开关

To the right of the render mode menu are three buttons that switch certain scene view options on or off:

在渲染模式菜单右边是3个按钮用于开关特定的场景视图选项:

· 2D: switches between 2D and 3D view for the scene. In 2D mode the camera is oriented looking towards positive z, with the x axis pointing right and the y axis pointing up.

2D:在2D和3D视图间切换.在2D模式摄像机总是正向指向z轴,切x轴向右,y轴向上.

· Lighting: turns scene view lighting (lights, object shading, etc) on or off.

灯光:开关场景视图灯光(灯光,对象着色等).

· Audio: turns scene view audio effects on or off.

声音:开关场景视图声音效果.

Effects Button and Menu

效果按钮和菜单

The menu (activated by the small mountain icon to the right of the Audio button) has options to enable or disable rendering effects in the scene view.

菜单(由声音按钮右边的小山图标激活)有选项来开启和关闭场景视图内的渲染效果.

· Skybox: a skybox texture rendered in the scene’s background

天空盒:一个天空盒贴图有用渲染场景的背景.

· Fog: gradual fading of the view to a flat color with distance from the camera.

:视野随着与摄像机的距离而逐渐衰落至平色.

· Flares: lens flares on lights.

光晕:灯光上的镜头光晕.

· Animated Materials: should animated materials show the animation?

动画材质:动画材质是否可以播放动画:

The Effects button itself acts as a switch that enables or disables all the effects at once.

效果按钮本身表现为同时开关所以效果.

Gizmos Menu

小图示菜单

Gizmos are graphics added to the scene (either by Unity itself or from your own scripts) that help with visualisation and identification of items in the game world. For example, you can add icons to help identify your game objects and use simple wireframe graphics to show otherwise invisible paths and positioning elements. See the Script Reference page for the OnDrawGizmos function for further information about implementing custom gizmos in your scripts.

小图示是添加到场景中图形(来自Unity本身或你自己定义的)用于帮助形象化和鉴别游戏世界中所有物品.例如,你可以添加图标来帮助分辨你的游戏对象和用简单线框图形来表示其他无形的路径和定位元素.参考脚本说明页面onDrawGizmos函数获取更多关于在你的脚本中实现自定义小图示的信息.

Clicking the Gizmos popup will show a menu with a number of options:

点击小图示弹出菜单将显示一个有许多选项的菜单:

The 3D Gizmos checkbox determines whether gizmos are shown in true 3D (with correct obscuration and perspective) or as a simple overlay on top of other scene graphics. The slider to its right adjusts the scale of gizmo icons relative to other objects. The Show Grid checkbox below switches the standard scene measurement grid on and off.

3D小图示复选框决定小图示是否以3D显示(有恰当的遮罩和透视)或作为一个简单叠加在场景上的图形.右边的滑块调整小图示图标相对于其他对象的大小.下面的显示栅格复选框开关标准场景测量网格.

Beneath these options is a table of component names with Icon and Gizmo columns to the right. The list is subdivided into user scripts and built-in components and will also maintain a section of recently changed items as you make modifications.

下面这些选项是一一个组件列表它们的图标和小图示在它们的右列.此列表分为用户定义和内置组件并维持一段你最近修改的项目.

The Icon column lets you select the gizmo icon displayed for particular component types. For built-in components, the only options are to have no icon (as with Colliders, where only a wireframe gizmo is shown) or simply to switch the standard icon on and off (as with Cameras, Lights and Audio Sources, among others). For user scripts, clicking the icon column will bring up a menu to select the desired icon:

图标列让你选择小图示图标显示特定组件类型.对于内置组件,唯一的选项是没有图标(比如碰撞检测只有一个线框显示小图示)或者简单的开关标准图标(比如摄像机,灯光和声源等等).若用户自定义,点击图标列将弹出一个菜单来选择所需的图标:

This lets you select from a variety of simple standard icon shapes in different colors that you can use to identify particular script types. The Other button will bring up a texture selector from which you can choose any texture you like to use as the icon for your script.

这让你从各种的简单标准图标形状选择不同颜色用来鉴别特定自定义类型.其他按钮会弹出一个贴图选择器,你可以选择任何你喜好的贴图作为自定义图标.

The Gizmo column in the table contains a checkbox that lets you choose whether gizmo graphics will be drawn for a particular Component type. For example, Colliders have a predefined wireframe gizmo to show their shape while user scripts can draw custom gizmos appropriate to their purpose; these gizmos can be turned on or off by clicking in this column.

表中的小图示列包含一个复选框,让你选择是否将小图示绘制为一个特定组件类型.例如,碰撞检测有一个预定义的线框小图示显示它的形状而用户脚本可以根据它们的目的绘制自定义小图示;这些小图示可以通过此列打开和关闭.

Search Box

搜索框

The rightmost item on the control bar is a search box that lets you filter items in the scene view by their names and/or types (you can select which with the small menu at the left of the search box). The set of items that match the search filter will also be shown in the Hierarchy view which, by default, is located to the left of the Scene view.

控制栏的最右边是一个搜索框,可让你通过名称和/或类型(你可以在搜索框左边的小菜单上选择)过滤在场景视图中的物品.一系列匹配搜索过滤器的物品将会显示在层级视图(默认模式下坐落于场景视图左边)上.

 

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