Unity Graphics (Unity 图形渲染 )
- Everything for Lighting and Rendering in Unity
- 主要涉及到光照与渲染方面的知识
本文档主要是对Unity官方教程的个人理解与总结(其实以翻译记录为主:>)
仅作为个人学习使用,不得作为商业用途,欢迎转载,并请注明出处。
文章中涉及到的操作都是基于 Unity2018.3版本
参考链接:https://unity3d.com/cn/learn/tutorials/s/graphics
下面是将要介绍的章节,黑体是本次内容:
- Introduction to Lighting and Rendering(2)
介绍光照和渲染(2) - Precomputed Realtime GI (Realtime Global Illumination)
预处理实时全局光照 - Rendering and Shading
渲染与着色 - Cameras and Effects
相机与效果 - Geometry in Unity
几何体
3.预计算过程
In Unity, precomputed lighting is calculated in the background - either as an automatic process, or it is initiated manually. In either case, it is possible to continue working in the editor while these processes run behind-the-scenes.
Unity的预计算光照是在后台处理的,可以是自动处理或手动操作。无论何种方式,它只在后台运行,不影响编辑器继续工作。
When the precompute process is running, a blue progress bar will appear in the bottom right of the Editor. There are different stages which need to be completed depending on whether Baked GI or Precomputed Realtime GI is enabled. Information on the current process is shown on-top of the progress bar.
当预计算正在处理,一个蓝色进度条会在编辑器右下角显示。烘焙GI和预计算实时GI有着不同的处理阶段。当前处理信息会在进度条的上面显示。
Progress bar showing the current state of Unity’s precompute.
进度条显示出Unity的预计算的当前运行的状态。
In the example above, we can see that we are at task 5 of 11 which is, ‘Clustering’ and there are 108 jobs remaining before that task is complete and the precompute moves on to task 6. The various stages are listed below:
上面的示例,我们可以看到处理进行到11个任务的第5个:“Clustering”,并且在这个任务完成前有108个工作,预计算然后进行第6个任务。下面列出各个阶段:
Precomputed Realtime GI |
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