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(3)
介绍光照和渲染(3) - 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
5.选择颜色空间
In addition to selecting a rendering path, it’s important to choose a ‘Color Space’ before lighting your project. Color Space determines the maths used by Unity when mixing colors in lighting calculations or reading values from textures. This can have a drastic effect on the realism of your game, but in many cases the decision over which Color Space to use will likely be forced by the hardware limitations of your target platform.
除了选择渲染路径,选择颜色空间在项目光照设计之前也是很重要的。颜色空间决定了Unity在光照计算时颜色混合或从贴图读取数值时的数学计算。这会对游戏真实感产生巨大的影响,但更多时候决定使用哪个颜色空间,取决于你的目标平台硬件的限制。
Linear Color Space
线性颜色空间
The preferred Color Space for realistic rendering is Linear. This can be