Unity Graphics (Unity 图形渲染 ) 官方教程文档笔记系列之四

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(4)
    介绍光照和渲染(4)
  • 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

7.Reflections

7.反射光

By default, objects in a scene are rendered using Unity’s ‘Standard Shader’. The Standard Shader is a ‘physically based shader’ (PBS). This attempts to accurately represent the behavior of light on materials by mimicking physical properties such as reflectivity and the principles of ‘energy conservation’ which exist in the real world.
默认场景的对象使用Unity的标准着色器渲染。标准着色器是基于物理的着色器(PBS)。它尝试去精确呈现模拟物理属性材质的光照行为,比如反射性和真实世界存在的能量守衡原则。

When using the Standard Shader, every material has a degree of reflectivity based on its ‘specularity’, or ‘metalness’. Without hardware powerful enough to ray trace reflections in realtime we have to rely on pre-rendering reflections. We do this with a cubemap - a 6-sided image of the world derived either from the sky, or from a ‘Reflection Probe’ which renders the environment from a specific point in space, writing the results to a texture. This is then blended with other lighting and surface data by a material’s shader in order to approximate the effects of reflectivity, like we see in the real world.
当使用标准着色器,每个材质都有一定的反射率,这取决于它的高光性或金属性。如果硬件性能不足以实时光线追踪反射光,我们必须依靠预渲染的反射光。我们用一个6面都有贴图的立方体贴图实现。贴图或来自天空,或空间中某一位置渲染周围环境的“反射探头”把渲染结果写入到贴图上。然后,和其他光照及材质的着色器的表面数据融合,以接近反射效果,像我们在真实世界看到的一样。

这里写图片描述
By default, highly Specular/Metal materials in your scene will reflect the Skybox, defined by the Reflection Source property of the Environment Lighting Panel. This behaviour can be changed by choosing a different source, or by adding a Reflection Probe to your scene.
默认,在场景中高光/金属材质将反射天空盒,可由环境光面板的反应源属性来定义。这个行为也可以选择不同的源,或加一个反应探头到场景中得以改变。

By default, objects in a Unity scene will reflect the Skybox. However, this behaviour can be changed globally in the Lighting window using the ‘Reflection Source’ property. The Skybox, or alternatively, a custom cubemap may be used. This ‘Reflection Source’ can be thought of as a scene-wide cubemap used by all objects in the scene, unless overridden - by adding a Reflection Probe.
默认,在Unity场景中对象将反射天空盒。然而,这个行为也可以在光照窗口用“反射源(‘Reflection Source)”全局修改。天空盒或自定义的立方体图都可以被使用。这个“Reflection Source”可以被认为是场景中所有物体都会使用的cubemap (场景级的),除非通过添加一个反射探头而被覆盖。

Reflection Probes

反射探头

Often it is undesirable for objects to simply reflect the Skybox in a Unity scene. In many instances, objects may be blocked or ‘occluded’ from the sky. They may be indoors or underneath an architectural feature like a bridge or tunnel . To create more accurate reflections we need to sample what objects ‘see’ using a ‘Reflection Probe’. These probes render the world from their position in 3D space and write the results to a cubemap. This can then be used by nearby objects to give the impression that they are reflecting the world around them.
一般情况

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