The Light Inspector 光组件检视器
本文档主要是对Unity官方手册的个人理解与总结(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://docs.unity3d.com/Manual/class-Light.html
Lights determine the shading of an object and the shadows it casts. As such, they are a fundamental part of graphical rendering. See documentation on lighting and Global Illumination for further details about lighting concepts in Unity.
光源决定物体的着色和投射的阴影。因此,它们是图形渲染的基本部分。有关Unity中照明概念的更多细节,请参阅关于照明和全局照明的文档。
Property | Function |
---|---|
Mode | Specify the Light Mode used to determine if and how a light is “baked”. Possible modes are Realtime, Mixed and Baked. See documentation on Realtime Lighting, Mixed Lighting, and Baked Lighting for more detailed information. |
模式 | 指定用于确定是否以及如何“烘焙”的光照模式。可能的模式是实时的,混合和烘焙。有关实时照明、混合照明和烘焙照明的详细信息,请参阅文档。 |
Indirect Multiplier | Use this value to vary the intensity of indirect light. Indirect light is light that has bounced from one object to another. The Indirect Multiplier defines the brightness of bounced light calculated by the global illumination (GI) system. If you set Indirect Multiplier to a value lower than 1, the bounced light becomes dimmer with every bounce. A value higher than 1 makes light brighter with each bounce. This is useful, for example, when a dark surface in shadow (such as the interior of a cave) needs to be brighter in order to make detail visible. Alternatively, if you want to use Realtime Global Illumination, but |