Occlusion Map 遮挡贴图
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/StandardShaderMaterialParameterOcclusionMap.html
The occlusion map is used to provide information about which areas of the model should receive high or low indirect lighting. Indirect lighting comes from ambient lighting and reflections, and so steep concave parts of your model such as a crack or fold would not realistically receive much indirect light.
遮挡图用于提供关于模型的哪些区域应该接收高或低的间接光照的信息。间接照明来自环境照明和反射,因此你的模型的陡峭凹面部分,如裂缝或褶皱,实际上不会接收到太多的间接照明。<