unity 中震动提示_Unity中的水提示

unity 中震动提示

This post will show you how to create water with a custom mesh, adjust the settings and gain some artist insight into making water look nice. To keep up to date with the latest tech this post will primarily concentrate on new Pro water stuff, but later on there are some general tips which should be useful to all.

这篇文章将向您展示如何使用自定义网格创建水,调整设置并获得一些艺术家的见解,使水看起来更漂亮。 为了跟上最新技术,本文将主要集中在新的Pro水产品上,但是稍后有一些通用提示对所有人都有用。

什么元素造水? (What elements make water?)

Hydrogen & Oxygen

氢氧

在Unity中? (in Unity?)

There are many different types of water you can create or use from prefabs. To take advantage of the latest water effects and scripts I will be concentrating on the Water4ExampleSimple assets which are essentially a couple of 3D meshes representing your water surface, with:

您可以使用预制件制造或使用多种不同类型的水。 为了利用最新的水效果和脚本,我将专注于Water4ExampleSimple资产,这些资产本质上是代表您的水表面的几个3D网格,具有:

    An empty object indicating the world space placement with:

    一个空对象,用于指示世界空间位置,其中包括:

      我该怎么做水? (How can I make some water?)

      The simplest way is to drag the prefab into your scene, and assign your custom mesh:

      最简单的方法是将预制件拖到场景中,并分配自定义网格:

      • Select one of  the tile meshes, go to the mesh component in the inspector > select the round target icon on the right and choose your mesh (must be in your project)

        选择一个平铺网格物体,转到检查器中的网格物体组件>选择右侧的圆形目标图标,然后选择您的网格物体(必须在您的项目中)

      • Remove the second tile mesh

        删除第二个瓷砖网格

      设定值 (Settings)

      Once you have your mesh as water you can begin to play with the settings. Select your Water4ExampleSimple node, and check the parameters in the inspector.

      一旦将网格物体变成水,就可以开始使用设置了。 选择您的Water4ExampleSimple节点,然后在检查器中检查参数。

      水基 (Water Base)

      平面反射 (Planar Reflection)

      This script is for enabling/disabling realtime planar reflections. Reflections are claculated in relation to the height of the parent mesh that has this script attached to. So the local Y transform of child meshes should be 0. Here you can also enable the reflections to include (or not) the skybox.

      该脚本用于启用/禁用实时平面反射。 反射与附着此脚本的父网格的高度有关。 因此,子网格物体的局部Y变换应为0。在这里,您还可以启用反射以包括(或不包括)天空盒。

      镜面照明 (Specular Lighting)

      You can adjust the specular power from here and drag’n’drop any transform to indicate a specular light source. This can be your directional light transform or any other game object (doesn’t need to be a light).

      您可以从此处调整镜面反射功率,并拖放任何变换以指示镜面反射光源。 这可以是您的定向灯光变换,也可以是任何其他游戏对象(不需要是灯光)。

      格斯特纳位移 (Gerstner Displace)

      Here you can adjust the settings for the wave generation created by the Gerstner waves generation algorithm.

      在这里,您可以调整Gerstner波浪生成算法创建的波浪生成的设置。

      水上艺术技巧 (Water art tips)

      • Water absorbs red light from the spectrum reflecting back more green and blue rays, in additions to sky, which gives water the impression of being Blue in colour so:

        水吸收了光谱中的红光,除了天空以外还反射了更多的绿色和蓝色光线,这给水带来了蓝色的印象,因此:

        Using blues and greens on the tiles, vs using grey/pink
        在瓷砖上使用蓝色和绿色,而使用灰色/粉红色
        • Moderate the effects, subtlety can help suspend disbelief, be sure to experiment but think about moderating:

          适度地发挥作用,微妙可以帮助暂时置疑,一定要尝试一下,但要考虑缓和:

            Next time > Water 4 Advanced is the same tech but with foam and depth extinction.

            下次> Water 4 Advanced是相同的技术,但具有泡沫和深度消光功能。

            翻译自: https://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/

            unity 中震动提示

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