Whilst Area Lights are not supported by Precomputed Realtime GI, similar soft lighting effects are still possible using ‘Emissive Materials.’ Like Area Lights, emissive materials emit light across their surface area. They contribute to bounced light in your scene and associated properties such as color and intensity can be changed during gameplay.
尽管预计算实时GI不支持区域灯光,但使用“发光材料”仍可实现类似的柔和灯光效果。与区域灯光一样,发光材料在其表面区域发光。它们有助于场景中的反射光线,并可在游戏过程中更改颜色和强度等相关属性。
‘Emission’ is a property of the Standard Shader which allows static objects in our scene to emit light. By default the value of ‘Emission’ is set to zero. This means no light will be emitted by objects assigned materials using the Standard Shader. The HDR color picker can be used to select colors with intensities beyond the 0-1 range in order to create bright light effects similar to those of Area Lights.
'发射'是标准着色器的一个属性,它允许我们场景中的静态物体发光。默认情况下'发射&#