烘焙探测器捕获的反射只能包含标记为反射探测器一个渲染组件,它像相机一样,在所有方向捕获其周围环境的球形视图。捕获的图像随后将存储为立方体贴图,可供具有反射材质的对象使用。 更多信息
参见 词汇表 静态(使用检查器面板左上角的静态菜单,适用于所有对象)的场景场景包含游戏环境和菜单。将每个唯一的场景文件视为唯一的关卡。在每个场景中,您放置环境、障碍物和装饰,本质上是设计和构建游戏的各个部分。 更多信息
参见 词汇表对象。您可以使用剔除遮罩允许您通过层来包含或省略要由相机渲染的对象。
参见 词汇表 和裁剪平面一个平面,限制相机从其当前位置可见的距离。相机的可见范围在远裁剪平面和近裁剪平面之间。参见远裁剪平面和近裁剪平面。 更多信息
参见 词汇表 属性进一步细化包含在反射立方体贴图六个方形纹理的集合,可以表示环境中的反射或绘制在几何体后面的天空盒。这六个正方形形成了一个围绕对象的假想立方体的面;每个面代表沿世界轴方向(上、下、左、右、前和后)的视图。 更多信息
参见 词汇表中的对象(探测器本质上就像一个相机,它被旋转以查看六个立方体贴图面中的每一个)。
您不需要将对象标记为反射探测器静态来捕获它们的反射(就像您使用烘焙探测器一样)。但是,您可以使用剔除遮罩和裁剪平面属性有选择地将对象从反射立方体贴图中排除,它们的工作方式与相机相同(探测器本质上就像一个相机,它被旋转以查看六个立方体贴图面中的每一个)。
要更新探测器,请执行以下操作之一
烘焙过程将在您继续在编辑器中工作的同时异步进行。如果您在烘焙过程中移动任何静态对象、更改其材质或以其他方式更改其视觉外观,您必须重新烘焙以查看更新的结果。
注意:目前,实时探测器只会场景视图一个交互式视图,可以查看您正在创建的世界。您使用场景视图来选择和放置场景、角色、相机、灯光以及所有其他类型的游戏对象。 更多信息
参见 词汇表中更新它们的反射,当反射探测器静态对象移动或更改其外观时。这意味着,即使动态对象出现在反射中,移动它们也不会导致更新。您应该从光照窗口中生成光照按钮下拉菜单中选择烘焙反射探测器选项,以在动态对象发生更改时更新反射。
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