标准 着色器在 GPU 上运行的程序。 更多信息
参见 术语表 允许进行多种配置,以便表示各种材质类型。可以使用纹理贴图或颜色选择器和滑块设置值。通常,需要与纹理一起使用 UV 映射来描述您的 网格Unity 的主要图形基元。网格构成了 3D 世界的大部分。Unity 支持三角形或四边形多边形网格。Nurbs、Nurms、细分曲面必须转换为多边形。 更多信息
参见 术语表 的哪个部分对应于纹理贴图的哪个部分。因此,标准着色器材质允许您在与镜面反射和光滑度贴图或金属贴图结合使用时,在同一网格上具有不同的材质属性。换句话说,您可以在一个网格上创建橡胶、金属和木材,其中纹理的分辨率可以超过多边形拓扑,从而实现材料类型之间的平滑边界和过渡,当然,这将对工作流程的复杂性产生影响,但这将取决于您的纹理创建方法。
用于材质的纹理通常通过两种方式之一生成 - 在 Photoshop 等 2D 图像编辑器中绘制和合成,或者从您的 3D 软件包中渲染/烘焙,在那里您还可以利用更高分辨率的模型来生成您的 法线贴图一种凹凸贴图纹理类型,允许您向模型添加表面细节,例如凹凸、凹槽和划痕,这些细节会像由真实几何体表示一样捕捉光线。
参见 术语表 和遮挡贴图,以及漫反射、镜面反射和其他贴图。此工作流程根据所使用的外部软件包而有所不同。
通常,任何纹理贴图都不应包含固有的光照(阴影、高光等)。PBS 的优势之一是,对象会按照您的预期对光线做出反应,而如果贴图已经包含光照信息,则这是不可能的。
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