您可以使用以下属性进一步完善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几何体后面绘制的天空盒。六个正方形构成围绕物体的想象立方体的面;每个面代表沿世界轴方向(上、下、左、右、前、后)的视图。 更多信息
查看 术语表 形状纹理
属性 | 功能 | |
---|---|---|
映射 | 使用 映射 指定纹理如何投影到您的游戏对象Unity 场景中的基本对象,可以代表角色、道具、场景、相机、航路点等。游戏对象的功用由附加到它身上的组件定义。 更多信息 查看 术语表。默认情况下,它设置为 自动。 |
|
自动 | Unity 尝试根据纹理信息创建布局。 | |
6 帧布局(立方体环境) | 纹理包含六个图像,排列在标准立方体贴图布局之一中:十字形或序列(+x -x +y -y +z -z)。图像可以水平或垂直排列。 | |
纬度经度(圆柱形) | 将纹理映射到二维纬度经度表示。 | |
镜像球体(球体映射) | 将纹理映射到球体状立方体贴图。 | |
卷积类型 | 选择要为此纹理使用的预卷积(过滤)类型。预卷积的结果存储在mipmap 中。 此属性仅适用于 默认 纹理类型。 |
|
无 | 纹理没有预卷积(没有过滤)。这是默认设置。 | |
镜面反射(光泽反射) | 选择此选项以将立方体贴图用作反射探测器渲染组件,它捕获周围环境的球形视图,就像相机一样。捕获的图像然后存储为立方体贴图,可由具有反射材质的对象使用。 更多信息 查看 术语表。纹理 mipmap 使用引擎 BRDF 预卷积(过滤)。有关详细信息,请参见维基百科关于 双向反射分布函数 的页面。 |
|
漫反射(辐照度) | 纹理被卷积(过滤)以表示辐照度。如果您将立方体贴图用作光照探测器光照探测器存储有关光线如何穿过场景空间的信息。在给定空间内排列的光照探测器集合可以改善该空间内移动物体和静态 LOD 场景的照明。 更多信息 查看 术语表,这非常有用。 |
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修复边缘接缝 | 此选项仅在使用 无 或 漫反射 卷积(滤波器)时可用。在低端平台上使用此选项作为过滤限制的解决方法,例如立方体贴图在面之间不正确地过滤。 |
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