包含11節(jié)視頻教程
從零基礎(chǔ)學(xué)習(xí)unity3d游戲引擎,簡單易學(xué)的視頻教程,讓你快速掌握unity3d,并喜歡上游戲開發(fā)的樂趣。
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![]() Flare objects are the source assets that are used by Lens Flare Components. The Flare itself is a combination of a texture file and specific information that determines how the Flare behaves. Then when you want to use the Flare in a Scene, you reference the specific Flare from inside a LensFlare Component attached to a GameObject. 眩光(Flare?)對象是被鏡頭光暈組件(?Lens Flare Components)使用的源資源。眩光本身是一個(gè)紋理文件和具體的信息的結(jié)合,確定眩光的行為。然后,當(dāng)你想在一個(gè)場景中使用眩光,將帶有鏡頭暈光組件(LensFlare?Component)的具體眩光貼到一個(gè)游戲物體。 There are some sample Flares in the Standard Assets package. If you want to add one of these to your scene, attach a Lens Flare Component to a GameObject, and drag the Flare you want to use into the Flare property of the Lens Flare, just like assigning a Material to a Mesh Renderer. 在標(biāo)準(zhǔn)資源包(Standard Assets?package)中有一些樣品耀斑。如果您要添加其中之一到你的場景,將鏡頭光暈(Lens Flare)組件貼到一個(gè)游戲物體上,并拖動你要使用到鏡頭光暈的耀斑屬性的耀斑,就像給網(wǎng)格渲染器(?Mesh Renderer)指派一個(gè)材質(zhì)(Material?)一樣。
Flares work by containing several Flare Elements on a single Texture. Within the Flare, you pick & choose which Elements you want to include from any of the Textures. 耀斑在一個(gè)紋理中包含幾個(gè)耀斑元素(Elements?)。你可以挑選和選擇要包含紋理的哪些元素。 Properties 屬性
Details 細(xì)節(jié)A Flare consists of multiple Elements, arranged along a line. The line is calculated by comparing the position of the GameObject containing the Lens Flare to the center of the screen. The line extends beyond the containing GameObject and the screen center. All Flare Elements are strung out on this line. 耀斑由沿直線排列的多個(gè)元素(Elements)組成。這條線是通過比較包含鏡頭光暈游戲物體的位置到屏幕中心的位置計(jì)算。這條線穿過包含的游戲物體和屏幕的中心進(jìn)行延伸。所有耀斑元素在這條線上串起。 Flare Textures 耀斑紋理For performance reasons, all Elements of one Flare must share the same Texture. This Texture contains a collection of the different images that are available as Elements in a single Flare. The Texture Layout defines how the Elements are laid out in the Flare Texture. 出于性能方面的原因,耀斑的所有元素都必須共享相同的紋理。這紋理包含可作為在一個(gè)單一耀斑元素的不同圖像的集合。紋理布局(?Texture Layout?)決定了元素(Elements?)是如何在耀斑紋理(Flare Texture)進(jìn)行布局。 Texture Layouts 紋理布局These are the options you have for different Flare Texture Layouts. The numbers in the images correspond to the Image Index property for each Element. 這些決定不同的耀斑紋理布局(Texture Layouts.)的選項(xiàng)。在圖像中的數(shù)字對應(yīng)每個(gè)元素的圖像索引屬性。
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