包含5節(jié)視頻教程
本系列包含Unity3D介紹、Unity3D導(dǎo)出人物、Unity3D導(dǎo)出場(chǎng)景、Unity3D導(dǎo)出動(dòng)作、游戲測(cè)試最終完成一個(gè)簡(jiǎn)單的游戲。是一套非常完整的Unity3D游戲制作教程。
![]() 3D場(chǎng)景次時(shí)代求職 一年經(jīng)驗(yàn)
|
![]() The Mesh Renderer takes the geometry from the Mesh Filter and renders it at the position defined by the object's Transform component. 網(wǎng)格渲染器從網(wǎng)格過濾器獲得幾何形狀,并且根據(jù)物體的Transform組件的定義位置進(jìn)行渲染。 Properties 屬性
Details 細(xì)節(jié)Meshes imported from 3D packages can use multiple Materials. For each Material there is an entry in Mesh Renderer's Materials list. 網(wǎng)格從3D軟件中導(dǎo)入可以使用多種材質(zhì),每種材質(zhì)可以從網(wǎng)格渲染器的材質(zhì)列表進(jìn)入。 A mesh can receive light from the light probe system if the Use Light Probes option is enabled (see the light probes manual page for further details). A single point is used as the mesh's notional position for light probe interpolation. By default, this is the centre of the mesh's bounding box, but you can override this by dragging a Transform to the Light Probe Anchor property. It may be useful to set the anchor in cases where an object contains two adjoining meshes; since each mesh has a separate bounding box, the two will be lit discontinuously at the join by default. However, if you set both meshes to use the same anchor point, they will be consistently lit. 如果Use Light Probes選項(xiàng)被啟用,網(wǎng)格可以接受燈光探測(cè)系統(tǒng)光照(參見燈光探測(cè)器手冊(cè)頁(yè)面進(jìn)一步閱讀)。單個(gè)點(diǎn)被用作與光照探測(cè)插值上網(wǎng)格的理論位置。默認(rèn)情況下,這是網(wǎng)格的邊界框的中心,但是你可以通過拖拽Transform對(duì)象到Light Probe Anchor屬性進(jìn)行重寫。他在一個(gè)對(duì)象包含兩個(gè)相鄰的網(wǎng)格中設(shè)置錨這種情況下很有用, 但是,如果你使用相同的錨點(diǎn)設(shè)置來設(shè)置這兩個(gè)網(wǎng)格,他們將會(huì)持續(xù)點(diǎn)亮。 贊0 踩0 |
未知用戶
2005-2025 朱峰社區(qū) 版權(quán)所有 遼ICP備2021001865號(hào)-1
2005-2025 ZhuFeng Community All Rights Reserved
VIP