包含11節(jié)視頻教程
從零基礎(chǔ)學習unity3d游戲引擎,簡單易學的視頻教程,讓你快速掌握unity3d,并喜歡上游戲開發(fā)的樂趣。
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![]() 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組件的定義位置進行渲染。 Properties 屬性
Details 細節(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選項被啟用,網(wǎng)格可以接受燈光探測系統(tǒng)光照(參見燈光探測器手冊頁面進一步閱讀)。單個點被用作與光照探測插值上網(wǎng)格的理論位置。默認情況下,這是網(wǎng)格的邊界框的中心,但是你可以通過拖拽Transform對象到Light Probe Anchor屬性進行重寫。他在一個對象包含兩個相鄰的網(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設(shè)置來設(shè)置這兩個網(wǎng)格,他們將會持續(xù)點亮。 贊0 踩0 |
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