Unity3d_11_Building ScenesLights中文翻译.doc

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Unity3d_11_Building ScenesLights中文翻译

Unity Manual User Guide Building Scenes Lights Lights(光源) Lights are an essential part of every scene. While meshes and textures define the shape and look of a scene, lights define the color and mood of your 3D environment. Youll likely work with more than one light in each scene. Making them work together requires a little practice but the results can be quite amazing. 光源是每一个场景的重要组成部分。网格和纹理场景的形状和外观,你的3D环境的颜色和。你可能在每个场景中一个以上的让它们一起工作需要一些,但其结果是相当惊人 A simple, two-light setup一个简单的、两个光源的设置 Lights can be added to your scene from the GameObject-Create Other menu. There are three types of lights which well discuss in a moment. Once a light has been added, you can manipulate it like any other GameObject. Additionally, you can add a Light Component to any selected GameObject by using Component-Rendering-Light. There are many different options within the Light Component in the Inspector. 通过菜单GameObject-Create Other的添加。有三种类型的,我们将在稍后讨论。一旦添加了光,你可以像操纵其他游戏对象它。此外,可以通过Component-Rendering-Light选定的游戏对象添加 Light Component properties in the Inspector检视视图中光源组件的属性 By simply changing the Color of a light, you can give a whole different mood to the scene. 通过简单地改变光的颜色,你可以给一个完全不同的。 Bright, sunny lights明亮的、温暖的光 Dark, medieval lights黑暗的、中世纪的光 Spooky night lights幽灵般的、夜晚的光 The lights you create this way are realtime lights - their lighting is calculated each frame while the game is running. If you know the light will not change, you can make your game faster and look much better by using Lightmapping. 这种方式创建实时们游戏运行的每一帧计算。如果知道光不变,可以使用让你的游戏速度更快,看起来好。Rendering paths(渲染路径) Unity supports different Rendering Paths, these paths affect mainly Lights and Shadows, so choosing the correct rendering path depending on your game requirements can improve your projects performance. For more info about rendering paths you can visit the Rendering paths section. Unity支持不同的渲染路径,这些路径主要影响光与影,因此选择正确的渲染路径取决于你的游戏可以项目的。了解更多渲染路径信息可以访问Rendering paths section。More information(更多信息) For more information about using

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