B2 中高級 英國腔 2581 分類 收藏
開始影片後,點擊或框選字幕可以立即查詢單字
字庫載入中…
回報字幕錯誤
The Mesh Renderer.
To render a mesh we need 2 components.
The Mesh Filter
and the Mesh Renderer.
When importing a mesh model
Unity will automatically create a
prefab asset that includes a mesh filter
component to hold the mesh data for the model
and a mesh renderer component
to render this mesh data in our scene.
The mesh renderer does not
render skinned meshes.
Skinned meshes are used for rendering characters.
Characters are animated using bones
and every bone effects part of the mesh.
If the model is skinned,
Unity will create a skinned mesh renderer
for the imported model instead.
Information on skinned mesh renderers
can be found in another lesson.
Each mesh asset needs it's own mesh filter
and mesh renderer.
If the model is made of several
separate meshes each will have it's own
prefab game object with it's own
mesh filter - mesh renderer pair.
The mesh filter holds the mesh data of the model
and passes it to the mesh renderer
for rendering on screen.
The mesh filter component
has only one property and this is
a reference to the mesh asset itself.
The mesh renderer takes the mesh model
data from the mesh filter and renders
it in our scene at the position,
rotation and scale defined by
the object's transform component.
The mesh renderer has properties that
define how the model will be rendered
or drawn in our scene.
These fall in to 3 broad categories.
Shadows, materials and light probes.
With shadows, if there is a shadow
casting light on the object we can
set whether the mesh renderer will
cast and or receive shadows.
Next there is a list of materials
to render the object with.
Unity needs at least one material assigned
to the mesh renderer to be able to draw
that object in our scene.
For more information on materials themselves
see the appropriate lesson.
Meshes imported in to Unity can
use multiple materials, if the mesh
model has been setup to do so
in the original modelling application.
The mesh renderer maintains a list
simply called Materials for all materials
used by the mesh model.
Often this list only contains one material.
This materials list should have one slot
in the list for each sub mesh
on the mesh model.
If any given slot has no material assigned
the associated mesh will show pink
indicating that the material is missing.
Lastly, there are light probes.
A mesh can be lit by light probes.
Light probes sample the lighting of a scene
at a point and cast that light on
on to the rendered mesh.
This is often used in conjunction
with light mapping.
Light probes light dynamic objects
such as characters that would not receive
baked lighting information from a light map.
To use light probes,
the Use Light Probes option must be enabled.
For more information on light probes,
including the Anchor Override property,
please see the appropriate lesson
and documentation link below.
提示:點選文章或是影片下面的字幕單字,可以直接快速翻譯喔!

載入中…

网格渲染和过滤器-Unity 官方教程 (Mesh Renderers and Filters - Unity Official Tutorials)

2581 分類 收藏
朱瑛 發佈於 2014 年 5 月 2 日
看更多推薦影片
  1. 1. 單字查詢

    在字幕上選取單字即可即時查詢單字喔!

  2. 2. 單句重複播放

    可重複聽取一句單句,加強聽力!

  3. 3. 使用快速鍵

    使用影片快速鍵,讓學習更有效率!

  4. 4. 關閉語言字幕

    進階版練習可關閉字幕純聽英文哦!

  5. 5. 內嵌播放器

    可以將英文字幕學習播放器內嵌到部落格等地方喔

  6. 6. 展開播放器

    可隱藏右方全文及字典欄位,觀看影片更舒適!

  1. 英文聽力測驗

    挑戰字幕英文聽力測驗!

  1. 點擊展開筆記本讓你看的更舒服

  1. UrbanDictionary 俚語字典整合查詢。一般字典查詢不到你滿意的解譯,不妨使用「俚語字典」,或許會讓你有滿意的答案喔