字幕列表 影片播放 列印所有字幕 列印翻譯字幕 列印英文字幕 The Mesh Renderer. 本章介紹網格著色器 To render a mesh we need 2 components. 要對網格上色需要兩個元件 The Mesh Filter 網格過濾器(Mesh Filter) 和網格著色器(Mesh Renderer) and the Mesh Renderer. 當你匯入模型時 Unity會自動建立一個預製物件 When importing a mesh model 並產生網格過濾器元件 用來存放模型的網格資料 Unity will automatically create a 以及網格著色器元件 用來著色場景的模型 prefab asset that includes a mesh filter 網格著色器不會對設定為皮膚的網格上色 component to hold the mesh data for the model 皮膚網格主要用在有骨架與動作的角色上 每根骨架都會影響著部份網格 and a mesh renderer component 如果模型披了一層皮,Unity會自動 建立一個皮膚網格著色器取代原著色器 to render this mesh data in our scene. 皮膚網格著色器(Skinned mesh renderer)的介紹 可以參考其他章節 The mesh renderer does not 每個網格資源都有它自己的過濾器和著色器 render skinned meshes. 如果模型由數個網格組成,那預製物件裡 所有網格物件都會有過濾器和著色器成對 Skinned meshes are used for rendering characters. 網格過濾器保存模型的網格資料 並傳給網格著色器來著色在畫面上 Characters are animated using bones 網格過濾器只有一個參照網格資料的屬性 and every bone effects part of the mesh. 著色器從過濾器取得資料後 If the model is skinned, 依照Transform的屬性像是座標、旋轉 和縮放並把網格畫在場景上 Unity will create a skinned mesh renderer 網格著色器有幾項屬性 用來定義模型在場景裡的著色方式 for the imported model instead. 基本可分為三大類 陰影、材質和光源探測 Information on skinned mesh renderers 有了陰影,如果有一盞燈打在物體上 我們可設定網格著色器是否要投射或接收陰影 can be found in another lesson. 接下來是用來著色物件的材質列表 Each mesh asset needs it's own mesh filter 在Unity裡,網格著色器最少要指定 一個材質才能對場景裡的物件著色 and mesh renderer. 更多關於材質的介紹,可參考相關章節 If the model is made of several 如果模型在建模軟體已經指定了複數材質 那輸入到Unity也會使用複數材質 separate meshes each will have it's own 材質在網格著色器裡就叫材質(Materials) 管理模型使用的所有材質 prefab game object with it's own 正常情況下,這個列表只會包含一種材質 mesh filter - mesh renderer pair. 材質列表裡每個子項都會對應材質格 The mesh filter holds the mesh data of the model 如果沒有任何格子指定材質 那麼模型就會變成粉紅色塊 and passes it to the mesh renderer 提醒你材質遺失了 for rendering on screen. 最後是光源探測 The mesh filter component 網格可以被光源探測照亮 has only one property and this is 光源探測會對場景裡的點取樣光源 然後投射回已著色的網格物件 a reference to the mesh asset itself. 通常會和光照貼圖(Light mapping)一起使用 The mesh renderer takes the mesh model 光源探測針對動態物件打光,尤其像 角色這種無法用光照貼圖呈現光源的物件 data from the mesh filter and renders 要使用光源探測 Use Light Probes這個選項必須啟用 it in our scene at the position, 更多關於光源探測的功能 rotation and scale defined by 包含錨點複寫(Anchor Override)屬性 the object's transform component. 請參閱其他章節或官網的官方文件 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.
B2 中高級 中文 英國腔 網格 材質 過濾器 探測 物件 場景 網格渲染器和濾鏡 - Unity官方教程 (Mesh Renderers and Filters - Unity Official Tutorials) 57 5 朱瑛 發佈於 2021 年 01 月 14 日 更多分享 分享 收藏 回報 影片單字