LightmapEditorSettings
- aoAmount
- aoContrast
- aoMaxDistance
- bounceBoost
- bounceIntensity
- bounces
- finalGatherContrastThreshold
- finalGatherGradientThreshold
- finalGatherInterpolationPoints
- finalGatherRays
- lastUsedResolution
- lockAtlas
- maxAtlasHeight
- maxAtlasWidth
- quality
- resolution
- skyLightColor
- skyLightIntensity
- textureCompression
LightmapEditorSettings 光照贴图编辑器设置
Various settings for the bake.
用于烘焙的变量设置。
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
注意:这是一个编辑器类,如果想使用它你需要把它放到工程目录下的Assets/Editor文件夹下。编辑器类在UnityEditor命名空间下。所以当使用C#脚本时,你需要在脚本前面加上 "using UnityEditor"引用。
The bake can be started via Lightmapping class.
烘焙可以通过Lightmapping类启用。
参见:Lightmapping.
Class Variables类变量
-
Boosts indirect light (Beast's diffuseBoost property, pow(colorComponent, (1.0 / diffuseBoost))).
提升间接光照。 -
Indirect light intensity multiplier.
间接光照强度倍增。 -
The maximum width of an individual lightmap texture.
单个光照贴图纹理的最大宽度。 -
The maximum height of an individual lightmap texture.
单个光照贴图纹理的最大高度。 -
Lightmap resolution in texels per world unit.
在世界单位每像素纹理的光照贴图分辨率。 -
Last used lightmap resolution (i.e. resolution of the lightmaps currently in the scene) in texels per world unit.
最后使用的光照贴图分辨率(即在场景中当前光照贴图的分辨率),在世界单位每像素纹理。 -
Sky light color. // 天空光的颜色。
-
Sky light intensity. // 天空光的强度。
-
Quality of the bake. // 烘焙的质量。
-
Whether to use DXT1 compression on the generated lightmaps.
是否在生产的光照贴图上使用DXT1压缩。 -
Number of light bounces in the global illumination computation (with 0 meaning direct light only).
在全局照明计算的光照反弹数(为0意味着仅间接光照)。 -
Number of rays used in the final gather integrator.
使用在final gather integrator的光线数。 -
Contrast threshold between neighbouring surface points.
对比度阈值在相邻的表面点之间。 -
Controls how the irradiance gradient is used in the interpolation.
控制光照怎样渐变插值使用。 -
The number of final gather points to interpolate between.
final gather插值之间的点数。 -
Controls how much Ambient Occlusion to blend into the Final Gather solution.
控制多少阻光贴图(Ambient Occlusion)混合到Final Gather。 -
Beyond this distance a ray is considered to be unoccluded.
超过这个距离的光线被认为是未阻光的。 -
Controls the look of the transition from black to white.
控制从黑到白的过渡。 -
If enabled, Beast atlasing won't be run and lightmap indices, tiling and offset won't be modified on Mesh Renderers.
如果启用,Beast 图集不会运行,并且在网格渲染器光照贴图索引,平铺,和偏移不会被修改。
最后修改:2011年6月28日 Tuesday 20:42