如果要在运行时生成纹理,请通过 Texture2D.Apply 强制执行,并且传入设置为 true 的 makeNoLongerReadable。 禁用不必要的 Mip Map :对于在屏幕上大小保持不变的纹理(如 2D 精灵和 UI 图形),Mip Map 不是必需的,对于与摄像机的距离会变化的 3D 模型,请保留 Mip Map为启用状态。 PS:关于 Android 的注意事项 ...
11.3.4 Basic Texture Filtering with Mipmaps 有了mipmap或图像金字塔,纹理过滤可以比单独访问许多纹素更有效。当我们需要大面积的纹理值时,我们只需使用来自 mipmap 更高级别的值,这些值已经是图像大面积的平均值。最简单、最快的方法是从 mipmap 中查找单个值,选择级别,使该级别的纹素覆盖的大小与像素足迹的...
CreateTextureByGeneratingNormalMap(nfloat, nfloat) 從紋理建立新的紋理,在處理之前將紋理值平滑化,並放大所產生一般地圖的對比。 C# 複製 [Foundation.Export("textureByGeneratingNormalMapWithSmoothness:contrast:")] [ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitec...
NormalMap flags, Channel channel, float amplitude ); C++ public: static void ComputeNormalMap( Texture^ texture, Texture^ srcTexture, [Out] PaletteEntry% sourcePalette, NormalMap flags, Channel channel, float amplitude ); JScript public static function ComputeNormalMap( texture : Texture, srcTexture...
Cube将纹理定义为立方体贴图。例如,可将其用于天空盒或反射探针。此类型仅可用于Default、Normal Map和Single Channel纹理类型。 2D Array将纹理定义为2D 数组纹理。这通常用作某些渲染技术的优化,其中会使用许多具有相同大小和格式的纹理。 3D将纹理定义为3D 纹理。某些渲染技术使用 3D 纹理表示体积数据。
Normal mapping can have better effects when dealing with the details. Then we useNormal Mapping. This tutorial has a very clear structure. We will add it to our previous mesh. 从网上找了个水面的纹理和他的法线贴图 We get a texture and its normal map from the Internet. ...
TextureImporterType.NormalMap 描述 选择此选项可将颜色通道转换为适合实时法线贴图的格式。 Did you find this page useful? Please give it a rating: Report a problem on this page 版权所有 © 2020 Unity Technologies. Publication 2018.4 教程社区答案知识库论坛Asset Store商标和使用条款法律条款隐私政策Coo...
Normal Maps Customizable normal map generation 7 heightmap generation methods 6 derivative filters Export normal maps in tangent-space or object-space Click on image to see at full resolution Transparency Export textures with premultiplied alpha
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=anis...
+TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) +TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSet...