查看: 2799|回复: 0
打印 上一主题 下一主题

[Unity 组件参考手册]组件:图像特效脚本之发光图像特效

[复制链接]
.    

3797

主题

11

听众

5万

积分

首席设计师

Rank: 8Rank: 8

纳金币
32328
精华
41

活跃会员 优秀版主 荣誉管理 论坛元老

跳转到指定楼层
楼主
发表于 2013-1-31 21:44:22 |只看该作者 |倒序浏览
Glow (sometimes called "Bloom") can dramatically enhance the rendered image by making overbright parts "glow" (e.g. sun, light sources, strong highlights). The Bloom and Lens Flares image effect gives greater control over the bloom but has a higher processing overhead.发光 (有时称为" Bloom ") 通过让过渡明亮部分"(例如太阳,光源,强高光)"发光",可以大大增强渲染图像的效果。Bloom and Lens Flares图像特效对于发光效果具有更大的控制,但也具有更高的处理开销。As with the other image effects, this effect is only available in Unity Pro and you must have the Pro Standard Assets installed before it becomes available.和其他图像特效一样,该特效只能在Unity Pro上进行使用,并且在使用之前必须安装Pro Standard Assets。
Glow effect applied to the scene 应用到场景的发光特效
[Properties 属性]---------------------------------------------------------------    Glow Intensity 发光亮度
    Total brightness at the brightest spots of the glowing areas.
    发光区域最亮点的全部亮度值.
    Blur Iterations 模糊迭代次数
    Number of times the glow is blurred when being drawn. Each iteration requires processing time.
    发光的模糊次数,每次迭代都需要消耗一定的处理时间
    Blur Spread 模糊半径
    The pixel distance over which pixels are combined to produce blurring.
    产生blur的像素距离.
    Glow Tint 发光提示
    Color tint applied to the glow.
    应用于发光的颜色提示.
    Downsample Shader 降低采样着色器
    The shader used for the glow. You generally should not have to change this.
    用于发光效果的着色器,您一般不需要改变它  [Details 细节]---------------------------------------------------------------Glow uses the alpha channel of the final image to represent "color brightness". All colors are treated as RGB, multiplied by the alpha channel. You can view the contents of the alpha channel in Scene View.发光效果使用最终图像的alpha通道来表现"颜色的明亮度",所有的颜色都被当成RGB处理,并与alpha通道的数值相乘,你可以在场景视图中查看alpha通道的内容。All built-in shaders write the following information to alpha:所有内建着色器都在alpha通道中写入如下的信息:    Main texture's alpha multiplied by main color's alpha (not affected by lighting).
    主纹理的alpha值乘以主颜色的alpha值(不受光照影响)
    Specular shaders add specular highlight multiplied by specular color's alpha.
    反射着色器将颜色加上反射高光与反射光颜色的alpha通道相乘后的颜色值
    Transparent shaders do not modify alpha channel at all.
    透明着色器不修改alpha通道的值
    Particle shaders do not modify alpha channel, except for Particles/Multiply which darkens anything that is in alpha.
    粒子着色器不修改alpha通道的值,除非是调暗alpha通道的Particles/Multiply着色器
    Skybox shaders write alpha of the texture multiplied by tint alpha
    天空盒着色器将色调alpha值与纹理的apha值相乘 Most of the time you'll want to do this to get reasonable glow:大多数情况下你会为了获得合理的发光效果进行如下的操作:    Set material's main color alpha to zero or use a texture with zero alpha channel. In the latter case, you can put non-zero alpha in the texture to cause these parts to glow.
    将材质的主颜色的alpha值变成0,或者使用一个零alpha通道的纹理。对于后者,你可以在纹理中产生发光效果的地方设置非零alpha值。
    Set the specular color alpha for Specular shaders to be 100%.
    对于反射着色器,将反射的颜色alpha值设成100%。
    Keep in mind what alpha the camera clears to (if it clears to a solid color), or what alpha the skybox material uses.
    切记去掉了哪些alpha值(即变成一个不透明颜色),或者天空盒材质使用了哪些alpha。
    Add the Glow image effect to the camera. Tweak Glow Intensity and Blur Iterations values, you can also take a look at the comments in the shader script source.
    将发光图像特效加入到照相机上,调整发光亮度和模糊迭代次数。
    The alpha channel on the Skybox can be used to great effect to add more glow when looking at the sun
    使用天空盒的alpha值,可以让你在看到太阳时添加更多的光辉。  [Tips: 提示]---------------------------------------------------------------    Use the alpha rendering mode in the scene view toolbar to quickly see which objects output different values to the alpha channel.
    在场景窗口下使用透明度渲染模式,可以快速地看到物体的不同alpha通道。 Hardware support 硬件支持This effect requires a graphics card with pixel shaders (2.0) or OpenGL ES 2.0. PC: NVIDIA cards since 2003 (GeForce FX), AMD cards since 2004 (Radeon 9500), Intel cards since 2005 (GMA 900); Mobile: OpenGL ES 2.0; Consoles: Xbox 360, PS3.这个特效需要显卡拥有像素着色器(2.0)或者OpenGL ES 2.0。台式机:2003年以后的NVIDIA显卡(GeForce FX),2004年以后的AMD显卡(Radeon 9500),2005年以后的Intel卡(GMA 900);移动设备:OpenGL ES 2.0;控制台: Xbox 360、 PS3。All image effects automatically disable themselves when they can not&nbsp***n on end-users graphics card.所有图像特效如果无法在用户显卡上运行时将会自动被关闭。【来源:互联网】
更多精彩教程,尽在web3D纳金网http://www.narkii.com/college/
分享到: QQ好友和群QQ好友和群 腾讯微博腾讯微博 腾讯朋友腾讯朋友 微信微信
转播转播0 分享淘帖0 收藏收藏0 支持支持0 反对反对0
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

手机版|纳金网 ( 闽ICP备2021016425号-2/3

GMT+8, 2024-11-12 06:00 , Processed in 0.119546 second(s), 33 queries .

Powered by Discuz!-创意设计 X2.5

© 2008-2019 Narkii Inc.

回顶部