Lights
This section contains lights-related settings, such as lens flares effect, batching and interleaved rendering parameters as well as per-object limits for forward rendering pass.此部分包含与灯光有关的设置,例如镜头眩光效果,批处理和交错渲染参数以及前向渲染过程的每个对象限制。
Lights Settings灯光设置
Deferred Lights | Toggles rendering of lights on and off.切换灯光的渲染。 |
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Lens Flares | Toggles the Lens Flares effect on and off.启用和禁用镜头光晕效果。 |
Batching OptionsBatching Options#
Max Per Batch | Maximum number of lights rendered by a tile per batch call. With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It makes it possible to decrease the number of DIP calls and gain performance. The optimization works only for omni lights with point shape and without shadows.The optimization works only for omni lights with point shape and without shadows. The optimization works only for omni lights with point shape and without shadows.优化仅适用于具有点形且没有阴影的全向灯光。 |
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Tile Grid Size | Number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles, that render lights in batches.
The optimization works only for omni lights with point shape and without shadows.The optimization works only for omni lights with point shape and without shadows. The optimization works only for omni lights with point shape and without shadows.优化仅适用于具有点形且没有阴影的全向灯光。 |
Interleaved Rendering OptionsInterleaved Rendering Options#
Enabled | Toggles interleaved mode for rendering lights during the deferred pass on and off. In this mode lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. The effect is cumulative and works best with TAA enabled. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces. Can also be used together with Supersampling to reduce rendering load, while keeping image quality high. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Enabling this mode for scenes with a small number of light sources may reduce performance.This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Enabling this mode for scenes with a small number of light sources may reduce performance. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Enabling this mode for scenes with a small number of light sources may reduce performance.此模式需要较高的帧速率( 60 + FPS),否则抗锯齿质量会降低,重影效果会更加明显。对于光源数量少的场景启用此模式可能会降低性能。 |
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Samples | Defines the number of pixels to be skipped when rendering lights during the deferred pass with subsequent reconstruction of neighboring pixels using the data from previous frames:
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Color Clamping | Color clamping mode to be used to reduce ghosting effect: Higher values increase clamping intensity but may cause flickering on rippled reflective surfaces (as this mode is not so good at object's edges). When disabled, shadows and reflections have a lag as they are several frames behind. 色彩钳位模式用于减少重影效果:较高的值可提高钳位强度,但可能导致波纹反射表面上闪烁(因为此模式在物体边缘不太好)。禁用时,阴影和反射会滞后一些,因为它们落后了几帧。 |
Catmull Resampling | Toggles Catmull-Rom resampling on and off. This option allows you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling for low quality settings.启用和禁用Catmull-Rom重采样。使用此选项可以减少相机向前/向后移动时的图像模糊。对于低质量设置,建议禁用重采样。 |
Forward Per-Object LimitsForward Per-Object Limits#
Ambient | Toggles the ambient pass for transparent objects on and off.切换透明对象的ambient pass。 |
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Lights | Toggles the light pass for transparent objects on and off.切换透明对象的light pass。 |
Multiple Environment Probes | Toggles the deferred pass for transparent objects on and off.切换透明对象的deferred pass。 |
World | Maximum number of world light sources per object (for materials rendered in the forward rendering pass).每个对象的最大数量World光源(用于正向渲染过程中渲染的材料)。 |
Omni | Maximum number of omni light sources per object (for materials rendered in the forward rendering pass).每个对象的最大数量 Omni 光源(用于前向渲染过程中渲染的材料)。 |
Proj | Maximum number of projected light sources per object (for materials rendered in the forward rendering pass).每个对象Proj光源的最大数量(用于前向渲染过程中渲染的材料)。 |
Environment Probe | Maximum number of environment probe light sources per object (for materials rendered in the forward rendering pass).每个对象的最大数量Environment Probe光源(用于正向渲染过程中渲染的材料)。 |
Voxel Probe | Maximum number of voxel probe light sources per object (for materials rendered in the forward rendering pass).每个对象的最大数量Voxel Probe光源(用于正向渲染过程中渲染的材料)。 |
最新更新:
2021-04-09
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