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Environment Probe

Environment Probe is a light source which also provides reflections on an object inside the probe by using a cubemap (pre-baked or dynamically changing each frame). In UNIGINE, Environment Probe has three types of projections:Environment Probe是一种光源,它也可以通过使用立方体贴图(预烘焙或动态更改每帧)在探针内部的对象上提供反射。在UNIGINE中,Environment Probe具有三种类型的投影:

  • Box Projection — works better for indoor scenes (when the room has a 3D box shape) or box-shaped outdoor scenes (back alley between buildings).盒子(box)投影适用于室内场景(房间为3D盒子形状)或盒子形状的户外场景(建筑物之间的后巷)。
  • Spherical Projection — works better for spherical-shape cases.球形(sphere)投影对于球形的情况效果更好。
  • Raymarching — works for all other cases, the probe renders reflections taking various shapes of surrounding surfaces into account. Lighting is calculated using physically-correct formulas ensuring that reflections as well as diffuse lighting become more realistic in comparison with Box and Sphere projections, and consequently more resource-consuming.Raymarching 适用于所有其他情况,探头渲染反射考虑到周围表面的各种形状。照明使用物理正确的公式计算,确保反射和漫射照明与Box和Sphere投影相比更加真实,因此更加消耗性能。

With Environment Probe you can create reflections instead of creating reflection materials.使用Environment Probe,您可以创建反射而不是创建反射材质。

注意
By default Environment Probe is used for reflections only; as for lighting, it is recommended to simulate it using Voxel Probe and Lightmaps. This approach ensures the best result, however you can still use Environment Probe for ambient lighting.默认情况下,Environment Probe仅用于反射。至于照明,建议使用Voxel Probe光照贴图。这种方法可确保获得最佳结果,但是您仍然可以使用Environment Probe进行间接照明

See Also
也可以看看#

Overview
概述#

Environment Probe is a great thing to increase performance, decrease the number of materials and make the life of content designers easier.Environment Probe对于提高性能,减少材质数量以及使内容设计者的生活更加轻松是一件好事。

Environment Probe uses cubemaps that were baked (or grabbed with a special tool). The cubemap will play the role of the reflection and the light simulation. Here is an example:Environment Probe使用烘焙(或用特殊工具抓取)的立方体贴图。立方体贴图将扮演反射和灯光模拟的角色。这是一个例子:

We have two houses with different color of the interior and put same objects (with reflection material, for example, metal) into these houses. What will happen?我们有两间内部颜色不同的房屋,并将相同的物体(例如反射材质,例如金属)放入这些房屋中。会发生什么?

If we don't speak about the dynamic reflections, you'll need to reflect the interior on each object. But interiors have different ambient color, and that is why you'll need to create 2 different materials for them. Not optimized at all.如果我们不谈论动态反射,则需要反射每个对象的内部。但是内部具有不同的环境颜色,这就是为什么您需要为它们创建2种不同的材质的原因。根本没有优化。

Environment Probe removes this flaw. Once you added an object, you don't think about the reflection material for it. Environment Probe will map the cubemap to the object.Environment Probe消除了此缺陷。添加对象后,便无需考虑其反射材质。 Environment Probe将立方体贴图映射到对象。

There is a difference in mapping cubemaps to transparent and non-transparent objects:将立方体贴图映射到透明和非透明对象有一个区别:

  • If an object is transparent, Environment Probe will map the cubemap only if the entire object is inside the radius of Environment Probe. Otherwise, the object won't be affected by Environment Probe at all.如果对象是透明的,则仅当整个对象在Environment Probe的半径内时,Environment Probe才会映射立方体贴图。否则,该对象将完全不受Environment Probe的影响。
  • If an object is non-transparent, Environment Probe will map the cubemap to any part of the object which is inside the radius of the probe.如果对象是非透明的,则Environment Probe会将立方体贴图映射到对象半径在探针半径内的任何部分。
Transparent object affected by Environment Probe透明对象受Environment Probe影响
Non-transparent object affected by Environment ProbeEnvironment Probe影响的非透明对象

If you put several Environment Probe nodes that affect a non-transparent object (rendered in the deferred pass) their cubemaps will be blended smoothly. Here is an example, a long corridor which has walls painted in different colors.如果您放置几个影响非透明对象的Environment Probe节点(在延期通行证)他们的立方体贴图将被平滑地融合。这是一个示例,一条长长的走廊上有涂有不同颜色的墙壁。

We put two Environment Probe nodes and they both affect the object (when the object is in the intercrossing area). If you have large locations, you should use several Environment Probe nodes instead of one to make the final image more realistic.我们放置了两个Environment Probe节点,它们都影响对象(当对象位于交叉区域中时)。如果位置较大,则应使用多个Environment Probe节点而不是一个,以使最终图像更加逼真。

The SSR (Screen Space Reflections) effect makes the final image more realistic, because it appends reflections that cannot be baked into cubemaps. Using Environment Probe and SSR is a great method for pretty fast imitation of reflections with dynamic lighting.SSR(屏幕空间反射)效果使最终图像更加逼真,因为它附加了无法烘焙到立方体贴图中的反射。使用Environment ProbeSSR是通过动态照明非常快速地模仿反射的好方法。

Multiple Environment Probe for Transparent Objects
透明对象的多环境探针#

The Multiple Environment Probes option set for a transparent object (rendered in the forward pass) allows several Environment Probe nodes affect the object and map their cubemaps to it.为透明对象设置的Multiple Environment Probes选项(在前传)允许多个Environment Probe节点影响对象并将其多维数据集映射到该对象。

  • When the option is disabled, only the last set Environment Probe will affect the object. At that, the entire object must be inside the radius of Environment Probe. Otherwise, it won't be affected by this Environment Probe at all.禁用该选项时,只有最后设置的Environment Probe会影响该对象。那时,整个对象必须在Environment Probe的半径内。否则,它将完全不受此Environment Probe的影响。
  • When the option is enabled, the object will be lit by the whole Environment Probe: each probe will affect the part of the object, which is inside the probe. Cubemaps of Environment Probe nodes will be blended in the intercrossing areas.启用该选项后,对象将被整个Environment Probe照亮:每个探针都会影响对象的一部分,该部分位于探针内部。 Environment Probe节点的立方体贴图将在交叉区域混合。
注意
Rendering of multiple Environment Probe nodes must be enabled via Rendering -> Transparent -> Multiple Environment Probes.必须通过Rendering -> Transparent -> Multiple Environment Probes启用多个Environment Probe节点的渲染。
Multiple Environment Probes is off: only the left cubemap is mapped to the objectMultiple Environment Probes已关闭:仅左侧立方体贴图已映射到对象
Multiple Environment Probes is on: both cubemaps are mapped and blendedMultiple Environment Probes启用:映射和混合两个立方体贴图

Adding Environment Probe
添加环境探针#

To add an Environment Probe node to the scene via UnigineEditor, do the following:要通过UnigineEditor将Environment Probe节点添加到场景中,请执行以下操作:

  1. Run the project with UnigineEditor.跑步UnigineEditor的项目。
  2. On the Menu bar, click Create -> Lights and select the required Environment Probe: Box, Sphere, or Raymarching. The projection shape can be changed after it is created via the Parameters window.在菜单栏上,单击Create -> Lights,然后选择所需的Environment Probe:Box,Sphere或Raymarching。这投影形状通过Parameters窗口创建后可以对其进行更改。

  3. Place Environment Probe.放置Environment Probe
  4. Grab the cubemap texture for Environment Probe. You can grab it via the Parameters window or use the Bake Lighting tool. 抓取Environment Probe的立方体贴图纹理。您可以通过Parameters窗口来抓取它,也可以使用Bake Lighting工具。
  5. Adjust the Environment Probe settings.调整Environment Probe设定
注意
  • You can't bake realtime lights (Omni Light, Projected Light, etc.) to Environment Probe. The best you can do is to place spheres with emission materials instead of lights, adjust emission intensity and then bake lighting. However, the result will look worse than you'd have with realtime lights.您不能将实时灯光(Omni Light, Projected Light等)烘烤为Environment Probe。最好的办法是用发光材质代替光来放置球体,调整发射强度,然后烘烤照明。但是,结果看起来比实时照明的效果要差。
  • Use the Bake to Environment Probes option to define if a surface should have its reflections baked to Environment Probe.使用Bake to Environment Probes选项定义曲面是否应将其反射烘焙为Environment Probe

When Environment Probe is selected in the UnigineEditor viewport, reference spheres are visualized in the center of the probe:在UnigineEditor视口中选择Environment Probe时,参考球将在探针中心可视化:

  • Indirect Specular sphere helps in estimating the reflection provided by the probe.间接镜面球有助于估计探头提供的反射。
  • Indirect Diffuse sphere helps in estimating the ambient lighting provided by the probe (requires Indirect Diffuse lighting to be enabled).间接漫射球有助于估计探头提供的环境照明(要求启用间接照明Indirect Diffuse)。

Environment Probe Settings
环境探针设置#

The Environment Probe settings can be found in the Node tab of the Parameters window. This tab contains both the parameters attributable to all light sources and the parameters specific for Environment Probe. The specific parameters are described below.可以在Parameters窗口的Node选项卡中找到Environment Probe设置。此标签同时包含所有光源的参数以及特定于Environment Probe的参数。具体参数说明如下。

Common Parameters
常用参数#

Environment Probe使用的投影形状类型:
  • Box Projection — works better for indoor scenes (when the room has a 3D box shape) or box-shaped outdoor scenes (back alley between buildings).Box projection 适用于室内场景(房间为3D盒子形状)或盒子形状的户外场景(建筑物之间的后巷)。
  • Sphere Projection — works better for spherical-shape cases.Sphere projection 对于球形的情况效果更好。
  • Raymarching — works for all other cases, the probe renders reflections taking various shapes of surrounding surfaces into account. Lighting is calculated using physically-correct formulas ensuring that reflections as well as diffuse lighting become more realistic in comparison with Box and Sphere projections, and consequently more resource-consuming.Raymarching 适用于所有其他情况,探头渲染反射考虑到周围表面的各种形状。照明使用物理正确的公式计算,确保反射和漫射照明与Box和Sphere投影相比更加真实,因此更加消耗性能。
Box Projection Size Specifies the size of the box projection.指定框投影的大小。
Attenuation Distance Sets the attenuation distance for Environment Probe.设置衰减距离为Environment Probe。
Attenuation Power Sets the attenuation power for Environment Probe.设置衰减功率为Environment Probe。

Render Parameters
渲染参数#

Color Sets the light color in the RGBA format. The color defines both the plausibility of virtual representation and its aesthetic component.设置灯光颜色格式为RGBA。颜色定义了虚拟表示的合理性及其美学成分。
Intensity

Sets the light color multiplier, which provides fine control over color intensity of the emitted light:设置灯光颜色乘数,它可以很好地控制发射光的颜色强度:

  • The minimum value of 1 corresponds to the least saturated light color.最小值1对应于最小的饱和光颜色。
  • The maximum value of 100 equals the most bright and intense color.100的最大值等于最明亮和最强烈的颜色。
Shadow Mask The Shadow mask controls rendering of a shadow cast by an object lit by a light source.Shadow遮罩控制由光源照亮的对象投射的阴影的渲染。
Viewport Mask Sets the Viewport mask for the light.设置灯光的Viewport蒙版。
Visibility Distance Distance from the camera, in units, up to which Environment Probe will be rendered.距相机的距离(以单位为单位),直到渲染Environment Probe为止。
Fade Distance Distance from the camera, in units, starting from which Environment Probe starts to fade out gradually.距相机的距离(以单位为单位),从该距离开始,Environment Probe开始逐渐消失。
Render On Water Renders Environment Probe on the water surface.在水上渲染Environment Probe
Render On Transparent Renders Environment Probe on transparent surfaces.在透明对象上渲染Environment Probe
Multiply By Sky Color

Enables the influence of sun light color on Environment Probe.发挥影响太阳光色Environment Probe

注意
When enabled, this option makes the Environment Probe color black at night, or orange at sunset.启用后,此选项可使Environment Probe颜色在夜间变为黑色,而在日落时变为橙色。
Additive Blending Enables the additive blending mode for Environment Probe. This option offers more flexibility in lighting and reflections control. You can use it to blend lighting and reflections of several Environment Probe nodes together and control them separately.启用Environment Probe的加性混合模式。此选项在照明和反射控制方面提供了更大的灵活性。您可以使用它将多个Environment Probe节点的照明和反射混合在一起并分别控制它们.
Noise Frame Number The number of variations of the noise pattern, which is changed every frame. Higher values result in a more dynamic noise effect, but a significant temporal accumulation of frames will make the image look like more rays are used. Smaller values result in a more static noise pattern.每一帧改变的噪声模式的变化数。更高的值会产生更动态的噪声效果,但是帧的显著时间累积会使图像看起来像使用了更多的光线。较小的值导致更静态的噪声模式。
Last Step Cubemap

Allows selecting the cubemap to be used for the last raymarching step:允许选择立方体贴图用于最后的射线行进步骤:

  • Environment Probe — the cubemap used for the last step is the same as for all previous steps.Environment Probe:最后一步使用的立方体映射与前面所有步骤相同。
  • Only Sky — the cubemap contains the sky and clouds only. This option is designed to fix the incorrect parallax that may occur in reflections due to the infinite length of the last step.Only Sky:立方体地图只包含天空和云。这个选项的目的是修复不正确的视差,可能发生在反射由于无限长的最后一步。

Indirect Diffuse and Specular Parameters
间接漫反射和镜面参数#

In general there are two groups of parameters:通常有两组参数:

Indirect Diffuse Enables indirect diffuse (ambient) lighting for Environment Probe. By default, Environment Probe is used for reflections only; as for lighting, it is recommended to simulate it using Voxel Probe and Lightmaps — this approach ensures the best result. However, you can still use Environment Probe for indirect diffuse lighting by enabling this option.Environment Probe启用间接漫射(环境)照明。默认情况下,Environment Probe仅用于反射;至于照明,建议使用Voxel Probe Lightmaps进行模拟,这种方法可以确保最佳效果。但是,您仍然可以通过启用该选项来使用Environment Probe进行间接漫射照明。
Indirect Specular Toggles specular lighting for Environment Probe.切换Environment Probe的镜面照明。

The parameters differ depending on the Environment Probe type.环境探测类型不同,参数也不同。

Sphere Projection
球面投影#

Sphere Projection Parameters

Contrast Sets the contrast of indirect diffuse lighting.设置间接漫射照明的对比度。
Parallax

Enables rendering of reflections taking into account the camera's position. When this option is disabled, reflection cubemaps are simply projected onto objects, and do not follow the viewer's perspective.考虑到相机的位置,允许渲染反射。当禁用此选项时,反射立方体映射只是投影到对象上,而不遵循查看者的视角。

  • 0 (minimum) — parallax correction is disabled (reflections will look like objects are infinitely distant).0(最小):视差校正被禁用(反射看起来像物体是无限远的)。
  • 1 (maximum) — parallax correction is enabled (reflections will look like objects are at the distance close to the radius of Environment Probe).1(最大值):启用视差校正(反射将看起来像物体在接近半径Environment Probe的距离上)。
  • Values in-between represent a linear interpolation factor for parallax correction and are to be set when Environment Probe is used to fit a medium or small object into the environment for additional correction, if necessary.中间的值表示视差校正的线性插值因子,当使用Environment Probe将中型或小型物体放入环境中以进行额外校正时,将设置该值。
注意
Parallax correction does not affect reflections on transparent objects.视差校正不影响透明物体上的反射。

Box Projection
盒投影#

Box Projection Parameters

Ambient Parallax Enables the global illumination simulation. Environment Probe generates fake GI by using the cubemap.使全球照明模拟。Environment Probe通过使用立方体映射生成伪 GI。
Contrast Sets the contrast of indirect diffuse lighting.设置间接漫射照明的对比度。
Gloss Corners The intensity of reflection gloss near the box projection corners.盒子投影角附近的反射光泽度强度。

Raymarching
Raymarching#

Raymarching Parameters

Num Rays The number of rays per pixel that are used to calculate diffuse/specular reflections from rough surfaces. Using more rays provides more precise reflection roughness calculation, however, it is more expensive.射线的数量每像素,用于计算扩散/粗糙表面的镜面反射。使用更多的光线提供了更精确的反映粗糙度计算,然而,它是更昂贵的。
Num Steps The number of steps per ray that are used for trace calculation. The number of steps defines accuracy of indirect light / reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are taken into account.用于跟踪计算的每条射线的步数。步数定义了间接光/反射的精度,并对性能产生合理的影响。该值越高,物体之间的障碍物被考虑的越准确。
Step Size The size of the trace step used for the diffuse/specular reflection calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.跟踪步骤用于扩散的大小/镜面反射的计算。更高的值导致更长的痕迹(然而,微小物体可能成为失踪),较低的值产生更多详细的微小物体反射。
Num Steps Roughness Threshold The roughness value at which the number of steps (Num Steps) equals to 1. This is required for optimization, as calculating matte reflections as correctly as possible may be unnecessary.步数(Num Steps)等于1时的粗糙度值。这是优化所必需的,因为尽可能正确地计算哑光反射可能是不必要的。
Information Lost Rays Multiplier The multiplier for the number of rays (Num Rays) in the areas where the ghosting effect usually occurs. Increasing this value reduces the ghosting, but the more ghosting cases are, the more it affects performance.乘数的射线(Num Rays)通常发生在地区重影效果。增加这个值降低了重影,但更重影的情况下,它会影响性能。
Mip Offset The mipmap offset for the cubemap that is used for the diffuse light / specular reflections calculation. Increasing the value affects performance, lighting turns to be less detailed and realistic, small objects on the cubemap may be lost. The 0 value provides the most visually credible result, but more rays are required to eliminate the noise.用于漫射光/镜面反射计算的立方体贴图的mipmap偏移量。增加该值会影响性能,灯光变得不那么详细和逼真,立方体地图上的小物体可能会丢失。0值提供了视觉上最可信的结果,但是需要更多的射线来消除噪声。
Threshold The threshold used for the diffuse light / specular reflections calculation to limit imitation of reflections in areas where information can't be obtained. Higher values make the effect less pronounced.阈值用于漫射光/镜面反射的计算限制模仿反映地区无法获得的信息。更高的值使效果不明显。
Threshold Occlusion The value that limits imitation of environment cubemap occlusion in areas where information can't be obtained. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.在无法获得信息的区域限制环境立方体图遮挡的模仿值。数值越高,效果越不明显。该参数主要用于室内环境,校正遮挡区域的假反射(假反射用黑色代替)。对于室外环境,建议设置较大的数值。
Reconstruction Samples Screen The number of iterations required for a more accurate detection of the screen-space ray-surface intersection. Higher values define the intersection more precisely, however significantly affect performance.更准确地检测光线与表面的屏幕空间相交所需的迭代次数。更高的值更精确地定义了十字路口,然而显著地影响性能。
Threshold Binary Search Threshold value used for the intersection detection that defines the depth of the ray penetration under the surface. Higher values may cause more false intersections, but make the process of intersection detection easier.用于交叉检测的阈值,该阈值定义了射线在表面下穿透的深度。较高的值可能导致更多的假相交,但使相交检测过程更容易。
Perspective Compensation Perspective compensation for the raymarching step size. 0 means that the raymarching step size is bound to the World Space, and 1 means that it is bound to the Screen Space. As a result, at the value of 1, the ray length at the distance from the camera will be more than at a closer distance, which makes sense for large objects, but the details on small objects in the distance may will be lost.透视补偿射线行进步长。0表示射线行进步长绑定到世界空间,1表示它绑定到屏幕空间。因此,在1值处,距离摄像头的光线长度会比近距离处的光线长度大,这对大物体来说是有意义的,但距离内小物体的细节可能会丢失。
Non Linear Step Size Raymarching step size adjustment value. The value of 0 means that the step size is the same for each step, and at the value of 1 each subsequent raymarching step is twice wider than the previous one.射线步长调整值。0的值表示每一步的步长相同,当1的值时,后续的每一步都比前一步宽两倍。
AO Intensity Ambient occlusion intensity. Keep in mind that ambient occlusion doesn't exist in the real world, this is a method to imitate shadows between objects. For photorealistic visualization, we recommend keeping this value equal to 0.环境遮挡强度。请记住,环境遮挡在现实世界中不存在,这是一种模仿物体之间阴影的方法。对于逼真的可视化,我们建议将此值保持为0
AO Radius Radius of sample pixels used in the Ambient Occlusion effect, controlling the extent of the darkened area.在环境遮挡效果中使用的样本像素的半径,控制变暗区域的范围。
Translucent Anisotropy

The value defining the extent of the light penetration through transparent surfaces.值定义透明光穿透表面的程度。

  • 0 — light does not penetrate through surfaces.光不能穿透表面。
  • 0.5 — light is distributed equally on both sides of the surface (along the ray direction and towards the light source)0.5 -光分布同样两岸的表面(沿射线方向转向光源)
  • 1.0 — all light passes through the surface along the ray direction.1.0 -所有的光沿着射线方向穿过表面。
Replace With Diffuse Roughness Threshold The rougness value starting from which Indirect Specular stops being calculated and is replaced with Indirect Diffuse. This setting is used to optimize matte reflections.Indirect Specular 停止计算并替换为 Indirect Diffuse 时开始的粗糙度值。 此设置用于优化遮罩反射。
BRDF The light distribution model for matte surfaces. GGX is more realistic, though increases noise and slightly reduces performance.哑光表面的光分布模型。GGX更现实,但会增加噪音并略微降低性能。

Baking Settings
烘焙设置#

注意
Re-grab the cubemap texture, when you make changes to these parameters.对这些参数进行更改后,请重新获取立方体贴图纹理。
Mode

Specifies if the reflection is updated in realtime or baked into a texture.指定反射是实时更新还是烘烤到纹理中。

注意
For the Realtime Update mode, the Dynamic Reflections option should be enabled: Rendering -> Features -> Dynamic Reflections.应该启用Dynamic Reflections选项:Rendering -> Features -> Dynamic Reflections
Faces Per Frame

Cubemap update interval:多维数据集贴图更新间隔。

  • 1 — Refresh only one face every frame.1 —每帧仅刷新一张脸。
  • 2 — Refresh two faces every frame.2 —每帧刷新两张脸。
  • 3 — Refresh three faces every frame.3 —每帧刷新三张脸。
  • 4 — Refresh four faces every frame.4 —每帧刷新四张脸。
  • 5 — Refresh five faces every frame.5 —每帧刷新五张脸。
  • 6 — Refresh all six faces every frame.6 —每帧刷新所有六个面。
注意
可以用来Realtime Update模式只要。
Grab by Bake Lighting Specifies if the cubemap texture is to be modified by the Bake Lighting Tool.指定是否要通过Bake Lighting工具修改立方体贴图纹理。
Reflection Viewport Mask The mask that controls rendering of the Environment Probe's reflections into the reflection camera viewport.面具控制将Environment Probe的反射渲染到反射摄影机视口中。
Resolution

Resolution of the reflection texture, in pixels.反射纹理的分辨率,以像素为单位。

注意
Setting too high resolution on a low-performance GPU with low memory capacity may cause engine crash.在具有低内存容量的低性能GPU上设置过高的分辨率可能会导致引擎崩溃。
Supersampling Number of samples per pixel used for image grabbing supersampling.用于图像捕获超采样的每像素采样数。
Mipmaps Quality

mipmaps的质量和粗糙表面反射的粗糙度校正模式。

有以下几种模式:

  • Low:Correct Roughness(正确的粗糙度)值为 Low,Mipmaps质量值为 0.25
  • Medium:Correct Roughness(正确的粗糙度)值为 Medium,Mipmaps质量值为 0.5
  • High:Correct Roughness(正确的粗糙度)值为 High,Mipmaps质量值为 0.75
  • Ultra:Correct Roughness(正确的粗糙度)值为 Ultra,Mipmaps质量值为 1.0
注意
  • Setting too high quality on a low-performance GPU with low memory capacity may cause engine crash.在内存容量低的低性能GPU上设置过高的质量可能会导致引擎崩溃。
  • 可以用来Realtime Update模式只要。
Distance Scale

Global distance multiplier within the range of [0.0f; 1.0f] for the reflection LODs visibility distance. Distance Scale is applied to the distance measured from the reflection camera to the node (surface) bound.G反射的全局距离乘数在[0.0f;1.0f]范围内检出限可见距离。距离比例适用于从反射摄影机到结点(曲面)的距离。

注意
可以用来Realtime Update模式只要。
Near Clipping Distance to the near clipping plane for image grabbing.到附近的裁剪平面以进行图像捕捉的距离。
Far Clipping

Distance to the far clipping plane for image grabbing.到远剪切平面的距离以进行图像捕获。

注意
An extremely big difference between the Near and Far Clipping Planes can cause baking the space into black. Therefore, if the required Far Clipping value is outside the range, adjust the Near Clipping value proportionately.近裁剪平面和远裁剪平面之间的极大差异会导致将空间烘焙为黑色。因此,如果所需的“远剪切平面”值不在该范围内,请按比例调整“近剪切”值。
Sky Cutout

Cut out sky rendering in Environment Probe and renders dynamic reflection instead of the sky.裁剪Environment Probe中的天空渲染,并渲染动态反射而不是天空。

注意
This parameter can be used to render changes of the sky gradient in a window, when the time of the day changes.当一天中的时间发生变化时,此参数可用于在窗口中呈现天空渐变的变化。
Local Space

Enable local space (local coordinates) for Environment Probe. Can be used for scenes with moving objects.Environment Probe启用局部空间(局部坐标)。可用于带有移动物体的场景。

注意
It is recommended to use this parameter, if you plan to rotate the Environment Probe after baking.如果计划在烘焙后旋转Environment Probe,则建议使用此参数。
注意
You can use the following 7 visibility options together with additive blending to provide more flexibility in light baking. Thus, you can make Environment Probe nodes independent of each other and combine them to produce some sort of dynamic GI effect.您可以将以下7个可见性选项与添加剂混合在以下方面提供更大的灵活性轻度烘烤。因此,您可以使Environment Probe节点彼此独立,并将它们组合以产生某种动态GI效果。
Visibility Sky Enables baking of lighting from the sky to Environment Probe.可以烘烤天空的灯光Environment Probe.
Visibility Light World Enables baking of World Light sources to Environment Probe.启用将World Light源烘焙到Environment Probe.
Visibility Light Omni Enables baking of Omni Light sources to Environment Probe.启用将Omni Light源烘焙到Environment Probe.
Visibility Light Proj Enables baking of Projected Light sources to Environment Probe.启用将Projected Light源烘焙到Environment Probe.
Visibility Voxel Probe Enables baking of other Voxel Probe light sources to Environment Probe.启用将其他Voxel Probe光源烘焙到Environment Probe.
Visibility Environment Probe Enables baking of Environment Probe light sources to the Environment Probe. 使 Environment Probe光源烘烤到Environment Probe
Visibility Emission Enables baking of emission light sources to Environment Probe.可以烘烤排放光源到Environment Probe.
Visibility Lightmap Enables baking of lightmapped surfaces to Environment Probe.可以烘烤光线映射的表面Environment Probe.
Texture

Cubemap texture for reflection.反射的多维数据集纹理。

注意

Every bake lighting procedure makes changes to the asset selected in this field when the Grab by Bake Lighting mode is enabled.启用Grab by Bake Lighting模式时,每个烘烤照明过程都会更改在此字段中选择的资源。

You can leave the field empty to avoid losing content. In this case a new generated lighting texture will be set for this parameter after the bake lighting procedure. Generated textures are stored in the data/bake_lighting folder.您可以将该字段留空,以免丢失内容。在这种情况下,将在烘烤照明过程之后为此参数设置一个新生成的照明纹理。生成的纹理存储在data/bake_lighting文件夹中。

Cutout By Shadow

Enables clipping of reflections occluded by obstacles (located in shadowed areas relative to the light source). This feature uses the depth texture grabbed for Environment Probe to determine reflections that should be visible.可以裁剪被障碍物遮挡的反射(位于相对于光源的阴影区域中)。此功能使用深度纹理抓住Environment Probe以确定应该可见的反射。

注意

When enabled, the three parameters listed below (Bias, Normal Bias, and Depth Texture) are available.启用后,下面列出的三个参数(Bias, Normal BiasDepth Texture)可用。

Bias Bias that is used to correct inexact shadowing of the scene objects for the Cutout By Shadow feature. It controls the depth offset added to the current depth value stored in the shadow map. Similar to the Bias parameter for shadows. 用于校正Cutout By Shadow功能的场景对象的不精确阴影的偏差。它控制添加到阴影贴图中存储的当前深度值的深度偏移。类似于阴影的Bias参数。
Normal Bias Bias obtained for the Cutout By Shadow feature by shifting the surface on which the shadow falls. The surface is shifted along normals stored in the normal map. Similar to the Normal Bias parameter for shadows.通过移动阴影所在的表面为Cutout By Shadow特征获得的偏差。曲面沿法线贴图中存储的法线移动。类似于阴影的Normal Bias参数。
Depth Texture

Depth texture used for clipping reflections occluded by obstacles.深度纹理,用于剪切障碍物遮挡的反射。

注意
This texture is static and requires re-generation each time the Environment Probe position or size is changed.该纹理是静态的,并且每次更改Environment Probe位置或大小时都需要重新生成。

To grab the depth texture for clipping perform the following steps:要获取用于裁剪的深度纹理,请执行以下步骤:

  1. Place Environment Probe to the desired location and adjust its size, if necessary.如有必要,将Environment Probe放置在所需位置并调整其大小。
  2. Disable all nodes that should not be taken into account when calculating occluded (shadowed) areas.禁用计算遮挡(阴影)区域时不应考虑的所有节点。
  3. Enable the Cutout By Shadow feature and make sure that the Grab by Bake Lighting mode is also enabled.启用Cutout By Shadow功能,并确保还启用了Grab by Bake Lighting模式。
  4. Click Show Bake Lighting and in the window that appears click Bake Selected Probe.单击Show Bake Lighting,然后在出现的窗口中单击Bake Selected Probe
  5. After the textures are generated, you can enable or disable clipping at run time.生成纹理后,可以在运行时启用或禁用裁剪。
注意

Every bake lighting procedure makes changes to the asset selected in this field when the Grab by Bake Lighting mode together with the Cutout By Shadow mode are enabled.启用Grab by Bake Lighting模式和Cutout By Shadow模式时,每个烘烤照明过程都会更改在此字段中选择的资源。

You can leave the field empty to avoid losing content. In this case a new generated depth texture will be set for this parameter after the bake lighting procedure. Generated textures are stored in the data/bake_lighting folder.您可以将该字段留空,以免丢失内容。在这种情况下,将在烘烤光照过程之后为此参数设置一个新的生成的深度纹理。生成的纹理存储在data/bake_lighting文件夹中。

最新更新: 2024-08-16
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