This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Occluder

Occluder is an object that is used to cull objects' surfaces, bounds of which are not visible behind it.Occluder是用于消隐对象表面的对象,其边界在其后面不可见。

注意

Occluder can be highly effective in case of complex environments where there are many objects that occlude each other and are costly to render (they have a lot of polygons and/or heavy shaders).Occluder在复杂的环境中非常有效,在这种环境中,许多对象相互遮挡并且渲染成本很高(它们具有大量的多边形和/或较重的着色器)。

However, effective culling is possible only if objects are not too large. If objects are big and have several surfaces, it is likely that an additional performance load of an Occluder will not pay off.但是,只有在对象不太大的情况下,才有可能进行有效的剔除。如果对象很大并且有多个曲面,则Occluder的额外性能负载可能不会得到回报。

注意
If a scene is filled with flat objects or the camera looks down on the scene from above (for example, in flight simulators), it is better not to use Occluder nodes at all or disable them.如果场景中充满了平面物体,或者摄像机从上方俯视场景(例如,在飞行模拟器中),则最好不要使用Occluder节点或禁用它们。

Occluder is rendered by the CPU and stored in a separate buffer. Only the Occluder nodes that are displayed in the viewport are saved to the buffer.Occluder由CPU渲染并存储在单独的缓冲区中。仅将在视口中显示的Occluder节点保存到缓冲区。

To display the buffer, you should pass 1 to the render_show_occluder console command:要显示缓冲区,您应该将1传递给render_show_occluder控制台命令:

命令行
render_show_occluder 1

The buffer will open in the upper left corner:缓冲区将在左上角打开:

Simplified Occluder that is stored in the buffer存储在缓冲区中的简化Occluder
注意
The buffer is rendered in a low resolution.缓冲区以低分辨率呈现。

Types of Occluder
封堵器的类型#

There are two types of Occluder:Occluder有两种类型:

  •   Occluder — a simple cuboid shaped Occluder   Occluder —一个简单的长方体形状的Occluder
  •   Occluder MeshOccluder based on an arbitrary .mesh file   Occluder Mesh —基于任意.mesh文件的Occluder
最新更新: 2024-08-16
Build: ()