Emission 自发光
本文档主要是对Unity官方手册的个人理解与总结(其实以翻译记录为主:>)
仅作为个人学习使用,不得作为商业用途,欢迎转载,并请注明出处。
文章中涉及到的操作都是基于Unity2018.3版本
参考链接:https://docs.unity3d.com/Manual/StandardShaderMaterialParameterOcclusionMap.html
Emission controls the color and intensity of light emitted from the surface. When you use an emissive Material in your Scene, it appears as a visible source of light. The GameObject appears to be self-illuminated.
自发光控制从表面发出的光的颜色和强度。当你在你的场景中使用自发光材质时,它会以可见光的形式出现。游戏对象似乎是自己发射的光照。
Emissive materials are usually used on GameObjects where some part should appear to be lit up from inside, such as the screen of a monitor, the disc brakes of a car braking at high speed, glowing buttons on a control panel, or a monster’s eyes which are visible in the dark.
自发光的材质通常是用在游戏对象部分应该从内部亮起来,如监视器的屏幕,一辆汽车在速度高时制动盘式制动器的发光,在控制面板上发光的按钮,或者一个怪物的眼睛在黑暗中是可见的。
You can define basic emissive materials with a single color and emission level. To enable the Emission property, tick the Emission checkbox. This enables the Color and Global Illumination sub-properties. Click the Color box to open the HDR Color panel. Here you can alter the color of the illumination and the intensity of the emission:
您可以使用单一颜色和自发光级别定义基本自发光材质。若要启用自发光属性,请勾选自发光复选框。这将启用颜色和全局光照两个子属性。单击颜色框打开HDR颜色面板。这里你可以改变照明的颜色和自发光的强度:
A material with an orange emission color, and an emission brightness of 0.5
一种自发光颜色为橙色,自发光亮度为0.5(未发现来源)的材质
GameObjects that use these materials appear to remain bright even in dark areas of your Scene.
使用这些材质的游戏对象即使在场景的黑暗区域也会保持明亮。
Red, Green and Blue spheres using emissive materials. Even though they are in a dark Scene, they appear to be lit from an internal light source.
红色,绿色和蓝色球体使用自发光材质。即使它们在一个黑暗的场景中,它们显得是由内部光源照亮的。
As well as simple control over emission using a flat color and brightness setting, you can assign an emission map to this parameter. As with the other texture map parameters, this gives you much finer control over which areas of your material appear to emit light.
除了使用平面颜色和亮度设置对自发光进行简单控制外,还可以为该参数赋值自发光贴图。与其他纹理贴图参数一样,这使您能够更好地控制材质的哪些区域似乎在自发光。
If a texture map is assigned, the full color values of the texture are used for the emission color and brightness. You can use the emission value intensity field to boost or reduce the overall emission level of your material.
如果一个纹理贴图被赋值,纹理的颜色值用于自发光颜色和亮度。您可以使用自发光值强度场来提高或降低您的材质的总体自发光水平。
Shown in the inspector, Left: An emission map for a computer terminal. It has two glowing screens and glowing keys on a keyboard. Right: The emissive material using the emission map. The material has both emissive and non-emissive areas.
在检查器中显示,左边:计算机终端的自发光图。它有两个发光的屏幕和一个发光的键盘按键。右边:使用自发光图的自发光材质。这种材质有自发光区和非自发光区。
In this image, there are areas of high and low levels of light, and shadows falling across the emissive areas which gives a full representation of how emissive materials look under varying light conditions.
在这幅图像中,有高和低的光照的区域,还有阴影,都落在自发光区域,这提供了在不同的光条件下自发光材质的完整表现。
As well as the emission color and brightness, the Emission parameter has a Global Illumination setting, allowing you to specify how the apparent light emitted from this material affects the contextual lighting of other nearby GameObjects. There are two options
除了自发光颜色和亮度,自发光参数还有全局照明设置,允许您指定从该材质发射的可见光如何影响附近其他游戏对象的上下文照明。有两种选择:
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Realtime - Unity adds the emissive light from this Material to the
Realtime Global Illumination calculations for the Scene. This means that this emissive light affects the illumination of nearby
GameObjects, including ones that are moving.
实时-Unity 添加从这个材质的自发光到实时全局光照计算。这意味着这个自发光影响附近的游戏对象的照明,包括移动的对象。
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Baked - The emissive light from this material is baked into the
static lightmaps for the Scene, so other nearby static GameObjects appear to be lit by this material, but dynamic GameObjects are affected.
烘焙-这种材质的自发光被烘焙成静态光照贴图,所以其他附近的静态游戏对象被这个材质光照,但动态游戏对象未受到影响(写法有误)。
Baked emissive values from the computer terminal’s emission map light up the surrounding areas in this dark Scene
在这个黑暗的场景中,从计算机终端的自发光图中烘焙出的自发光值照亮了周围的区域