Deferred Fog 延遲(渲染)霧 後期處理系列13

Deferred Fog 延遲(渲染)霧

本文檔主要是對Unity官方手冊的個人理解與總結(其實以翻譯記錄爲主:>)
僅作爲個人學習使用,不得作爲商業用途,歡迎轉載,並請註明出處。
文章中涉及到的操作都是基於Unity2018.4版本
參考鏈接:https://github.com/Unity-Technologies/PostProcessing/wiki/Deferred-Fog

Fog is the effect of overlaying a color onto objects dependent on the distance from the camera. This is used to simulate fog or mist in outdoor environments and is also typically used to hide clipping of objects when a camera’s far clip plane has been moved forward for performance.
霧是根據物體與相機的距離將顏色疊加到物體上的效果。這是用來模擬在室外環境中的霧或薄霧,通常也可以用來隱藏被裁切掉的對象,相機的遠剪輯平面可以縮短距離,以提高性能。

The Fog effect creates a screen-space fog based on the camera’s depth texture. It supports Linear, Exponential and Exponential Squared fog types. Fog settings should be set in the Scene tab of the Lighting window.
本霧效是根據相機的深度紋理創建屏幕空間霧。它支持線性,指數和指數平方的霧類型。霧的設置應該在光照窗口的場景選項卡中設置。

在這裏插入圖片描述

Property Function
Exclude Skybox Should the fog affect the skybox?
排除天空盒 是否影響到天空盒

Details

This effect will only show up in your Post-process Layer if the camera is set to render with the Deferred rendering path. It is enabled by default and adds the support of Fog from the Lighting panel (which would only work with the Forward rendering path otherwise).
只有當相機設置爲使用延遲渲染路徑時,這種效果纔會出現在你的後期處理層中。默認情況下,它是啓用的,並添加了來自光照面板的Fog支持(否則,它只會與前向渲染路徑一起工作)。

Requirements

  • Depth texture
  • Shader Model 3

See the Graphics Hardware Capabilities and Emulation page for further details and a list of compliant hardware.

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