立方体反射

间接光高光存储至立方体阵列中。这些都是通过立方体反射物体定义的。它们指定了从何处对场景光照进行采样,然后在何处应用。

See also

间接光.

屏幕空间反射 比立方体反射要精确更多。启用后,将优先应用屏幕空间反馈,只有在光线缺失时使用立方体反射替代。

如果启用 环境光遮蔽,将以物理合理的方式应用于间接光高光。

Note

立方体探头被编码为四面体映射。Z向为负的半球可能会出现一些畸变,粗糙度越高越明显。

混合

The lighting values from a Reflection Cubemap will fade outwards until the volume bounds are reached. They will fade into the world's lighting or another Reflection Cubemap's lighting. If multiple Reflection Cubemaps overlap, smaller (in volume) ones will always have more priority. If an object is not inside any Reflection Cubemap influence, or if the indirect lighting has not been baked, the world's cubemap will be used to shade it.

参考

面板

物体数据 ‣ 探头

距离

探头物体仅影响其邻近表面的光照,其作用区域由距离参数与物体定义。各探头类型间有细微差别。

对于立方体反射,受影响的体积可以是一个以探头原心为中心的盒形或球形。

衰减

影响距离的百分比,探头的影响沿其线性衰减。

强度

被记录的光照的强度系数。将该参数值设为1.0之外的傎都不是物理正确的。用于微调或艺术目的。

范围限制

定义当捕捉屏幕时的近距与远距裁减。

可见性集合

Sometimes, it is useful to limit which objects appear in the light probe's captured lighting. For instance, an object that is too close to a capture point might be better excluded. This is what the visibility collection does. Only objects that are in this collection will be visible when this probe will capture the scene.

另有一个选项可以反转该行为, 并有效地隐藏此集合中的物体。

Note

这仅仅是一个过滤选项。如果一个物体在渲染时不可见,它在探头渲染器中也是不可见的。

自定义视差

参考

面板

物体数据 ‣ 自定义视差

By default, the influence volume is also the parallax volume. The parallax volume is a volume on which is projected the recorded lighting. It should roughly fit it surrounding area. In some cases it may be better to adjust the parallax volume without touching the influence parameters. In this case, just enable the Custom Parallax and change the shape and distance of the parallax volume independently.

视图显示

影响

在3D视图中显示影响边界。靠内的球体是衰减开始的地方。

范围限制

在3D 视图中显示裁减距离。

视差

在3D 视图中显示 自定义视差 外形。