Unity 3.5 신기능 : Light Probes Light Probes 라이트 프로브 Although lightmapping adds greatly to the realism of a scene, it has the disadvantage that non-static objects in the scene are less realistically rendered and can look disconnected as a result. It isn't possible to calculate lightmapping for moving objects in real time but it is possible to get a similar effect using light probes. The idea is that the lighting is sampled at .. 2012. 1. 31. Unity 3.5 신기능 : HDR (High Dynamic Range) HDR (High Dynamic Range) HDR 하이 다이나믹 레인지 : 고 계조영역 Overview 총론 Normally when rendering a scene pixel values are clamped with a maximum intensity of 1.0, HDR rendering removes this limitation and allows stored pixel values to have an intensity greater than 1.0. As monitors normally only display intensities in the range of 0.0 - 1.0 this range needs to be mapped back into a visible range. This is a.. 2012. 1. 30. Unity 3.5 신기능 : Gamma correction Linear Lighting 선형 조명 overview 총론 Linear lighting refers to the process of illuminating a scene with all inputs being linear. Normally textures exist with gamma pre-applied to them this means that when the textures are sampled in a material that they are non linear. If these textures are used in the standard lighting equations it will lead to the result from the equation being incorrect as they .. 2012. 1. 27. Unity 3.5 신기술 : Level of Detail Level of Detail 레벨 오브 디테일 As your scenes get larger, performance becomes a bigger consideration. One of the ways to manage this is to have meshes with different levels of detail depending on how far the camera is from the object. This is called Level of Detail (abbreviated as LOD) 당신의 신이 커지면, 퍼포먼스는 중요한 고려사항이 됩니다. 이것을 컨트롤 하는 방법 중 하나는 카메라에서 얼마나 멀리 있느냐에 따라서 오브젝트 메쉬의 디테일 레벨을 변화 시키는 것입니다. 이것을 레벨 오브 디.. 2012. 1. 25. 이전 1 ··· 11 12 13 14 다음 반응형