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Unity3D中文文档

script:unityengine:classes:renderer:renderer

Renderer 渲染器

class in UnityEngine/Inherits from: Component

Description 描述

General functionality for all renderers.
所有渲染器的一般功能。

A renderer is what makes an object appear on the screen. Use this class to access the renderer of any object, mesh or particle system. Renderers can be disabled to make objects invisible (see enabled), and the materials can be accessed and modified through them (see material).
渲染器是指使对象呈现在场景中。使用该类去访问任何物体、网格或者粒子系统。禁用渲染器可以使物体不可见(请参阅enable),并且通过他们可以访问和修改材质(请参见material).

See Also: Renderer components for meshes, particles, lines and trails. 用于实时光照的UV的缩放和偏移量。

Variables 变量

boundsThe bounding volume of the renderer (Read Only).
渲染器的边界框(只读)。
enabledMakes the rendered 3D object visible if enabled.
使得渲染的3D物体可见。
isPartOfStaticBatchHas this renderer been statically batched with any other renderers?
该渲染器是否有被其他渲染器静态批处理?
isVisibleIs this renderer visible in any camera? (Read Only)
在任意的摄像机中该渲染器是否可见(只读)。
lightmapIndexThe index of the baked lightmap applied to this renderer.
使用该渲染器渲染的烘培光照图索引。
lightmapScaleOffsetThe UV scale & offset used for a lightmap.
用于光照图的UV缩放和偏移。
localToWorldMatrixMatrix that transforms a point from local space into world space (Read Only).
将点的位置从局部坐标转换为世界坐标的矩阵。
materialReturns the first instantiated Material assigned to the renderer.
返回分配给渲染器的第一个材质。
materialsReturns all the instantiated materials of this object.
返回该物体所有实例化的材质。
probeAnchorIf set, Renderer will use this Transform's position to find the light or reflection probe.
如果设置该属性,渲染器将会使用该变换的位置去寻找灯光或反射探测器。
realtimeLightmapIndexThe index of the realtime lightmap applied to this renderer.
应用于该渲染器的实时光照图的索引。
realtimeLightmapScaleOffsetThe UV scale & offset used for a realtime lightmap.
用于实时光照的UV的缩放和偏移量。
receiveShadowsDoes this object receive shadows?
这个物体接收阴影么?
reflectionProbeUsageShould reflection probes be used for this Renderer?
该渲染起是否使用反射探测器?
shadowCastingModeDoes this object cast shadows?
该物体是否投射阴影?
sharedMaterialThe shared material of this object.
该物体的共享材质。
sharedMaterialsAll the shared materials of this object.
所有物体的材质。
sortingLayerIDUnique ID of the Renderer's sorting layer.
渲染器排序层的唯一ID。
sortingLayerNameName of the Renderer's sorting layer.
渲染器排序层的名字。
sortingOrderRenderer's order within a sorting layer.
排序层的渲染器命令。
useLightProbesShould light probes be used for this Renderer?
该渲染器是否使用灯光探测器?
worldToLocalMatrixMatrix that transforms a point from world space into local space (Read Only).
将点从世界空间转换为自身空间的矩阵(只读)。

Public Functions 公共函数

GetClosestReflectionProbesReturns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur.
返回最近的反射探测器的权重,权重表示在渲染器中探测器受到多少影响,当多个探测器发生混合时该值被使用
GetPropertyBlockGet per-renderer material property block.
获取每个渲染器材质的属性块。
SetPropertyBlockLets you add per-renderer material parameters without duplicating a material.
让你添加的每渲染器材质参数没有重复的材质。

Messages 信息

OnBecameInvisibleOnBecameInvisible is called when the object is no longer visible by any camera.
当物体在摄像机中变不可见时,调用OnBecameInvisible()。
OnBecameVisibleOnBecameVisible is called when the object became visible by any camera.
当该物体在任何摄像机中可见时调用OnBecameVisible。
script/unityengine/classes/renderer/renderer.txt · 最后更改: 2016/08/02 05:33 (外部编辑)