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script:unityengine:enumerations:lodfademode:lodfademode

LODFadeMode LOD渐变模式

enumeration

Description 描述

The LOD fade modes. Modes other than LODFadeMode.None will result in Unity calculating a blend factor for blending/interpolating between two neighbouring LODs and pass it to your shader.

LOD渐变模式。LODFadeMode以外的模式。都将导致Unity计算的混合因素混合/插值两个邻国之间的钟表并将其传递给你的材质。

Variables 变量

NoneIndicates the LOD fading is turned off.
表示LOD渐变是关闭的。
CrossFadePerform cross-fade style blending between the current LOD and the next LOD if the distance to camera falls in the range specified by the LOD.fadeTransitionWidth of each LOD.
在当前的LOD和接下来的LOD之间执行交叉渐变,如果该距离在摄像机的指定范围内通过每个LOD的LOD.fadeTransitionWidth。
SpeedTreeBy specifying this mode, your LODGroup will perform a SpeedTree-style LOD fading scheme: * For all the mesh LODs other than the last (most crude) mesh LOD, the fade factor is calculated as the percentage of the object's current screen height, compared to the whole range of the LOD. It is 1, if the camera is right at the position where the previous LOD switches out and 0, if the next LOD is just about to switch in. * For the last mesh LOD and the billboard LOD, the cross-fade mode is used.
通过指定这种模式下,你LODGroup将执行SpeedTree-style LOD渐变方案:以外的所有网格的钟表上(大多数原油)网LOD、消退系数计算的对象的当前屏幕高度的比例,比LOD的整个范围。它是1,如果相机是正确的在前面的LOD开关的位置0,如果下一个LOD是开关。最后的网格LOD和面片LOD,使用交叉渐变模式。
script/unityengine/enumerations/lodfademode/lodfademode.txt · 最后更改: 2016/09/22 07:59 由 hulang