注意:Unity 5 引入了标准着色器来取代此着色器。
注意:Unity 5 引入了标准着色器来取代此着色器。
This shader will simulate reflective surfaces such as cars, metal objects etc. It requires an environment Cubemap which will define what exactly is reflected. The main texture’s alpha channel defines the strength of reflection on the object’s surface. Any scene lights will add illumination on top of what is reflected.
注意:Unity 5 引入了标准着色器来取代此着色器。
This shader is Vertex-Lit, which is one of the simplest shaders. All lights shining on it are rendered in a single pass and calculated at vertices only.
Because it is vertex-lit, it won’t display any pixel-based rendering effects, such as light cookies, normal mapping, or shadows. This shader is also much more sensitive to tesselation of the models. If you put a point light very close to a cube using this shader, the light will only be calculated at the corners. Pixel-lit shaders are much more effective at creating a nice round highlight, independent of tesselation. If that’s an effect you want, you may consider using a pixel-lit shader or increase tesselation of the objects instead.
此着色器可作为反光法线贴图 (Reflective Normal mapped) 的出色替代品。如果您不需要对象本身受到像素光照影响,但希望反射受到法线贴图的影响,则此着色器很适合您。此着色器采用顶点光照,因此渲染速度比对应的反光法线贴图更快。
通常,此着色器的渲染成本不高。有关更多详细信息,请查看着色器性能页面。