• A very good example of directional light is sun light.

    一个比较好的例子就是太阳光

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  • A directional light doesn't have a position, only a direction.

    定向没有位置只有方向

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  • Finally, the directional light gives each side a different color.

    最后定向使都具有不同的颜色。

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  • If the light is a Spot or a Directional light, this must be a 2d texture.

    如果灯光聚光灯方向必须一个2d纹理。

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  • Base pass renders object with one per-pixel directional light and all SH lights.

    基础通道一个逐像素方向所有球面调和渲染物体

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  • Shadow softness fade based on the distance from the camera. Directional light only.

    阴影柔化是根据相机距离进行淡出的。只用于方向

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  • The directional light was a good choice to generate nice, smooth shadows and caustics.

    方向好的产生漂亮柔和阴影焦散的灯光。

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  • Finally, in Forward rendering path, only the brightest directional light can cast shadows.

    最后正向渲染路径只有亮的平行可以投射阴影。

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  • To accomplish this I decided to use a targeted directional light, which was used as a sun.

    为了完成一步,决定使用一个目标方向作为太阳

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  • First it is necessary to define the light's position (or direction for a directional light).

    首先我们需要定义位置(后者方向光定义一个方向)。

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  • All the details about directional light shadows can be found here: directional shadow details.

    可以在这里找到所有关于平行阴影细节:平行光阴影细节。

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  • I Use a Standard Directional Light for Simulating a Very high Sun Position with Sharp Shadows.

    标准定向模拟一个很高立场夏普的阴影

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  • Directional lights are mostly used as a key light - sunlight or moonlight - in an outdoor game.

    平行光大多数作为关键灯光-阳光月光-室外的游戏。

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  • Shadow Distance is extremely important for both quality and performance of directional light shadows.

    对于平行阴影质量性能阴影距离非常重要的。

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  • Avoid having more than one Pixel light affecting any single object, prefer it to be a directional light.

    避免多于一个像素pixel Light照亮任何单一物件尽量使用方向灯。

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  • Lighting Nothing special here. I used GI to simulate the sky lights, Directional light to simulate the sun light.

    这里没什么特别灯光模拟天空方向模拟阳光

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  • A combination of a strong directional light and a weaker ambient light gives a natural-looking appearance to your scene.

    方向性光源环境光源组合在一起可以为你的场景提供一种自然的感观。

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  • The first three values specify the lights position, in the case of a point light, or the lights direction for directional lights.

    三个表明了光源位置光源的,或者方向方向情况下

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  • The source code is presented next. Note that if the light is a directional light, the vector with the first three components is normalised to save time latter.

    函数源代码如下。注意如果光源方向向量三个部分归一化,节省时间。

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  • Based on a method of bi-directional light tracking, it works out the best length of lamp-source and the distribution of lamp on the screen with this lamp-source.

    采用射线跟踪,通过模拟计算得到优光源长度最优长度时,在前测试屏上照度分布

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  • Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well.

    禁用正向渲染添加通道这会使这个着色支持一个完整方向所有顶点/SH计算光照,使着色变小

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  • Adjust pixel light count in quality Settings. Essentially only the directional light should be per pixel, everything else - per vertex. Certainly this depends on the game.

    质量设置调整像素灯光数量只有平行应该逐像素的,其他所有都应该是逐顶点的。当然取决于游戏。

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  • Also remember that bouncing light-even into a shiny reflector that keeps light directional - adds to the distance it travels.

    同样还要注意的是,经过反射光线其行进距离会增加,即使使用光面反光板也一样。

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  • Look for the light and what it's doing in each of your images. Is it hard or soft, defuse or directional?

    拍照前先确定一下光源还是的,的还是有向的。

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  • Do not use pixel Lights when it is not necessarychoose to have only a single (preferably directional) pixel light affecting your geometry.

    没有必要时不要使用像素-选择只有个(最好是方向光)像素灯的光线影响的几何图形。

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  • Forward rendering path supports only one directional shadow casting light. Vertex Lit rendering path does not support realtime shadows.

    正向渲染路径支持一个平行阴影投射灯。顶点光照渲染路径支持实时阴影。

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  • Lasers are devices which amplify and produce beams of light which are very distance, directional, and pure in color. They can be solid state, gas, semiconductor, or liquid.

    激光器放大,产生光束设备它是一种距离远、直线性、单色光,它固体气体半导体、液体。

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  • Directional emission of light guided by quadrupolar-shaped quantum cascade microcavity lasers solves the difficulty about the directional emission of symmetrical microcavity lasers.

    四极子量子级联激光器带来方向性激射,解决了对称型微腔激光器光的方向性激射困难

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  • Directional emission of light guided by quadrupolar-shaped quantum cascade microcavity lasers solves the difficulty about the directional emission of symmetrical microcavity lasers.

    四极子量子级联激光器带来方向性激射,解决了对称型微腔激光器光的方向性激射困难

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