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

    定向光没有位置,只有方向。

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

    如果灯光是聚光灯或方向光,这必须是一个2d纹理。

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

    基础通道用一个逐像素方向光和所有球面调和光渲染物体。

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

    阴影柔化是根据到相机距离进行淡出的。只用于方向光。

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

    最后,在正向渲染路径,只有最亮的平行光可以投射阴影。

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

    为了完成这一步,我决定使用一个目标方向灯来作为太阳。

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

    首先我们需要去定义光的位置(后者为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光阴影细节: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.

    我用一个标准的定向光模拟一个很高的孙立场与夏普的阴影。

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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-阳光或月光-在室外的游戏。

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

    这里没什么特别的灯光。我用模拟天空灯,方向灯模拟阳光。

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

    由强方向性光源和较弱的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.

    前三个值表明了光源的位置,在点光源的,或者方向光的方向情况下。

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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.

    函数的源代码如下。注意如果光源是方向光,向量的前三个部分将被归一化,来节省时间。

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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.

    采用射线跟踪法,通过模拟计算得到最优光源的长度和最优长度时,在灯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。这会使这个着色器支持一个完整的方向光和所有逐顶点/SH计算的光照,使着色器变小。

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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.

    在质量设置中调整像素灯光的数量。只有平行光应该是逐像素的,其他所有都应该是逐顶点的。当然,这取决于游戏。

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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,经过反射的光线其行进的距离也会增加,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,它是硬的还是软的,是无向的还是有向的。

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

    当没有必要时,不要使用像素灯-选择只有一个(最好是方向光)像素灯的光线影响您的几何图形。

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

    正向渲染路径仅支持一个平行光阴影投射灯。顶点光照渲染路径不支持实时阴影。

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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.

    激光器是将光放大,产生光束的设备。它是一种距离远、直线性、单色光,它有固体、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.

    四极子量子级联微腔激光器带来的光的方向性激射,解决了对称型微腔激光器光的方向性激射的困难。

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  • The last value defines wether the light is positional or directional.

    最后一个值定义了光源是位置光源还是方向光。

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  • The panels utilize a non-directional brushed finish that diffuses the light and reflection.

    这些板利用无方向性的刷面处理,扩散了光的反射。

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  • For the removal of a building, in light of the actual surrounding situation, the scheme of directional toppling blast along the diagonal direction of the building was successfully used.

    在楼房爆破拆除中,根据待拆楼房的围围环境,采用了沿楼房对角线方向定向倾倒拆除的方案,并取得了成功。

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  • By regarding a linear light source as a directional rectangular light source with infinitesimal width, a simple formula is derived for calculating the diffuse reflection component.

    通过将线光源看作一个具有无限细小宽度的有向长方形光源,我们得到了一个计算漫反射分量的简洁公式。

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  • This sphere serves as a diffuse light source, which enables measurements of the hemispherical reflectance, or the directional absorptance, respectively.

    这个球作为扩散光源,使测量的半球形或定向吸收率的反射系数,分别使用。

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  • This sphere serves as a diffuse light source, which enables measurements of the hemispherical reflectance, or the directional absorptance, respectively.

    这个球作为扩散光源,使测量的半球形或定向吸收率的反射系数,分别使用。

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