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关键词:游戏, 虚拟现实, Unity3D|来源:唯设编程网
Reference Manual > Terrain Engine Guide > Other Settings
参考手册—>地形引擎指南—>其它设置
There are a number of options under the Terrain Settings button in the Terrain Inspector.
检视面板中的地形设置按钮里有许多的选项。
All additional Terrain Settings 所有附加的地形设置
Base Terrain 基本地形
Pixel Error 像素差错 |
Amount of allowable errors in the display of Terrain Geometry. This is essentially a LOD setting. 地形几何显示允许的错误数。它本质上是一个LOD设置 |
Base Map Dist. 基本映射距离 |
The distance that Terrain Textures will be displayed in high-resolution. 地形纹理距离被用于高分辨率显示 |
Lighting 灯光 |
Terrain lighting mode: 地形灯光模式 |
Vertex 顶点 |
Terrain is lit by lights in vertex lit mode. 地形被顶点灯光模式照亮 |
Lightmap 光照映射 |
Terrain uses lightmap and is not affected by lights. 地形使用光照映射并不被灯光影响 |
Pixel 像素 |
Terrain is lit by pixel & vertex lights up close, and fades out to lightmap in the distance. Close by it can also receive shadows. 地形被像素或关闭顶点灯光照亮,并在远处淡出到灯光映射。关闭它能够获得阴影。 |
Cast Shadows 阴影造型 |
Should terrain cast shadows? 地形是否设置阴影? |
Tree & Detail Settings 树木和元件设置
Draw 绘制 |
If enabled, all trees, grass, and detail meshes will be drawn. 如果开始,所有的树木、草、和元件网格将被绘制 |
Detail Distance 元件距离 |
Distance from the camera that details will stop being displayed. 那些距离摄像机远的元件将被停止显示。 |
Tree Distance 树木距离 |
Distance from the camera that trees will stop being displayed. The higher this is, the further-distance trees can be seen. 那些距离摄像机远的树木将被停止显示。这是指较高的树木,更远距离的树木可以被看见。 |
Billboard Start 揭示牌开始 |
Distance from the camera that trees will start appearing as Billboards instead of Meshes. 那些距离摄像机距离远的树木将被网格揭示牌代替开始显示 |
Fade Length 淡出长度 |
Total distance delta that trees will use to transition from Billboard orientation to Mesh orientation. 那些全距离元件树木将从揭示牌方向转换到网格方向 |
Max Mesh Trees 最大网格树木 |
Total number of allowed mesh trees to be capped in the Terrain. 在地形里,网格树木允许数量被并行处理 |
Wind Settings 风设置
Speed 速度 |
The speed that wind blows through grass. 风吹过草的速度 |
Size 大小 |
The areas of grass that are affected by wind all at once. 立即被风影响的草的区域 |
Bending 弯曲 |
Amount that grass will bend due to wind. 由于风,草的弯曲数值 |
Grass Tint 草色 |
Overall tint amount for all Grass and Detail Meshes.所有草和元件网格整体色彩数值 |