2014-08-08 18:29:40|?次阅读|上传:huigezrx【已有?条评论】发表评论
关键词:Unity3D, 游戏, 虚拟现实|来源:唯设编程网
Creating a new material is easy:
建立一个新的材料非常简单:
By default particles are rendered billboarded. That is simple square sprites. This is good for smoke and explosions and most other particle effects.
默认情况下,粒子billboarded用渲染,这是简单的平方单色画面。对烟雾和爆炸以及其它粒子是好的效果。
Particles can be made to either stretch with the velocity. This is useful for sparks, lightning or laser beams. Length Scale and Velocity Scale affects how long the stretched particle will be.
粒子可以与速度一起拉伸。通常用于火花、闪电或激光束。长度和速度拉伸影响粒子延伸的长度。
Sorted Billboard can be used to make all particles sort by depth. Sometimes this is necessary, mostly when using Alpha Blended particle shaders. This can be expensive and should only be used if it really makes a quality difference when rendering.
排序揭示栏可以用于所有粒子深度排序。有时这是必须的。主要当使用Alpha Blended混合粒子着色。这可能是昂贵的,当真的作出质量方面的差别时渲染使用。
Particle Systems can be rendered with an animated tile texture. To use this feature, make the texture out of a grid of images. As the particles go through their life cycle, they will cycle through the images. This is good for adding more life to your particles, or making small rotating debris pieces.
粒子系统可以与动画材质一起渲染。使用此功能,使用网格图像纹理处理。作为通过粒子生命周期循环,它们将通过图片循环。这是一个好的增加你的粒子生命,或处理小的部分残骸的旋转。
使用粒子着色与粒子渲染