Light attenuation is only affected by the light intensity. For non-metallic objects, also called () objects, the surface reflects parts of the light. In this shading model, the shape of specular highlight is approximated with a ().įor metal objects, the surface absorbs and changes the light. This varies depending on the camera direction and the point at which the light hits a surface, also called the (). The reflected light is called _specular reflection_. When light hits a GameObject’s surface, part of the light is reflected and part is refracted. In LWRP, you can mimic the level of smoothness of an object’s surface. Other objects have rough microgeometry, which makes them look more dull. Some objects have smooth microgeometry, which gives them a mirror-like appearance. Microgeometry - Surfaces have geometry at a microscopic level. The only exception to this is when an object emits light. This lets you create photo-realistic objects and surfaces.Įnergy conservation - Surfaces never reflect more light than the total incoming light. Physically Based Shading (PBS) simulates how objects look in real life by computing the amount of light reflected from the surface based on physics principles. Lightweight Render Pipeline (LWRP) provides Shaders with the following shading models: Your choice of a shading model depends on the artistic direction and performance budget of your application. Shading models in Lightweight Render PipelineĪ shading model defines how a Material’s color varies depending on factors such as surface orientation, viewer direction, and lighting. Note: This page is subject to change during the 2019.1 beta cycle.
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