目前主要三种灯光实现方式:Deferred Lighting 延时光照Forward Rendering 正向渲染
Vertex Lit 顶点光照
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Unity supports different Rendering Paths. You should choose which one you use depending on your game content and target platform / hardware. Different rendering paths have different features and performance characteristics that mostly affect Lights and Shadows. Unity支持不同的渲染路径。您应具体取决于你的游戏内容和目标平台/硬件来选择使用哪一个。不同的渲染路径有不同的特点和性能特点,主要影响灯光和阴影。
The rendering Path used by your project is chosen in Player Settings. Additionally, you can override it for eachCamera. 您的项目所使用的渲染路径在Player Settings选择。此外,您可以为每个摄像机重写(不同摄像机可以是不同的设置)。
If the graphics card can't handle a selected rendering path, Unity will automatically use a lower fidelity one. So on a GPU that can't handle Deferred Lighting, Forward Rendering will be used. If Forward Rendering is not supported, Vertex Lit will be used. 如果图形卡不能处理选定的渲染路径,Unity将自动使用一个较低保真度的设置。因此,在GPU上不能处理延迟照明(Deferred Lighting),将使用正向渲染(Forward Rendering )。如果不支持正向渲染(Forward Rendering ),将使用顶点光照(Vertex Lit)。
Deferred Lighting 延时光照Deferred Lighting is the rendering path with the most lighting and shadow fidelity. It is best used if you have many realtime lights. It requires a certain level of hardware support, is for Unity Pro only and is not supported on Mobile Devices. 延时光照是有着最高保真度的光照和阴影的渲染路径。如果你有很多实时灯光,最好是使用延时光照。它需要一定水平的硬件支持,仅在 Unity Pro可用,移动设备上不支持。
Forward Rendering 正向渲染Forward is a shader-based rendering path. It supports per-pixel lighting (including normal maps & light Cookies) and realtime shadows from one directional light. In the default settings, a small number of the brightest lights are rendered in per-pixel lighting mode. The rest of the lights are calculated at object vertices. 正向渲染一个基于着色器的渲染路径。它支持逐像素计算光照(包括法线贴图和灯光Cookies)和来自一个平行光的实时阴影。在默认设置中,少数最亮的灯光在逐像素计算光照模式下渲染。其余的灯光计算对象顶点的光照。
Vertex Lit 顶点光照Vertex Lit is the rendering path with the lowest lighting fidelity and no support for realtime shadows. It is best used on old machines or limited mobile platforms. 顶点光照(Vertex Lit) 是最低保真度的光照、不支持实时阴影的渲染路径。最好是用于旧机器或受限制的移动平台上。
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