unity里面没有unity skyboxes 下载选项为什么

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在场景中,天空盒子(skybox)是代表天空或是远景的全景纹理图片。
理解天空盒子(Understanding skybox)
天空盒是一个全景视图,分为六个纹理,表示沿主轴(上,下,左,右,前,后)可见的六个方向的视图。如果天空盒被正确的生成,纹理图像会在边缘无缝地拼接在一起,可以在内部的任何方向看到周围连续的图像。全景图片会被渲染在场景中的所有其他物体后面,并旋转以匹配相机的当前方向(它不会随着相机的位置而变化,而照相机的位置总是位于全景图的中心)。因此,天空盒子是在图形硬件上以最小负载向场景添加现实性的简单方式。
使用天空盒子(Using a skybox in Unity)
Unity在标准资产包(Standard Assets package)(Assets & Import Package & Skyboxes)中附带了一些高品质的天空盒子。但是也可以从互联网来源获取更合适的全景图像,或使用3D建模软件生成自己的全景图像。
假设你已经有六个skybox的纹理图像,您应该将它们导入Unity,将Wrap Mode设置为Clamp而不是Repeat(如果不这样做,图像的边缘将不会平滑)
天空盒本身实际上是使用Skybox子菜单中一个着色器的一种材质。
如果选择6 Slide,其中有六个纹理采样器:
如果选择Cubemap,用以创建一个反射:
如果选择Procedural,可以看到如下,可以通过简单的参数来设置SkyBox的样式:
一旦创建成功,可以在Render Setting中将其设置为工程默认的Skybox(Editor & Render Settings)。
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(1)(13)(10)(5)(25)(5)(4)(2)(1)(2)(2)(2)(4)(6)(30)(13)(6)(3)(1)(1)(3)(4)(12)(4)(2)(1)(2)(4)(27)(3)(2)(2)(1)(1)(1)(1)Skyboxes are a wrapper around your entire scene that shows what the world looks like beyond your geometry.
Properties
Tint Color
The tint color
Adjusts the brightness of the skybox.
Changes the rotation of the skybox around the positive y axis.
Front, etc
The textures used for each face of the cube used to store the skybox. Note that it is important to get these textures into the correct slot.
Skyboxes are rendered around the whole scene in order to give the impression of complex scenery at the horizon. Internally skyboxes are rendered afte and the mesh used to render them is either a box with six textures, or a tessellated sphere.
To implement a Skybox create a skybox material. Then add it to the scene by using the Window-&Lighting menu item and specifying your skybox material as the Skybox on the Scene tab.
Adding the Skybox Component to a Camera is useful if you want to override the default Skybox. E.g. You might have a split screen game using two Cameras, and want the Second camera to use a different Skybox. To add a Skybox Component to a Camera, click to highlight the Camera and go to Component-&Rendering-&Skybox.
If you want to create a new Skybox, .
If you have a Skybox assigned to a Camera, make sure to set the Camera’s Clear mode to Skybox.
It’s a good idea to match your Fog color to the color of the skybox. Fog color can be set in the Lighting window.
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View from a skyscraper. As long as the background is static and sufficiently far away, it is a good candidate for a skybox.
This tutorial covers the rendering of environment maps as backgrounds with the help of cube maps.
It is based on . If you haven't read that tutorial, this would be a very good time to read it.
As explained in , a skybox can be thought of as an infinitely large, textured box that surrounds a scene. Sometimes, skyboxes (or skydomes) are implemented by sufficiently large textured models, which approximate an infinitely large box (or dome). However,
introduced the concept of a cube map, which actually represents an
thus, we don't need the approximation of a box or a dome of limited size. Instead, we can render any screen-filling model (it doesn't matter whether it is a box, a dome, or an apple tree as long as it covers the whole background), compute the view vector from the camera to the rasterized surface point in the vertex shader (as we did in ) and then perform a lookup in the cube map with this view vector (instead of the reflected view vector in ) in the fragment shader:
float4 frag(vertexOutput input) : COLOR
return texCUBE(_Cube, input.viewDir);
For best performance we should, of course, render a model with only a few vertices and each pixel should be rasterized only once. Thus, rendering the inside of a cube that surrounds the camera (or the whole scene) is fine.
The shader should be attached to a material, which should be attached to a cube that surrounds the camera. In the shader code, we deactivate writing to the depth buffer with ZWrite Off such that no objects are occluded by the skybox. (See the description of the depth test in .) Front-face culling is activated with Cull Front such that only the “inside” of the cube is rasterized. (See .) The line Tags { "Queue" = "Background" } instructs Unity to render this pass before other objects are rendered.
Shader "Cg shader for skybox" {
Properties {
_Cube ("Environment Map", Cube) = "" {}
SubShader {
Tags { "Queue" = "Background" }
ZWrite Off
Cull Front
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// User-specified uniforms
uniform samplerCUBE _Cube;
struct vertexInput {
float4 vertex : POSITION;
struct vertexOutput {
float4 pos : SV_POSITION;
float3 viewDir : TEXCOORD1;
vertexOutput vert(vertexInput input)
vertexOutput output;
float4x4 modelMatrix = _Object2World;
output.viewDir = mul(modelMatrix, input.vertex).xyz
- _WorldSpaceCameraPos;
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
return output;
float4 frag(vertexOutput input) : COLOR
return texCUBE(_Cube, input.viewDir);
The shader above illustrates how to render a skybox by rendering a cube around the camera with a specific shader. This is a very general approach. Unity, however, has its own skybox system that doesn't require any game object: you just specify the material with the skybox shader in the main menu Window & Lighting & Scene & Skybox and Unity takes care of the rest. Unfortunately, we cannot use our shader for this system since we have to do the lookup in the cube texture at the position that is specified by the vertex texture coordinates. This is actually easier than computing the view direction. Here is the code:
Shader "Cg shader for Unity-specific skybox" {
Properties {
_Cube ("Environment Map", Cube) = "white" {}
SubShader {
Tags { "Queue"="Background"
ZWrite Off
#pragma vertex vert
#pragma fragment frag
// User-specified uniforms
samplerCUBE _Cube;
struct vertexInput {
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
struct vertexOutput {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
vertexOutput vert(vertexInput input)
vertexOutput output;
output.vertex = mul(UNITY_MATRIX_MVP, input.vertex);
output.texcoord = input.texcoord;
return output;
fixed4 frag (vertexOutput input) : COLOR
return texCUBE (_Cube, input.texcoord);
As mentioned above, you should create a material with this shader and drag the material to Window & Lighting & Scene & Skybox. There is no need to attach the material to any game object.
Congratulations, you have reached the end of another tutorial! We have seen:
How to render skyboxes in general.
How to render skyboxes in Unity without a game object.
If you still want to know more
about cube maps and reflections of skyboxes in objects, you should read .
about lighting that is consistent with a skybox, you should read .
Unless stated otherwise, all example source code on this page is granted to the public domain.}

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