![]() Lights that have their Render Mode set to Not Important are always per-vertex or SH. ![]() Rendering of each object happens as follows: If the above results in fewer lights than current Pixel Light Count Quality Setting, then more lights are rendered per-pixel, in order of decreasing brightness.Lights that have their Render Mode set to Important are always per-pixel.Brightest directional light is always per-pixel. Base Pass applies one per-pixel directional light and all per-vertex/SH lights.Other per-pixel lights are rendered in additional passes, one pass for each light.įor example, if there is some object that’s affected by a number of lights (a circle in a picture below, affected by lights A to H).The brightest lights will be rendered in per-pixel lit mode (A to D), then up to 4 lights in per-vertex lit mode (D to G), and finally the rest of lights in SH (G to H): Let’s assume lights A to H have the same color and intensity and all of them have Auto rendering mode, so they would be sorted in exactly this order for this object.
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