Unity3d Big Storm (2)

Source: Internet
Author: User

Camera

If the item is a first person view item--Set the camera as a sub-object of the element

If the item is a flat shooter-set the camera to orthographic projection and fix the camera's position

Clear flags--is used to determine which parts of the screen will be cleared

background--background Color

projection--how cameras are rendered (perspective and quadrature)

Perspective camera renders images in a fully pivoted manner

Orthographic no three-dimensional design for 2D projects

Field of view--field of view (adjusts camera width and height)

Clipping planes--cut plane (nearest distance from the closest camera to far away from the camera)

Rendring path--Render path (use player Setting, Vertex lit point, Forward quick Render, Deferred Lighting delay illumination)

To have the camera move and rotate with the object, you need to drag the camera below the object level in the Hierarchy window, which is the sub-object that makes the camera into an object.

Light

Directional light Parallel

Point Light source

Spotlight Spotlight

Area Light

Inspector

Colors of color lights-cold and warm light

Intensity Illumination range (parallel light without this option)

Texture of Cookie Light

Cookie size of the light texture

Type of Shadow type Shadow

Draw Halo Paint Halo

Render mode

Lightmapping Light Photography, by adjusting the color to contrast different atmosphere

Unity3d Big Storm (2)

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