TA has more than two years, there are more times on the market hand tour appears, however, many project groups are still deterred. The most tangled is the problem of efficiency,
Today, according to their own understanding, talk about how you can do a high-efficiency sub-era hand-tour.
In the second time, the most representative piece is the scene, which occupies a large proportion of the people's vision, and the scene is the most important is the surface, so today
Just talk about sub-era production of the surface.
A. Decal section
First, a surface needs to contain diffcuse, bump, spemask such as
Spemask can be placed in the diffuse channel, but the compression band channel map is not so easy, so put it up as a new map
And only need one of his channels, other channels can be used with other stickers, a mask map of the RGB can be 3 map of the surface
Spemask, it is not a special waste to see.
Two model parts
This model has nothing to say, remember a principle, large structure with a model to do the structure, small structure by normal and map to express, this is the basic requirements of the Times
Can save the province
Three shader parts
This is a key point, we will find that the support Normals support the specular map, then we need a real-time light, otherwise after baking, the lights are off, sheng
The most original diffuse effect + baking chart effect. For example: The left image is baked before the right picture is baked
On the basis of baking, add a directional light, its normal effect with the high-gloss effect will come out. But add a lamp, it is necessary to consider the real-time lighting, its consumption is
It's conceivable. Long-winded, we want to achieve is, in the case of not real time how to achieve high-gloss and normal effect. Then I'll have to start with shader, in shader.
Plus a variable that simulates real-time lighting.
The surface information contained in a directional light is
1 Lightdir Direction
2 Lightcolor Color
3 Intensity Strength
As for the deep-seated information, such as whether the shadow of the object is involved in baking .... Too much, I think, is the main cause of his efficiency, but for us and
Not important, we replace these three variables with the light parameters in shader:
Properties section
Shader"game_xxx/scenes/ref_static"{Properties {_hightlightstrength ("Hlstrength", Range (1,Ten)) =1_lightdir ("Lightdir", vector) = (0,1,0,0) _lightcolor ("Lightcolor", Color) = (1,1,1,1) }
We will take these 3 parameters to refrigerator the real light of these parameters, we can, the results such as:
We will find that this high-gloss effect is no different from the real light and will move with the character, and it is hard to imagine that this is not a real-time light
In order to effect obvious, deliberately to adjust the effect is too strong ...
Summary: We should use this way to do the time of the hand tour, see other games have light and shadow change efficiency is very high when also not surprised, and not necessarily the real-time lighting
This just simulates the parallel light, the principle of point light is also the same ...
Shader--The era of mobile-time