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  • Untiy3D

    记录Untiy3D学习中的英语单词

    一、Project窗口下的英语单词 First Day

    Folder : 文件夹
    C# Script : C#脚本
    JavaScript:JS脚本
    Editor Test C# Script:编辑测试C#脚本
    Shader:着色器
    Scene:场景
    Prefab:预制件
    Audio Mixer:声音调制
    Material:素材,材料
    Lens Flare:镜头光晕(镜头耀斑)
    Render Texture:渲染纹理
    Lightmap Parameters:贴图参数
    Sprites /spraɪt/:精灵
    Square:直角的
    Triangle /‘traɪæŋɡl/:三角的
    Diamond:菱形的
    Hexagon /‘hɛksəɡɑn/:六角形的
    Circle:圆形的
    Polygon:多边形的
    Animation Controller:动画控制器
    Animation :动画
    Animation Override Controller:动画重写控制器
    Avatar Mask:阿凡达面具
    Physic Material:物理材料
    Physics2D Material:物理2D材料
    GUI Skin:图形用户界面皮肤
    Custom Font:自定义字体
    Shader Variant Collection:着色器变量集合
    Legacy /‘lɛgəsi/:遗产

    二、Game窗口下的英语单词 First Day

    Cubemap :立方体贴图
    Gizmo:坐标系框
    Aspect:外表朝向
    Maximize on Play:打开时候最大限度
    Mute audio:静音音频
    Stats /stə’tɪstɪks/:统计 statistic

    三、Inspector窗口下的英语单词 Second Day

    1.Camera的Inspector英文参数

    Clear Flags:清楚标志
    Skybox:天空盒
    Solid Color:固体颜色
    Depth only:深度
    Culling Mask:剔除遮盖 包含层或忽略讲Camera渲染。在Inspector窗口对象分配层。
    Projection:投影 Toggles the Camera's capability to simulate perspective.
    Perspective:透视 Camera will render objects with perspective intact.
    Orthographic:正交 Camera will render objects uniformly, with no sense of perspective
    Clipping Planes : 裁剪面 Distances from camera to start and stop rendering
    Near : The closest point relative to the camera that drawing will occur.
    Far: The furthest point relative to camera that drawing will occur
    Viewport Rect: 规范化矩形视口 (x,y,width,Height)(0~1)
    Depth: 深度 The camera’s position in the draw order. cameras will a larger value will be drawn on top of cameras with smaller value
    Rendering Path: 渲染路径 Options for defining what rendering methods will be used by the camera
    Use Player Settings: 使用玩家设置 This camera will use whichever Rendering Path is set in the Player Settings. 使用任意一个渲染路径
    Vertex Lit:顶点光照 All objects rendered by this camera will be rendered as Vertex-Lit objects.
    deferred Lighting: 延迟照明 All objects will be drawn once without lighting, then lighting of all objects will be rendered together at the end of the render queue.
    Target Texture: 目标文理 参见文档使用说明
    Occlusion Culling: 闭塞(遮盖)剔除
    HDR(High Dynamic Render): 高范围渲染

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  • 原文地址:https://www.cnblogs.com/R0SS/p/5253261.html
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