屏幕空间反射效果可以产生微妙的反射,模拟潮湿的地板表面或水坑。这种技术产生的反射质量低于使用反射探针或平面反射(后者可以产生完美平滑的反射)。屏幕空间反射是用于限制镜面反射光泄漏量的理想效果。
屏幕空间反射效果更注重性能而非质量,因此是在最新款游戏主机和桌面计算机上运行的项目的理想选择。此效果不适合移动端开发。由于此效果依赖于法线 G 缓冲区 (Normals G-Buffer),因此仅在延迟渲染路径中可用。
屏幕空间反射比其他方法(如立方体贴图或反射探针)创建更详细的反射,因为使用立方体贴图进行反射的游戏对象无法自我反射,而反射探针的反射精度受限。
有关如何在 Unity 中使用屏幕空间反射的更多信息,请参阅后期处理 (Post Processing) 包中的屏幕空间反射 (Screen Space Reflections) 文档。
2019–05–07 页面已发布
5.6 中的新功能
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