![]() This ensures that the Renderer is affected by distant emissives, even those which are normally excluded from Global Illumination calculations for performance reasons. Unity provides global illumination data to this Renderer from Light Probes in the scene.Įnable this property to always include this Renderer in Enlighten Realtime Global Illumination calculations. Unity provides global illumination data to this Renderer from lightmaps. This property corresponds to the MeshRenderer.receiveGI API. It only has an effect if you enable Baked Global Illumination or Enlighten Realtime Global Illumination for this scene. This property is only editable if you enable Contribute Global Illumination. Whether Unity provides global illumination data to this Renderer from baked lightmaps, or from runtime Light Probes. It corresponds to the StaticEditorFlags.ContributeGI API. Include this Renderer in global illumination calculations, which take place at bake time.Įnabling this property enables the Contribute GI flag in the GameObject’s Static Editor Flags. This property corresponds to the Renderer.receiveShadows API. ![]() This property only has an effect if you enable Baked Global Illumination or Enlighten Realtime Global Illumination for this scene. Specify if Unity displays shadows cast onto this Renderer. This Renderer casts shadows, but the Renderer itself isn’t visible. ![]() This means that single-sided objects like a plane or a quad can cast shadows, even if the light source is behind the mesh.įor Baked Global Illumination or Enlighten Realtime Global Illumination to support two-sided shadows, the material must support Double Sided Global Illumination. This Renderer casts a shadow when a shadow-casting Light shines on it. This property corresponds to the Renderer.shadowCastingMode API. Specify if and how this Renderer casts shadows when a suitable Light shines on it. The Lighting section contains properties that relate to lighting. However, fully opaque materials overwrite previous layers, so any additional opaque materials that Unity applies to the last sub-mesh negatively affect performance and produce no benefit. If the materials are not fully opaque, you can layer different materials and create interesting visual effects. Note: If there are more materials than there are sub-meshes, Unity renders the last sub-mesh with each of the remaining materials, one on top of the next. This list is reorderable, and Unity updates the number of the elements automatically as you change their order. You can assign a material asset to each element.īy default, Unity orders the list alphabetically based on the name of the materials. Unity populates new elements with the same material that the element at the end of the list uses. If you increase the number of elements, Unity adds new elements to the end of the list. If you decrease the number of elements, Unity deletes the elements at the end of the list. The number of elements in the material list. The Materials section lists all the materials that this component uses. Mesh Renderer Inspector reference Receive Global Illumination이 Light Probes로 설정된 인스펙터 창에 표시된 Mesh Renderer 컴포넌트 ![]() As such, this component has a lot in common with other components that inherit from Renderer, such as Line Renderer, and Trail Renderer. The MeshRenderer class inherits much of its functionality from the Renderer class. In C# code, the MeshRenderer class represents a Mesh Renderer component. To render a deformable mesh, use a Skinned Mesh Renderer instead. It works with a Mesh Filter component on the same GameObject the Mesh Renderer renders the mesh that the Mesh Filter references. ![]() A Mesh Renderer component renders a mesh. ![]()
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