Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

TextureImporterCubemapConvolution.Specular

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Specular convolution (aka Prefiltered Environment Map).

Each pixel of this Cubemap texture is replaced with the integral of incident illumination towards corresponding direction weighted with the Phong lobe. Each mip map is convolved with varying Phong exponent - high resolution mip maps represent glossy reflection while low resolution mips are very blurry and useful for very rough specular reflection.

Can be used to reflect light on glossy and rough objects by sampling with the reflection vector.

See Also: TextureImporterSettings.cubemapConvolution.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答