Version: 2023.1
言語: 日本語
public Vector4[] tangents ;

説明

メッシュの接線

Tangents are mostly used in bump-mapped Shaders. A tangent is a unit-length vector that follows Mesh surface along horizontal (U) texture direction. Tangents in Unity are represented as Vector4, with x,y,z components defining the vector, and w used to flip the binormal if needed.

Unity calculates the other surface vector (binormal) by taking a cross product between the normal and the tangent, and multiplying the result by tangent.w. Therefore, w should always be 1 or -1.

You should calculate tangents yourself if you plan to use bump-mapped shaders on the Mesh. Assign tangents after assigning normals or using RecalculateNormals.

Note: To make changes to the tangents, it is important to copy the tangents from the Mesh. Once the tangents have been copied and changed, the tangents can be reassigned back to the Mesh.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961