Version: 2022.2
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Sprite Atlas V2
Create Tilemaps

스프라이트 셰이프 렌더러

The Sprite Shape Renderer component renders the geometry that Unity generates along a Spline and controls how it visually appears in a Scene for both 2D and 3D projects. Its inputs are derived from the Sprite Shape Profile.

프로퍼티

스프라이트 셰이프 렌더러 프로퍼티 설정
스프라이트 셰이프 렌더러 프로퍼티 설정
프로퍼티 기능
Color Define the vertex color of the Sprite Shape geometry, which tints or recolors the Sprite Shape. Use the color picker to set the vertex. See the Color section below this table for examples.
Mask Interaction Set how the Sprite Renderer behaves when it interacts with a Sprite Mask . Refer to examples of the different options in the Mask Interaction section below.
없음 스프라이트 셰이프 렌더러가 씬의 스프라이트 마스크와 상호작용하지 않습니다. 기본 옵션입니다.
Visible Inside Mask 스프라이트 마스크가 오버레이하는 곳에 스프라이트 셰이프가 표시되고 밖에는 표시되지 않습니다.
Visible Outside Mask 스프라이트 셰이프가 스프라이트 마스크 외부에는 표시되지만, 내부에는 표시되지 않습니다. 스프라이트 마스크가 오버레이한 스프라이트 셰이프의 섹션을 숨깁니다.
Sorting Layer Set the Sorting Layer of the Sprite Shape geometry, which controls its priority during rendering. Select an existing Sorting Layer from the drop-down box, or create a new Sorting Layer.
Order In Layer Set the render priority of the Sprite Shape within its Sorting Layer. Lower numbered Sprite Shapes are rendered first, with higher numbered Sprite Shapes overlapping those below.

Color

The examples below show what happens when you change the RGB values on the Sprite Shape Renderer’s Color setting. To change a Sprite Shape’s opacity, change the value of the Alpha (A) channel, where lower values make the Sprite appear more transparent and higher values make the Sprite appear more opaque.

Left: The original Sprite. Right: The Sprite with its RGB colors set to red.
Left: The original Sprite. Right: The Sprite with its RGB colors set to red.

Fill Material and Edge Material

Use a Material’s Material and Shader settings to control how Unity renders Fill and Edge geometries. The default Material for a new Sprite Shape is ‘Sprites - Default’. Scene lighting does not affect this default Sprite Shape. To make the Sprite react to lighting, assign the Material ‘Default - Diffuse’ instead. To do this, select the small circle next to the Material field to bring up the Object Picker window, and select the ‘Default-Diffuse’ Material. Refer to Materials, Shaders & Textures for more information about these settings.

Mask Interaction

Mask Interaction controls how the Sprite Shape Renderer interacts with Sprite Masks. Select either Visible Inside Mask or Visible Outside Mask from the Mask Interaction drop-down menu. The examples below show the effect of either option:

Left: With Visible Inside Mask enabled. Right: With Visible Outside Mask enabled.
Left: With Visible Inside Mask enabled. Right: With Visible Outside Mask enabled.

SpriteShapeRenderer

Sprite Atlas V2
Create Tilemaps
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