Version: 5.6

설명

Deferred shading G-buffer #4 (typically occlusion mask for static lights if any).

Built-in deferred shaders put baked direct light occlusion into RGBA channels of this texture on platform that support at least 8 render targets.

See Also: CommandBuffer.

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