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Unity can calculate the UVs for baked lightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary when you import a model, or you can provide your own data.
This page contains the following information:
You can author your own lightmap UVs in the content creation software of your choice. Unity uses these UVs as input for its calculations.
Where you put this data depends on whether you are providing UVs for baked lightmaps, real-time lightmaps, or both:
Mesh.uv2 of your meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More infoMesh.uv2, and you want to provide different UVs as input for your real-time lightmaps, place the real-time lightmap UVs in Mesh.uv3, also called “UV2”.Mesh.uv2 or Mesh.uv3 for real-time lightmap UVs.A good UV set for lightmaps should adhere to the following rules:
You can tell Unity to automatically generate lightmap UVs for a Model, using the Model Import Settings.