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  • The Mesh Renderer.

  • To render a mesh we need 2 components.

  • The Mesh Filter

  • and the Mesh Renderer.

  • When importing a mesh model

  • Unity will automatically create a

  • prefab asset that includes a mesh filter

  • component to hold the mesh data for the model

  • and a mesh renderer component

  • to render this mesh data in our scene.

  • The mesh renderer does not

  • render skinned meshes.

  • Skinned meshes are used for rendering characters.

  • Characters are animated using bones

  • and every bone effects part of the mesh.

  • If the model is skinned,

  • Unity will create a skinned mesh renderer

  • for the imported model instead.

  • Information on skinned mesh renderers

  • can be found in another lesson.

  • Each mesh asset needs it's own mesh filter

  • and mesh renderer.

  • If the model is made of several

  • separate meshes each will have it's own

  • prefab game object with it's own

  • mesh filter - mesh renderer pair.

  • The mesh filter holds the mesh data of the model

  • and passes it to the mesh renderer

  • for rendering on screen.

  • The mesh filter component

  • has only one property and this is

  • a reference to the mesh asset itself.

  • The mesh renderer takes the mesh model

  • data from the mesh filter and renders

  • it in our scene at the position,

  • rotation and scale defined by

  • the object's transform component.

  • The mesh renderer has properties that

  • define how the model will be rendered

  • or drawn in our scene.

  • These fall in to 3 broad categories.

  • Shadows, materials and light probes.

  • With shadows, if there is a shadow

  • casting light on the object we can

  • set whether the mesh renderer will

  • cast and or receive shadows.

  • Next there is a list of materials

  • to render the object with.

  • Unity needs at least one material assigned

  • to the mesh renderer to be able to draw

  • that object in our scene.

  • For more information on materials themselves

  • see the appropriate lesson.

  • Meshes imported in to Unity can

  • use multiple materials, if the mesh

  • model has been setup to do so

  • in the original modelling application.

  • The mesh renderer maintains a list

  • simply called Materials for all materials

  • used by the mesh model.

  • Often this list only contains one material.

  • This materials list should have one slot

  • in the list for each sub mesh

  • on the mesh model.

  • If any given slot has no material assigned

  • the associated mesh will show pink

  • indicating that the material is missing.

  • Lastly, there are light probes.

  • A mesh can be lit by light probes.

  • Light probes sample the lighting of a scene

  • at a point and cast that light on

  • on to the rendered mesh.

  • This is often used in conjunction

  • with light mapping.

  • Light probes light dynamic objects

  • such as characters that would not receive

  • baked lighting information from a light map.

  • To use light probes,

  • the Use Light Probes option must be enabled.

  • For more information on light probes,

  • including the Anchor Override property,

  • please see the appropriate lesson

  • and documentation link below.

The Mesh Renderer.

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B2 UK mesh renderer model filter skinned unity

Mesh Renderers and Filters - Unity Official Tutorials

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    朱瑛 posted on 2014/05/02
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