<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>氛围 on PlumePHP</title><link>https://plumephp.com/tags/%E6%B0%9B%E5%9B%B4/</link><description>Recent content in 氛围 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Wed, 08 Apr 2026 19:40:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E6%B0%9B%E5%9B%B4/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot 2D 光照与 Shader：氛围、可读性和移动端预算</title><link>https://plumephp.com/godot-2d-lighting-shader-budget-2026/</link><pubDate>Wed, 08 Apr 2026 19:40:00 +0800</pubDate><guid>https://plumephp.com/godot-2d-lighting-shader-budget-2026/</guid><description>&lt;h2 id="2d-光照先服务可读性再服务氛围"&gt;2D 光照先服务可读性，再服务氛围&lt;/h2&gt;
&lt;p&gt;Godot 做 2D 游戏时，Light2D、CanvasItem Shader、法线贴图能很快提升画面氛围。火把照亮洞穴，角色经过水面产生波纹，技能区域有柔和边缘。这些效果很吸引人，但如果没有预算和规则，也会让画面变得难读、移动端发热、UI 和玩法提示被光效淹没。&lt;/p&gt;</description></item></channel></rss>