• Unity USES so called shadow maps to display shadows.

    Unity使用阴影贴图显示阴影

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  • Usually using spotlights with shadow maps are ideal for hairs.

    通常使用聚光灯,配合阴影贴图渲染头发。

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  • But when you use a shadow casting light (shadow maps, in this case), shadows look weird.

    但是阴影(阴影地图这种情况下),怪异影子

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  • The resolution (size) of the shadow maps. The larger the shadow maps, the better the shadow quality.

    阴影贴图分辨率(大小)。较大的阴影贴图,阴影质量更好

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  • Well as you will notice this Texture CD also includes a few extras such as shadow maps and dirt masks, so lets try putting these into use.

    好吧可能会注意到张材质光盘中包括一些附加的东西,比如阴影贴图污垢遮罩所以让我们试着它们应用进去

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  • If no cascaded shadow maps were used, the entire shadow distance (still 50 units in our case) must be covered by the shadow texture uniformly. Hard shadows would look like this with no cascades.

    如果使用阴影整个阴影距离(仍然50单位)内,阴影纹理均匀覆盖没有联,阴影看起来这样

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  • For Directional lights Unity can use so called Cascaded shadow Maps (alternatively called "Parallel Split shadow Maps") which give very good shadow quality, especially for long viewing distances.

    对于平行Unity可以使用级联阴影贴图(或成为平行分割阴影贴图)有好的阴影质量特别是远距离观看

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  • The shadow field for a light source, called a source radiance field (SRF), records radiance from an illuminant as cube maps at sampled points in its surrounding space.

    光源阴影字段称为辐射(SRF),记录光源辐射率作为立方体周围空间中的采样点处地图

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  • The shadow field for a light source, called a source radiance field (SRF), records radiance from an illuminant as cube maps at sampled points in its surrounding space.

    光源阴影字段称为辐射(SRF),记录光源辐射率作为立方体周围空间中的采样点处地图

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