Unity USES so called shadow maps to display shadows.
Unity使用阴影贴图来显示阴影。
Usually using spotlights with shadow maps are ideal for hairs.
通常使用聚光灯,配合阴影贴图来渲染头发。
But when you use a shadow casting light (shadow maps, in this case), shadows look weird.
但是当你用铸轻阴影(阴影地图,在这种情况下),怪异的影子。
The resolution (size) of the shadow maps. The larger the shadow maps, the better the shadow quality.
阴影贴图的分辨率(大小)。较大的阴影贴图,阴影质量更好。
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,你可能会注意到这张材质光盘中也包括了一些附加的东西,比如:阴影贴图和污垢的遮罩,所以让我们试着将它们应用进去。
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.
如果不使用级联阴影,整个阴影距离(仍然是50单位)内,阴影纹理均匀的覆盖。没有级联,硬阴影看起来像这样。
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.
对于平行光,Unity可以使用级联阴影贴图(或成为平行分割阴影贴图)有很好的阴影质量,特别是远距离观看。
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.
光源的阴影字段,称为源辐射场(SRF),记录从光源辐射率作为立方体在其周围的空间中的采样点处的地图。
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.
光源的阴影字段,称为源辐射场(SRF),记录从光源辐射率作为立方体在其周围的空间中的采样点处的地图。
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