• Unity使用阴影贴图显示阴影

    Unity USES so called shadow maps to display shadows.

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  • 通常使用聚光灯,配合阴影贴图渲染头发

    Usually using spotlights with shadow maps are ideal for hairs.

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  • 阴影贴图大小如何计算详情阴影大小细节页面

    Details on how shadow map sizes are computed are in shadow size Details page.

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  • 用于比较灯光空间像素位置阴影贴图比较的偏移量

    Offset used when comparing the pixel position in light space with the value from the shadow map.

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  • 阴影贴图分辨率(大小)。较大阴影贴图阴影质量更好

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

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  • 结果物体接近观看者将更远的物体获得更多阴影贴图像素

    The result is that objects close to the viewer get more shadow map pixels than objects far away.

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  • 级联阴影通过分割可视区域逐步部分变大使用相同大小每个阴影贴图

    Cascaded shadows work by dividing viewing area into progressively larger portions and using the same size shadow map on each.

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  • 阴影贴图光线追踪看起来很不错区域阴影看上去用于一些场景中。

    Shadow Map and Ray Traced both look brilliant, while the Area Shadows looks like it could use some work.

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  • 阴影贴图基于纹理方式简单的方法看作是“阴影纹理”,灯光投射阴影场景

    Shadow mapping is a texture based approach, it's easiest to think of it as "shadow textures" projecting out from lights onto the scene.

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  • 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

    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.

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  • 对于聚光灯阴影分辨率决定了阴影贴图大小此外,对于屏幕上覆盖面积的灯,使用较小阴影贴图分辨率

    For Spot and Point lights, shadow resolution determines shadow map size. Additionally, for lights that cover small area on the screen, smaller shadow map resolutions are used.

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  • 表面泛光灯——作为星球表面的照明光源,使用普通阴影贴图这样行星凹凸不平表面导致的阴影不会那么锐利

    Surface omni - as this source illuminates the surface we put a usual shadow map in Shadows bookmark, so as the shadow from the bump on those planet areas where it will take place is not so sharp.

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  • 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

    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.

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  • 为了达到效果,我们使用透明贴图影响阴影”。

    This we solved by using an opacity map together with affect shadows, which brought along a massive amount of render time.

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  • 近似阴影浮雕贴图

    Approximate self Shadowed Relief Mapping.

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  • 削弱深度贴图阴影文件证明如何只用一个深度贴图阴影方法仿造一个看起来光线追踪方法产生柔和阴影

    The Attenuated Dmap shadow file demonstrates how to fake the look of a Raytraced soft shadow using only a depth map shadow.

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  • 场景双重光照贴图模式中烘焙渲染阴影距离以外的建筑物完全光照贴图产生照明,两个假人由实时灯光产生动态光照,但是投射阴影

    The scene is baked and rendered in dual lightmaps mode: behind the shadow distance buildings are fully lit only by lightmaps, while the two dummies are dynamically lit but don't cast shadows anymore;

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  • 上面增加了AO贴图以及一些区域我总会加上法线贴图绿色通道使用阴影增加一个特殊

    On top of this Iadd the AO map and on some areas I'll also add the green channel of the normal map to add an extra layer of shading.

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  • 新建图层变为角落阴影增添图形深度

    Step 17create new layer and convert it to Clipping Mask. Draw shadow on lower corner to add depth onto the shape.

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  • 新建图层变为角落阴影增添图形深度

    Step 17create new layer and convert it to Clipping Mask. Draw shadow on lower corner to add depth onto the shape.

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