Unity使用阴影贴图来显示阴影。
通常使用聚光灯,配合阴影贴图来渲染头发。
Usually using spotlights with shadow maps are ideal for hairs.
阴影贴图的大小是如何计算的详情在阴影大小细节页面。
Details on how shadow map sizes are computed are in shadow size Details page.
用于比较灯光空间的像素位置与阴影贴图的值比较的偏移量。
Offset used when comparing the pixel position in light space with the value from the shadow map.
阴影贴图的分辨率(大小)。较大的阴影贴图,阴影质量更好。
The resolution (size) of the shadow maps. The larger the shadow maps, the better the shadow quality.
结果是物体接近观看者将比更远的物体获得更多的阴影贴图像素。
The result is that objects close to the viewer get more shadow map pixels than objects far away.
级联阴影通过分割可视区域逐步部分变大,并使用相同的大小,在每个阴影贴图。
Cascaded shadows work by dividing viewing area into progressively larger portions and using the same size shadow map on each.
阴影贴图和光线追踪看起来都很不错,而区域阴影看上去能被用于另一些场景中。
Shadow Map and Ray Traced both look brilliant, while the Area Shadows looks like it could use some work.
阴影贴图是基于纹理的方式,最简单的方法把它看作是“阴影纹理”,从灯光投射阴影到场景。
Shadow mapping is a texture based approach, it's easiest to think of it as "shadow textures" projecting out from lights onto the scene.
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。
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.
对于聚光灯和点光灯,阴影分辨率决定了阴影贴图大小。此外,对于在屏幕上覆盖小面积的灯,使用较小的阴影贴图分辨率。
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.
表面泛光灯——作为星球表面的照明光源,我使用普通的阴影贴图,这样由行星凹凸不平的表面导致的阴影就不会那么锐利。
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.
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。
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.
为了达到这一效果,我们使用了透明贴图和“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.
近似自阴影浮雕贴图。
削弱的深度贴图阴影文件证明如何只用一个深度贴图阴影方法来仿造一个看起来象光线追踪方法产生的柔和阴影。
The Attenuated Dmap shadow file demonstrates how to fake the look of a Raytraced soft shadow using only a depth map shadow.
该场景在双重光照贴图模式中烘焙和渲染:阴影距离以外的建筑物完全由光照贴图产生照明,而两个假人由实时灯光产生动态光照,但是不投射阴影;
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;
在这上面我增加了AO贴图以及一些区域我总会加上法线贴图的绿色通道并使用阴影增加一个特殊层。
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.
新建图层,将它变为剪贴图层,在角落画阴影增添图形的深度。
Step 17create new layer and convert it to Clipping Mask. Draw shadow on lower corner to add depth onto the shape.
新建图层,将它变为剪贴图层,在角落画阴影增添图形的深度。
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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