Unity使用阴影贴图来显示阴影。
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.
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.
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.
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.
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.
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.
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.
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.
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