• Unity使用阴影贴图显示阴影

    Unity USES so called shadow maps to display shadows.

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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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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.

    youdao

  • 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.

    youdao

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