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.
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.
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;
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.
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