质量设置包含设置阴影距离- 从相机到绘制的阴影有多远。
Quality Settings contains a setting called Shadow Distance - this is how far from the camera shadows are drawn.
在这里,可视距离大约是50游戏单位,阴影距离可以在质量设置中设置。
Here, visible distance is about 50 game units, so Shadow distance was set to 50 in Quality Settings.
设置为仅实时的灯光永远不会被烘培。近端光照图作用于质量设置中的相对摄像机最小阴影距离范围内。
Realtime Only lights are never baked. The Near lightmap set is used within the distance from the camera smaller than the Shadow distance quality setting.
如果不使用级联阴影,整个阴影距离(仍然是50单位)内,阴影纹理均匀的覆盖。没有级联,硬阴影看起来像这样。
If no cascaded shadow maps were used, the entire shadow distance (still 50 units in our case) must be covered by the shadow texture uniformly. Hard shadows would look like this with no cascades.
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;
如果这个距离比波长大,那么这个水坝就会投下阴影。
If this distance is large in comparison to the wavelength, this dam simply casts a shadow.
阴影为柔光模式,100%透明度,5px的距离和的大小。
Drop Shadow with Soft Light blend mode, 100% opacity, 5px Distance and Size.
因为有距离较近的行星围绕白矮星运转时,白矮星上就会有行星的阴影,这个阴影即使是一米望远镜也能观察得到。
Because a planet that close to its star would dim the dwarf's light as it passes. The dimming could be detected by even a puny one-meter telescope.
阴影深度取决于光照方向和强度,以及物体和投影面的距离。
The qualities of a shadow depend on the light direction and intensity, as well as the distance between the object and the surface where the shadow is cast.
对于平行光阴影的质量和性能,阴影的距离是非常重要的。
Shadow Distance is extremely important for both quality and performance of directional light shadows.
观看距离可以是巨大的,尤其是在第一和第三人称游戏,阴影往往需要一些调整,以获得最佳的品质与性能,根据具体情况来权衡。
Viewing distances can be huge, especially in first and third person games, and shadows often require some tuning to get the best quality vs. performance balance for your situation.
阴影:只需改变的距离为0。
距离开幕式只有13天,一系列的危机事件却让这场盛事蒙上阴影。
But with just 13 days to go, a series of crises is threatening to overshadow the Games.
阴影柔化是根据到相机距离进行淡出的。只用于方向光。
Shadow softness fade based on the distance from the camera. Directional light only.
创建一个新层。画布中心画一个黑圆。设置一下内阴影,不透明度100%,距离3,大小10;外发光。,不透明度40%,扩展5%,大小29。
Create a new layer. Draw a black canvas center circle. Set Inner Shadow, Opacity 100%, Distance 3, Size 10; Outer Glow., Opacity 40%, Spread 5%, Size 29.
阴影纹理的像素距离内各个地方都是同样大小,质量也不是越近物体就越高。
The pixels of the shadow texture are the same size everywhere, and while they look good in distance, the quality is not stellar up close.
阴影柔化是根据到相机距离进行淡出的。
结果漂亮的描述了当月亮通过地球阴影时,月地距离和本影截面积的相对大小关系。
The result nicely illustrates the relative size of the umbra's cross section at the distance of the Moon, as well as the Moon's path through the Earth's shadow.
结果表明对于比较明亮且无阴影的图片仅应用灰度范围就能够保证喷雾锥角的测量误差在5%以内,贯穿距离的测量误差在1%以内;
The results show that bright images used in gray scope can assure the measuring error scope within 5% of spray cone angle and the measuring error scope within 1% of penetration distance.
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.
你将从该热和眩光的一大、露天广场为一个冷静、深岩洞,扩大的眼睛可以看到,失去本身在阴影笼罩距离。
You pass from the heat and glare of a big, open square into a cool, dark cavern which extends as far as the eye can see, losing itself in the shadowy distance.
你将从该热和眩光的一大、露天广场为一个冷静、深岩洞,扩大的眼睛可以看到,失去本身在阴影笼罩距离。
You pass from the heat and glare of a big, open square into a cool, dark cavern which extends as far as the eye can see, losing itself in the shadowy distance.
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