• 质量设置包含设置阴影距离-相机绘制阴影远。

    Quality Settings contains a setting called Shadow Distance - this is how far from the camera shadows are drawn.

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  • 在这里可视距离大约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.

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  • 设置实时灯光永远不会被烘培。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

    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.

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  • 如果使用阴影整个阴影距离(仍然50单位)内,阴影纹理均匀覆盖没有联,阴影看起来这样

    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.

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  • 场景双重光照贴图模式中烘焙渲染阴影距离以外的建筑物完全光照贴图产生照明,两个假人由实时灯光产生动态光照,但是投射阴影

    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;

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  • 如果这个距离比波长,那么这个水坝就会阴影

    If this distance is large in comparison to the wavelength, this dam simply casts a shadow.

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  • 阴影柔光模式,100%透明度5px距离大小

    Drop Shadow with Soft Light blend mode, 100% opacity, 5px Distance and Size.

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  • 因为距离行星围绕白矮星运转时,白矮星上会有行星的阴影这个阴影即使一米望远镜观察得到

    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.

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  • 阴影深度取决于光照方向强度以及物体投影面的距离

    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.

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  • 对于平行阴影质量性能阴影距离非常重要的。

    Shadow Distance is extremely important for both quality and performance of directional light shadows.

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  • 观看距离可以巨大的尤其是第一第三称游戏阴影往往需要一些调整获得最佳品质性能,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.

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  • 阴影只需改变距离0。

    Drop Shadow: Just change the Distance to 0.

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  • 距离开幕式只有13一系列危机事件这场盛事蒙上阴影

    But with just 13 days to go, a series of crises is threatening to overshadow the Games.

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  • 阴影柔化是根据相机距离进行淡出的。用于方向

    Shadow softness fade based on the distance from the camera. Directional light only.

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  • 创建画布中心一个设置一下内阴影,不透明度100%,距离3大小10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.

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  • 阴影纹理像素距离各个地方都同样大小质量不是物体就越高。

    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.

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  • 阴影柔化是根据相机距离进行淡出的。

    Shadow softness fade based on the distance from the camera.

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  • 结果漂亮描述了当月亮通过地球阴影时,月距离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.

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  • 结果表明对于比较明亮且阴影图片应用灰度范围就能够保证喷雾测量误差在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.

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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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  • 热和眩光露天广场一个冷静岩洞,扩大眼睛可以看到失去本身阴影笼罩距离

    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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  • 热和眩光露天广场一个冷静岩洞,扩大眼睛可以看到失去本身阴影笼罩距离

    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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