Adjust pixel light count in quality Settings. Essentially only the directional light should be per pixel, everything else - per vertex. Certainly this depends on the game.
在质量设置中调整像素灯光的数量。只有平行光应该是逐像素的,其他所有都应该是逐顶点的。当然,这取决于游戏。
Shadow Distance is extremely important for both quality and performance of directional light shadows.
对于平行光阴影的质量和性能,阴影的距离是非常重要的。
A combination of a strong directional light and a weaker ambient light gives a natural-looking appearance to your scene.
由强方向性光源和较弱的环境光源组合在一起可以为你的场景提供一种自然的感观。
Finally, the directional light gives each side a different color.
最后,定向光使每面都具有不同的颜色。
A directional light doesn't have a position, only a direction.
定向光没有位置,只有方向。
If the light is a Spot or a Directional light, this must be a 2d texture.
如果灯光是聚光灯或方向光,这必须是一个2d纹理。
Finally, in Forward rendering path, only the brightest directional light can cast shadows.
最后,在正向渲染路径,只有最亮的平行光可以投射阴影。
Shadow softness fade based on the distance from the camera. Directional light only.
阴影柔化是根据到相机距离进行淡出的。只用于方向光。
Base pass renders object with one per-pixel directional light and all SH lights.
基础通道用一个逐像素方向光和所有球面调和光渲染物体。
A very good example of directional light is sun light.
一个比较好的例子就是太阳光。
A very good example of directional light is sun light.
一个比较好的例子就是太阳光。
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