Here, visible distance is about 50 game units, so Shadow distance was set to 50 in Quality Settings.
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。
Quality Settings contains a setting called Shadow Distance - this is how far from the camera shadows are drawn.
质量设置包含设置阴影距离- 从相机到绘制的阴影有多远。
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.
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。
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.
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。
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;
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;
If this distance is large in comparison to the wavelength, this dam simply casts a shadow.
如果这个距离比波长大,那么这个水坝就会投下阴影。
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.
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。
How glad they both were when they caught sight of a tall rock in the distance, which cast a gloriously cool shadow.
当看到远处高大的岩石投下的巨大而凉爽的阴影时,她俩高兴极了。
Set the distance to0 so that the shadow is applied evenly around the edge of the circle.
设置影的距离为0,得到一个均匀环绕圆圈边缘的影。
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。
He points to my right where I can 22 make out a large, dark shadow in the distance.
他指向我的右方,在那边我能辨认出远方的一大片黑暗的阴影。
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。
Shadow softness fade based on the distance from the camera.
阴影柔化是根据到相机距离进行淡出的。
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。
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