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.
由于周期性纹理的纹元是以周期为单位的纹理块,该文试图对周期性纹理图像进行方向滤波后找出纹理的周期,然后以周期尺度为采样块的大小和采样间距,进行纹理合成。
Because the texel of periodic texture is the patch with the textures period, here try to calculate the period by direction filter, and then synthesize the periodic texture by sampling with the period.
立方图每个面的宽度和高度,以像素为单位。纹理将在内部缩放,以适应这个尺寸,不需要手动缩放资源。
Width and Height in pixels across each individual Cubemap face. Textures will be internally scaled to fit this size, there is no need to manually scale the assets.
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