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1、UnityManualAdvancedShadowsinUnityDirectionalShadow Directional Shadow Details 方向阴影细UnityManualAdvancedShadowsinUnityDirectionalShadow Directional Shadow Details 方向阴影细ThispageexplainsshadowsfromDirectionallightsindetail. Directionallightsaremostlyusedasakeylight-sunlightormoonlight-inaname.Viewingcan
2、behuge,llyandgames,andshadowsoftenrequiresometuningtogetthequalityvs.performancebalanceforyoursituation. 定向光源大多是用来作为主光源-阳光或月光-Letsstartoutgoodlookingshadowsetupfora让:Shadows here look pretty good! 阴影这里看来相当不错Here,visibledistanceisabout50gameunits,soShadowDistancewassetto50inQualitySettings.ShadowCasc
3、adeswassetto4ShadowResolutiontoHighandthelightusesSoftShadows. Chaptersbelowdissecteachaspectofdirectionallightshadows: HardversusSoftshadows ShadowCascadeShadowDistanceisImportant! Hard versus Soft shadows 硬阴影与HardversusSoftshadows ShadowCascadeShadowDistanceisImportant! Hard versus Soft shadows 硬阴
4、影与软阴Usingthesamelightsetup,ifweswitch ShadowTypetoHardShadows,thenthetransitionfromlitshadowedregionsishard-eithersomethingis100%inshadow,or100%lit.Hardshadowsarefasterrenderbutoftentheylooklessrealistic. Hardshadowswith distance of50 and four cascades. 50个硬4个级联距离ShadowCascadecount 阴影级联数ForDirection
5、allightsUnitycanusesocalledCascadedShadowMaps(alternativelycalledParallelShadowMaps)whichgiveverygoodshadowquality,llyforlongviewing.shadowsworkbydividingviewingoprogressivelyortionsandusingthesamesizeshadowoneach.Theresulttobjectsclosetotheviewergetmoreshadowmapnobjectsfar heimagesbelowwelluseHards
6、hadowsbecauseshadowpixelsareheimagesbelowwelluseHardshadowsbecauseshadowpixelsarebettervisiblethere. ,Ifnocascadedshadowmapswereused,theentireshadowdistance(still50unitsinourcase)mustbebytheshadowtextureuniformlyHardshadowswouldlooklikethiswithnocascades: 在Hardshadowswithdistanceof50andnocascades.50
7、距离的硬阴影而没有级联xelsoftheshadowtexturearethesamesizeeverywhere,andwhiletheylookgoodindistance,qualityisnots larupcloseTheshadowtexturecoverstheentireviewingareaandifvisualizeditwouldlook likethis: 阴影纹理像素的大小相同随处可见,而在距离里他们看起来良好,质量是没有星体的近距离。阴影纹With no cascades, shadow texture covers viewing area uniformly.
8、没With no cascades, shadow texture covers viewing area uniformly. 没有级联,阴影纹理平均Whentwoshadowcascadesareused,theentireshadowdistanceisoasmallerknearviewerandalargerkfaraway.HardshadowswouldlooklikethiswithtwoHardshadowswithdistanceof50andtwocascades.50的距离的硬阴影和两个级联Inexchangeforsomeperformancewegetbetters
9、hadowresolutionupclose. Withtwocascades,twoshadowtexturescoverWithtwocascades,twoshadowtexturescoverdifferentsizedportionsofviewing利用2 个级联,2 个阴影纹理覆盖不同大小视图区域的位Andfinallywhenfourshadowcascadesareused,theshadowdistanceisofourprogressivelyportions.Hardshadowswouldlooklikethiswithfour Hardshadowswithdist
10、anceof50andfourcascades.Hey,weveseenthis联50 距离的硬阴影和4 个With four cascades, four shadow textures cover different sized portions of viewing area. 利用4 个级联,四个阴ShadowDistanceisImportant! ShadowDistanceisextremelyimportantforbothqualityandperformanceWith four cascades, four shadow textures cover different
11、sized portions of viewing area. 利用4 个级联,四个阴ShadowDistanceisImportant! ShadowDistanceisextremelyimportantforbothqualityandperformanceofdirectionallightshadows.likeshadowcascadecount,shadowdistancecanbesetinQualitySettingsandallowsaneasywaytoshadowsdownonlessShadowsfadesituationsshadowsofshadowdistanc
12、e,andntobjectsarenotnsomehegamewouldnotbenoticeableanyway! Withnoshadowcascades,hardshadowsandshadowetto20unitsourshadowslookbelow.tshadowsdofadehedistance,thesametimeshadowqualityismuchitwaswithnocascadesandadistanceof50units. Hardshadowswithdistanceof20andnocascades.Hardshadowswithdistanceof20andn
13、ocascades.20Ifontheotherhandwesetshadowdistancetoohigh,shadowswontlookgoodatall.Settingdistancetohereonlydecreasesbothperformanceandqualityanddoesnotmakemuchsense-nohearenabout50meters Hardshadowswithdistanceof100andnocascades.Ouch! 100ShadowmapswithHardshadowswithdistanceof100andnocascades.Ouch! 100Shadowmapswithcascadesscalewithdistancemuchbetter.Forle,fourcascadesoftshadowscovering300unitsinfrontofthecameral
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