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Update lights_and_shadows.rst

corrigentia 6 years ago
parent
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8987f383e8
1 changed files with 16 additions and 16 deletions
  1. 16 16
      tutorials/3d/lights_and_shadows.rst

+ 16 - 16
tutorials/3d/lights_and_shadows.rst

@@ -6,7 +6,7 @@ Lights and shadows
 Introduction
 Introduction
 ------------
 ------------
 
 
-Lights emit light that mixes with the materials and produces a visible
+Light sources emit light that mixes with the materials and produces a visible
 result. Light can come from several types of sources in a scene:
 result. Light can come from several types of sources in a scene:
 
 
 -  From the Material itself in the form of the emission color (though
 -  From the Material itself in the form of the emission color (though
@@ -51,7 +51,7 @@ There is a list of generic shadow parameters, each also has a specific function:
 -  **Contact**: Performs a short screen-space raycast to reduce the gap generated by the bias.
 -  **Contact**: Performs a short screen-space raycast to reduce the gap generated by the bias.
 -  **Reverse Cull Faces**: Some scenes work better when shadow mapping is rendered with face-culling inverted.
 -  **Reverse Cull Faces**: Some scenes work better when shadow mapping is rendered with face-culling inverted.
 
 
-Below is an image of how tweaking bias looks like. Default values work for most
+Below is an image of what tweaking bias looks like. Default values work for most
 cases, but in general it depends on the size and complexity of geometry.
 cases, but in general it depends on the size and complexity of geometry.
 
 
 .. image:: img/shadow_bias.png
 .. image:: img/shadow_bias.png
@@ -77,8 +77,8 @@ does not affect the lighting at all and can be anywhere.
 
 
 .. image:: img/light_directional.png
 .. image:: img/light_directional.png
 
 
-Every face whose front-side is hit by the light rays is lit while the others stay dark. Most light types
-have specific parameters, but directional lights are pretty simple in nature so they don't.
+Every face whose front-side is hit by the light rays is lit, while the others stay dark. Most light types
+have specific parameters, but directional lights are pretty simple in nature, so they don't.
 
 
 Directional shadow mapping
 Directional shadow mapping
 ^^^^^^^^^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^^^^^^^^^
@@ -112,7 +112,7 @@ Always make sure to set a shadow *Max Distance* according to what the scene need
 A lower maximum distance will result in better-looking shadows.
 A lower maximum distance will result in better-looking shadows.
 
 
 Sometimes, the transition between a split and the next can look bad. To fix this,
 Sometimes, the transition between a split and the next can look bad. To fix this,
-the **"Blend Splits"** option can be turned on which sacrifices detail in exchange
+the **"Blend Splits"** option can be turned on, which sacrifices detail in exchange
 for smoother transitions:
 for smoother transitions:
 
 
 .. image:: img/blend_splits.png
 .. image:: img/blend_splits.png
@@ -137,7 +137,7 @@ Shadowmap size for directional lights can be changed in Project Settings -> Rend
 
 
 .. image:: img/project_setting_shadow.png
 .. image:: img/project_setting_shadow.png
 
 
-Increasing it can solve bias problems but reduce performance. Shadow mapping is an art of tweaking.
+Increasing it can solve bias problems, but decrease performance. Shadow mapping is an art of tweaking.
 
 
 Omni light
 Omni light
 ~~~~~~~~~~
 ~~~~~~~~~~
@@ -147,7 +147,7 @@ radius.
 
 
 .. image:: img/light_omni.png
 .. image:: img/light_omni.png
 
 
-In real life, light attenuation is an inverse function which means omni lights don't have a radius.
+In real life, light attenuation is an inverse function, which means omni lights don't have a radius.
 This is a problem because it means computing several omni lights would become demanding.
 This is a problem because it means computing several omni lights would become demanding.
 
 
 To solve this, a *Range* is introduced together with an attenuation function.
 To solve this, a *Range* is introduced together with an attenuation function.
@@ -166,8 +166,8 @@ Omni light shadow mapping is relatively straightforward. The main issue that nee
 considered is the algorithm used to render it.
 considered is the algorithm used to render it.
 
 
 Omni Shadows can be rendered as either **"Dual Paraboloid" or "Cube Mapped"**.
 Omni Shadows can be rendered as either **"Dual Paraboloid" or "Cube Mapped"**.
-The former renders quickly but can cause deformations
-while the later is more correct but more costly.
+The former renders quickly, but can cause deformations,
+while the later is more correct, but costlier.
 
 
 .. image:: img/shadow_omni_dp_cm.png
 .. image:: img/shadow_omni_dp_cm.png
 
 
@@ -199,16 +199,16 @@ stop functioning for spots, and you should consider using an Omni light instead.
 Shadow atlas
 Shadow atlas
 ~~~~~~~~~~~~
 ~~~~~~~~~~~~
 
 
-Unlike Directional lights which have their own shadow texture, Omni and Spot lights are assigned to slots of a shadow atlas.
+Unlike Directional lights, which have their own shadow texture, Omni and Spot lights are assigned to slots of a shadow atlas.
 This atlas can be configured in Project Settings -> Rendering -> Quality -> Shadow Atlas.
 This atlas can be configured in Project Settings -> Rendering -> Quality -> Shadow Atlas.
 
 
 .. image:: img/shadow_atlas.png
 .. image:: img/shadow_atlas.png
 
 
-The resolution applies to the whole Shadow Atlas. This atlas is divided in four quadrants:
+The resolution applies to the whole Shadow Atlas. This atlas is divided into four quadrants:
 
 
 .. image:: img/shadow_quadrants.png
 .. image:: img/shadow_quadrants.png
 
 
-Each quadrant can be subdivided to allocate any number of shadow maps. The following is the default subdivision:
+Each quadrant can be subdivided to allocate any number of shadow maps; the following is the default subdivision:
 
 
 .. image:: img/shadow_quadrants2.png
 .. image:: img/shadow_quadrants2.png
 
 
@@ -217,16 +217,16 @@ represents a light the size of the screen (or bigger).
 Subdivisions (smaller maps) represent shadows for lights that are further away
 Subdivisions (smaller maps) represent shadows for lights that are further away
 from view and proportionally smaller.
 from view and proportionally smaller.
 
 
-Every frame, the following logic is done for all lights:
+Every frame, the following procedure is performed for all lights:
 
 
 1. Check if the light is on a slot of the right size. If not, re-render it and move it to a larger/smaller slot.
 1. Check if the light is on a slot of the right size. If not, re-render it and move it to a larger/smaller slot.
 2. Check if any object affecting the shadow map has changed. If it did, re-render the light.
 2. Check if any object affecting the shadow map has changed. If it did, re-render the light.
 3. If neither of the above has happened, nothing is done, and the shadow is left untouched.
 3. If neither of the above has happened, nothing is done, and the shadow is left untouched.
 
 
-If the slots in a quadrant are full, lights are pushed back to smaller slots depending on size and distance.
+If the slots in a quadrant are full, lights are pushed back to smaller slots, depending on size and distance.
 
 
-This allocation strategy works for most games, but you may want to use a separate one in some cases (as example, a top-down game where
-all lights are around the same size and quadrants may have all the same subdivision).
+This allocation strategy works for most games, but you may want to use a separate one in some cases (for example, a top-down game where
+all lights are around the same size and quadrants may all have the same subdivision).
 
 
 Shadow filter quality
 Shadow filter quality
 ~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~