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@@ -160,12 +160,12 @@ at the cost of decreased performance.
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all" settings. To achieve the best visuals, you may need to use different
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shadow bias values on a per-light basis.
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-**Note on Appearance Changes**: When enabling shadows on a light, be aware that the light's
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-appearance might change compared to when it's rendered without shadows in the compatibility
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-renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass
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-rendering approach so lights with shadows are rendered in sRGB space instead of linear space.
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-This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar
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-appearance to an unshadowed light, you may need to adjust the light's energy setting.
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+**Note on Appearance Changes**: When enabling shadows on a light, be aware that the light's
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+appearance might change compared to when it's rendered without shadows in the compatibility
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+renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass
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+rendering approach so lights with shadows are rendered in sRGB space instead of linear space.
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+This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar
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+appearance to an unshadowed light, you may need to adjust the light's energy setting.
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Directional light
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@@ -208,10 +208,10 @@ receive low-resolution shadows that may appear blocky.
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To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used.
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This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map.
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This allows small areas close to the viewer to have the same shadow resolution
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-as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
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-default shadow mode is PSSM with 4 splits. In scenarios where an object is large
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-enough to appear in all four splits, it results in increased draw calls. Specifically,
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-such an object will be rendered five times in total: once for each of the four shadow
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+as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
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+default shadow mode is PSSM with 4 splits. In scenarios where an object is large
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+enough to appear in all four splits, it results in increased draw calls. Specifically,
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+such an object will be rendered five times in total: once for each of the four shadow
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splits and once for the final scene rendering. This can impact performance, understanding
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this behavior is important for optimizing your scene and managing performance expectations.
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@@ -535,7 +535,7 @@ not use mipmaps, which makes them faster to render. However, projectors will
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look grainy at distance. **Nearest/Linear Mipmaps** will look smoother at a
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distance, but projectors will look blurry when viewed from oblique angles. This
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can be resolved by using **Nearest/Linear Mipmaps Anisotropic**, which is the
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-highest-quality mode but also the most expensive.
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+highest-quality mode, but also the most expensive.
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If your project has a pixel art style, consider setting the filter to one of the
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**Nearest** values so that projectors use nearest-neighbor filtering. Otherwise,
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