Only opaque objects cast and receive shadows.
只有不透明物体投射和接收阴影。
Next, only opaque objects cast and receive shadows;
其次,只有不透明的物体投射和接受阴影;
Vertex-lit materials won't receive shadows (but do cast shadows).
顶点光照材质不接收阴影(但能投射阴影)。
Objects using VertexLit shades do not receive shadows but are able to cast them.
使用顶点光照着色器的物体不接受阴影,但可以投射阴影。
Objects using VertexLit shaders do not receive shadows either (but can cast shadows just fine).
物体使用VertexLit着色器不接受阴影,但能投射阴影。
Transparent objects don't cast or receive shadows. Transparent Cutout objects do cast and receive shadows.
透明物体不投射或接收阴影。透明抠图物体能投射和接收阴影。
If you look at the example below you can see that I've had to recreate the CPU, the desk, the wall and the cup to receive shadows from my car.
从下图中可以看出我创建了主机、桌子、墙壁和杯子来接收小车产生的阴影。
First, the Renderer has to have Receive shadows on to have shadows on itself; and cast shadows on to cast shadows on other objects (both are on by default).
首先,渲染自身具有阴影属性来接收阴影,并投射阴影到其他物体(这两者是默认的)。
Assuming your lights are set up correctly your shadows should work without much alteration, we simply have to place proxy objects in our scene to receive the shadows.
为保证灯的位置正确设置,阴影不应有太大的改动,我们必须在场景中创建虚拟物体来接受阴影。
For that, I go to the Object Properties and uncheck Both Receive and Cast shadows.
为此,我去对象属性,并取消勾选都接收和蒙上阴影。
Any given region is therefore more likely to receive at least some direct lighting, causing the softer shadows.
因此,任何地区更容易接受至少一些直接照明,导致软阴影。
Any given region is therefore more likely to receive at least some direct lighting, causing the softer shadows.
因此,任何地区更容易接受至少一些直接照明,导致软阴影。
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