7/8/2023 0 Comments Shadows and illuminations![]() This determines how dark the shadows are. Soft shadows also tend to reduce the “blocky” aliasing effect from the shadow map. Hard shadows are not particularly realistic compared to Soft Shadows but they involve less processing, and are acceptable for many purposes. The Hard Shadows setting produces shadows with a sharp edge. Use the Shadow Type property in the Inspector to enable and define shadows for an individual light. The depth map in this case is known as a Shadow Map (you may find the Wikipedia Page on shadow mapping useful for further information). A depth buffer system, as used by Scene Cameras, keeps track of the surfaces that are closest to the light surfaces in a direct line of sight receive illumination but all the others are in shadow. The light uses the same principle as a Camera to “render” the Scene internally from its point of view. ![]() In fact, this is exactly how Unity determines the positions of shadows from a light. The areas of the Scene that are in shadow are precisely those areas that the Camera can’t see. The shadows cast by the GameObject are simply the areas that are not illuminated because the light couldn’t reach them.Īnother way to look at this is to imagine a Camera at the same position as the light. Once a ray has hit a GameObject, it can’t travel any further to illuminate anything else (that is, it “bounces” off the first GameObject and doesn’t pass through). Light rays travel in straight lines from that source, and may eventually hit GameObjects in the Scene. Scene with GameObjects casting shadows How do Shadows work?Ĭonsider a simple Scene with a single light source. Shadows add a degree of depth and realism to a Scene, because they bring out the scale and position of GameObjects that can otherwise look flat. Unity’s lights can cast Shadows from a GameObject onto other parts of itself or onto other nearby GameObjects.
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