More info See in Glossary meshes or even primitives to cast shadows. If rendering real-time shadows for complex geometry is prohibitively expensive, consider using low LOD The Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. Soft shadows have a greater rendering overhead than hard shadows, but this only affects the GPU and does not cause much extra CPU work. ![]() More info See in Glossary that might cast shadows must first be rendered into the shadow map and then that map will be used to render objects that might receive shadows. A GameObject’s functionality is defined by the Components attached to it. ![]() Real-time shadows have quite a high rendering overhead any GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
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