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Create the page "Shadows" on this wiki!
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- Works with lights in forward and deffered mode and with shadows / point / directional.8 KB (1,054 words) - 16:50, 15 February 2013
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- ...owCaster]] - Can handle transparency and takes it into account for casting shadows. ...ceiver]] - Can handle transparency and takes it into account for receiving shadows from both Spot/Point lights and Directional lights.12 KB (1,744 words) - 08:09, 26 March 2013
- ...n the third texture, and adds bumpmapping on top. In Unity 2.x it supports shadows as well.9 KB (918 words) - 21:56, 17 January 2012
- [[Category: Shadows]] [[Image:CharacterShadowShot.png|thumb|Character Shadows in action]]3 KB (510 words) - 20:44, 10 January 2012
- ...res with Blender to create lightmaps. Lightmaps are use to generate static shadows at e.g. terrains or buildings. Click Add -> Lamp -> Area to add an area light which is able to cast soft shadows.8 KB (1,344 words) - 19:26, 19 October 2009
- ...settings. This sets how dark the shadows are, as well as the color tint of shadows. Setting this first gives you the overall mood and contrast of the scene.3 KB (455 words) - 19:45, 3 September 2011
- ...t does cast shadows on any other objects though. If you want it to support shadows, replace "#pragma multi_compile_builtin_noshadows" with "#pragma multi_comp12 KB (1,480 words) - 21:56, 17 January 2012
- ... comes in diffuse / glossy with bumped and unbumped versions. They support shadows.2 KB (238 words) - 20:16, 19 October 2007
- ...ent program capable cards (Radeon 9500+, GeForce FX+, Intel 9xx). Supports shadows.4 KB (515 words) - 21:56, 17 January 2012
- ...th two exceptions: 1) If a pixel light casts upon it, then it can receive shadows. 2) It has proper culling, making it unsuitable for use with the Outline t ...the cubemap. It must be a pixel light, because only pixel lights can cast shadows.2 KB (325 words) - 21:56, 17 January 2012
- [[Category: Shadows]] ... basic shadows using shadow volume algorithm. Like all shadow volume based shadows, it's very fillrate hungry, and this script only implements very basic func8 KB (991 words) - 09:18, 6 February 2013
- ... maybe looks a little uglier because I never finished the aliasing on hard shadows!! // Calculate diffuse lighting and terrain shadows9 KB (981 words) - 20:52, 10 January 2012
- ...Choose a color for the ambient light which will affect the darkness of the shadows on any game object. * In case you have the pro version: Make the directional light drop shadows, this helps a lot [later on we will turn them off...].54 KB (8,866 words) - 23:14, 14 October 2012
- ... maybe looks a little uglier because I never finished the aliasing on hard shadows!! // Calculate diffuse lighting and terrain shadows11 KB (1,082 words) - 20:48, 10 January 2012
- ...ram capable cards (Radeon 9500+, GeForce FX+, Intel 9xx). Supports fog and shadows.6 KB (708 words) - 21:56, 17 January 2012
- ...ram capable cards (Radeon 9500+, GeForce FX+, Intel 9xx). Supports fog and shadows (Unity 2 version only).12 KB (1,255 words) - 21:56, 17 January 2012
- Works on shader model 3.0 capable cards. Supports fog and shadows.6 KB (807 words) - 21:56, 17 January 2012
- Works on shader model 3.0 capable cards. Supports fog and shadows.7 KB (870 words) - 21:56, 17 January 2012
- ...ram capable cards (Radeon 9500+, GeForce FX+, Intel 9xx). Supports fog and shadows.896 B (144 words) - 09:42, 21 July 2010
- ... lets you set or clear the 'static', 'active', 'cast shadows' and 'receive shadows' properties on all selected objects and their children.3 KB (296 words) - 20:52, 10 January 2012
- //if you're not planning on using shadows, remove "addshadow" for better performance2 KB (222 words) - 21:56, 17 January 2012