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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_comp
    12 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 func
    8 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 shadows
    9 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 shadows
    11 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 performance
    2 KB (222 words) - 21:56, 17 January 2012

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