Version: Unity 6.1 Alpha (6000.1)
Language : English
Introduction to Shadow Cascades
Add ambient occlusion

Configure Shadow Cascades

When you configure Shadow Cascades in your Project, you can choose to use how many cascades there are. Unity calculates the positioning of the cascades within the CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
’s frustum.

The more cascades you use, the less your shadows are affected by perspective aliasing. Increasing the number increases the rendering overhead. However, this overhead is still less than it would be if you were to use a high resolution map across the whole shadow.

Shadow with four cascades
Shadow with four cascades

In the Built-in Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
, configure Shadow Cascades per quality level property in your Project’s Quality Settings.

In the Universal Render Pipeline (URP), configure Shadow Cascades in the Universal Render Pipeline Asset.

In the High Definition Render Pipeline (HDRP), configure Shadow Cascades for each Volume.

Introduction to Shadow Cascades
Add ambient occlusion
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961