粒子的体积阴影用于绘制动画粒子效果,如烟雾、蒸汽和灰尘,以及动态光源的体积阴影。体积阴影提供了增强真实感的重要视觉线索。为了实现高性能、灵活性和高质量,使用了传统切片技术的现代方法。

在绘制粒子之前,先建立一个体积阴影贴图。使用多个渲染目标从灯光的视点绘制一次或两次粒子。对于6和12切片,粒子被绘制一次。对于24个切片,粒子被绘制一次。阴影贴图用于绘制场景中带有体积阴影的粒子和曲面。

版本:Volumetric Shadows for Particles v1.5

主要特点:
-在6、12和24个切片之间选择

-选择正交平行光或透视聚光灯

-控制粒子效果的体积阴影的外观和质量

-支持软颗粒

-支持发射效果,如火焰

-包括带有法线贴图的自定义表面着色

-支持Unity阴影表面的软阴影和硬阴影

-包括在粒子上投射固体表面阴影的解决方案

-与Windows和Mac操作系统兼容并经过测试

-兼容Direct3D (9及以上版本)和OpenGL (2.1及以上版本)

至少需要着色器模型3.0

不建议大多数移动设备使用。

Volumetric Shadows for Particles is used to draw animated particle effects like smoke, steam, and dust with volumetric shadows for a dynamic light source. Volumetric shadows provide important visual cues that enhance realism. A modern approach to the conventional slice-based technique is used in order to achieve high performance, flexibility, and quality.

Before the particles are drawn, a volumetric shadow map is built. The particles are drawn once or twice from the view point of the light using multiple render targets. For 6 and 12 slices, the particles are drawn once. For 24 slices, the particles are drawn one addition time. The shadow map is used to draw the particles and surfaces in the scene with volumetric shadows.

Key Features:
-Choose between 6, 12, and 24 slices

-Choose between an orthographic directional light or a perspective spotlight

-Control the appearance and quality of volumetric shadows for particle effects

-Supports soft particles

-Supports emissive effects like fire

-Includes custom surface shading with normal mapping

-Supports Unity’s soft and hard shadows for shadowing surfaces

-Includes a solution for casting solid surface shadows on particles

-Compatible with and tested on Windows and Mac operating systems

-Compatible with Direct3D (9 and above) and OpenGL (2.1 and above)

Requires at least Shader Model 3.0

Not recommended for most mobile devices.

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