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Lighting and Shadows
Fridolin Wild edited this page Jul 4, 2024
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There are two lights in the scene:
-
Directional Light
: This is the above the scene hovering light facing downwards -
UserTorchLight
: This is a directional light attached to the camera, so it always points where the user looks
Rendering time is reduced, if non-point lights are used, as only the set direction of the light needs to be evaluated.
The PlaneManager ARFoundationPlaneBehaviour.cs
has now a new shadow material, set to AdditionalDirectionalShadowReceiver
, which uses the shader graph for receiving shadows from the DevDunkStudio package.
Shadows are configured in both the directional light GameObject settings, settings shadows to hard
.
Additionally, the Universal Render Pipeline Asset
prefab has been configured to set the Max Distance
to 5, the smallest value that had a reasonable amount of shadows for the given lighting conditions, with shadow cascades activated.
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