More info See in Glossary that the Light hits.įor more information on shadow mapping, see the Wikipedia Page on shadow mapping. A GameObject’s functionality is defined by the Components attached to it.
Unity populates the shadow map with information about how far rays from the Light travel before they hit a surface, and then samples the shadow map to calculate real-time shadows for GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary that the Camera cannot see are the same areas of the Scene that rays from the Light cannot reach therefore, they are in shadow. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. If you imagine a Camera at the same location as the Light, the areas of the Scene A Scene contains the environments and menus of your game. More info See in Glossary generates a depth texture. The output is either drawn to the screen or captured as a texture. A Light generates a shadow map in a similar way to how a Camera A component which creates an image of a particular viewpoint in your scene. Shadow maps are similar to depth textures. Shadow mapping uses textures called shadow maps. Unity uses a technique called shadow mapping to render real-time shadows.