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[纹理/着色] Next-Gen Soft-Shadows 1.9.1阴影

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发表于 2023-10-31 14:21:47 | 显示全部楼层 |阅读模式

















Next generation soft shadows replacement for Unity built-in lights, featuring adaptive penumbra size and screen space raymatched shadows to skyrocket your scene quality to the next level!

The techniques
NGSS techniques unifies shadows across all Unity lights using a set of custom algorithms that produces random persistent stable kernels for all lights. It removes aliasing and banding on extremely tiny shadowmaps textures. It requires less sampling to smooth/AA out shadows while being faster than traditional brute-force algorithms. Plus, it works on any platforms where Unity support shadows.

Two variations at your disposal:
A custom NVIDIA PCSS & PCF filter. Both techniques automatically changes penumbra size based on distance between receiver/caster and light positions. Twekable using built-in Unity light properties.

Bonus: Screen space raymatched Shadows (Similar to Unreal Engine Contact Shadows). Works with Directional Shadows and add fine details to your scenes, helps with peter panning, light leaking and better self-shadowing.Been almost cheaply free (requires only screen depth buffer).

The package
Comes with few setup files and the installation is only 1-2 steps away. No need to do anything with your shaders or scripts, it will work with anything that uses Unity shadows. The shadow smoothness and type can be tweaked using Unity built-in lights properties.

Shadow Features:
- Contact Shadows (Screen Space Raymatched shadows)
- PCSS (area-like soft-shadows) and PCF (uniform soft-shadows) filtering for all lights
- VR support for all shadows
- Full Shadows on all platforms where Unity supports shadows
- Cascade Blending on Close and Stable Fit projections
- Inline sampling support. Avoids duplicating RenderTextures, uses built-in lights depthmaps
- Filter Quality Set: 16, 25, 32 and 64 samplers
- Fast Shadows. Using custom aggressive early bailing out algorithms. Soften shadows only in the penumbra area, skip fragments that are fully lit or fully occluded. Making NGSS one of the fastest real-time shadows solution on the market.

Supported platforms:
Not compatible with DX9 and GLES1/2!
Compatible with VR, DX11, DX12, PS4, XB1, SWITCH, GLES3.0, Metal, Vulkan or equivalent/new APIs/Platforms.
Requires a minimum of SM3.0 on supported APIs/platforms.

Supported Unity versions:
Unity 5.4 up to 2018 (Default Renderer) HD & LW pipeline support coming in v2.0.
Please email support if you need older versions than Unity 5.6.

Support:
- Stellar customer support. Custom inquiries and code modification for free. Most requests are answered almost instantly.
This shadow system works on any platform where Unity support dynamic shadows and is used by our current and future projects. It's an ongoing support process. You'll be getting updates and new features as we push them to our projects or any urgent hotfix requested by an user. Most of updates are weekly updates. Plus you'll have full source code access to our algorithms in case you need to extend it.
下一代软阴影替代Unity内置灯光,具有自适应半影大小和屏幕空间光线匹配的阴影,使您的场景质量提升到一个新的水平!

的技术
NGSS技术使用一组自定义算法统一所有Unity灯的阴影,为所有灯产生随机持久稳定的内核。它消除了极其微小的阴影贴图纹理上的混叠和条带。它需要更少的采样来平滑/AA阴影,同时比传统的暴力算法更快。此外,它可以在Unity支持阴影的任何平台上工作。

有两种变体供您选择:
一个自定义的NVIDIA PCSS和PCF滤波器。这两种技术都会根据接收器/施法者和光源位置之间的距离自动改变半影大小。可使用内置的Unity光属性进行调整。

奖励:屏幕空间光线匹配阴影(类似于虚幻引擎接触阴影)。工作与方向阴影和添加精细的细节,你的场景,帮助彼得平移,光泄漏和更好的自阴影。几乎是廉价免费的(只需要屏幕深度缓冲)。

这个包
配备了很少的安装文件,安装只有1-2步之遥。不需要对你的着色器或脚本做任何事情,它将与任何使用Unity阴影的东西一起工作。阴影平滑度和类型可以使用Unity内置的灯光属性进行调整。

影子特点:
-接触阴影(屏幕空间光线匹配阴影)
-对所有光线进行PCSS(类区域软阴影)和PCF(均匀软阴影)过滤
所有阴影的VR支持
-在Unity支持阴影的所有平台上的全阴影
-在接近和稳定的拟合投影上进行级联混合
-内联采样支持。避免重复渲染纹理,使用内置灯光深度贴图
-过滤器质量设置:16、25、32和64个采样器
-快速阴影。使用自定义的主动早期救助算法。仅在半影区域软化阴影,跳过完全照亮或完全遮挡的片段。使NGSS成为市场上最快的实时阴影解决方案之一。

支持平台:
不兼容DX9和GLES1/2!
兼容VR, DX11, DX12, PS4, XB1, SWITCH, GLES3.0, Metal, Vulkan或同等/新的api /平台。
在支持的api /平台上至少需要SM3.0。

支持的Unity版本:
Unity 5.4到2018(默认渲染器)HD和LW管道支持将在2.0版本中到来。
如果您需要比Unity 5.6更旧的版本,请发邮件支持。

支持:
-一流的客户支持。自定义查询和代码修改免费。大多数请求几乎立即得到答复。
这个阴影系统适用于Unity支持动态阴影的任何平台,并被我们当前和未来的项目使用。这是一个持续的支持过程。您将获得更新和新功能,因为我们将它们推送到我们的项目或用户要求的任何紧急热修复。大多数更新是每周更新。此外,如果你需要扩展它,你将拥有我们算法的完整源代码。




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