World Light Source
A world light is an infinitely remote light source casting orthographically projected beams onto the scene. The shadows cast by this light are parallel, which provides a realistic simulation of the sunlight.
World light shadows has an adaptive bias that is adjusted automatically on shadow maps applying: depending on the slope angle of the world light and its resolution, an offset of the depth value stored in the shadow map is calculated.
Adding World Light#
To add a world light to the scene via UnigineEditor, do the following:
- Run the project with UnigineEditor.
- On the Menu bar, click Create -> Light -> World.
- Place the world light somewhere in the world.
The physical position of the source is not important, only the direction matters, as it defines the shadow casting orientation. To change the light's direction use the rotation manipulator.
- Adjust the world light's settings.
World Light Settings#
The following set of options is available for the world light in the Node tab of the Parameters window. It includes both the common parameters and the parameters specific for the world light source. The specific ones are described below.
|Scattering||A lighting type:
|Shadows||Enables or disables the PSSM technique.|
|Resolution||Size of the shadow map that defines shadow quality.|
|Shadow Cascade Mode||Shadow cascade generation mode to be used (available for Static light mode only):
|Number of cascades||A number of cascades with different shadow maps. Each cascade requires a separate rendering pass. All the shadow maps have the same resolution (the Shadow resolution parameter value), but are applied to different cascades. Thus, close-range shadows are of higher quality and distant ones of lower. The minimum number of cascades is 1, the maximum is 4. Increasing the number of cascades enhances the rendered image quality. However, at that, performance efficiency drops.
To visualize the cascades, enable Helpers -> Shadow cascades.
|Cascade border||A multiplier for the distance to the border of the cascade in range [0;1]. The number of cascade borders depends on the number of cascades: