@@ -160,12 +160,12 @@ at the cost of decreased performance.
160160 all" settings. To achieve the best visuals, you may need to use different
161161 shadow bias values on a per-light basis.
162162
163- **Note on Appearance Changes **: When enabling shadows on a light, be aware that the light's
164- appearance might change compared to when it's rendered without shadows in the compatibility
165- renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass
166- rendering approach so lights with shadows are rendered in sRGB space instead of linear space.
167- This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar
168- appearance to an unshadowed light, you may need to adjust the light's energy setting.
163+ **Note on Appearance Changes **: When enabling shadows on a light, be aware that the light's
164+ appearance might change compared to when it's rendered without shadows in the compatibility
165+ renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass
166+ rendering approach so lights with shadows are rendered in sRGB space instead of linear space.
167+ This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar
168+ appearance to an unshadowed light, you may need to adjust the light's energy setting.
169169
170170Directional light
171171-----------------
@@ -208,10 +208,10 @@ receive low-resolution shadows that may appear blocky.
208208To fix this, a technique named *Parallel Split Shadow Maps * (PSSM) is used.
209209This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map.
210210This allows small areas close to the viewer to have the same shadow resolution
211- as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
212- default shadow mode is PSSM with 4 splits. In scenarios where an object is large
213- enough to appear in all four splits, it results in increased draw calls. Specifically,
214- such an object will be rendered five times in total: once for each of the four shadow
211+ as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
212+ default shadow mode is PSSM with 4 splits. In scenarios where an object is large
213+ enough to appear in all four splits, it results in increased draw calls. Specifically,
214+ such an object will be rendered five times in total: once for each of the four shadow
215215splits and once for the final scene rendering. This can impact performance, understanding
216216this behavior is important for optimizing your scene and managing performance expectations.
217217
@@ -535,7 +535,7 @@ not use mipmaps, which makes them faster to render. However, projectors will
535535look grainy at distance. **Nearest/Linear Mipmaps ** will look smoother at a
536536distance, but projectors will look blurry when viewed from oblique angles. This
537537can be resolved by using **Nearest/Linear Mipmaps Anisotropic **, which is the
538- highest-quality mode but also the most expensive.
538+ highest-quality mode, but also the most expensive.
539539
540540If your project has a pixel art style, consider setting the filter to one of the
541541**Nearest ** values so that projectors use nearest-neighbor filtering. Otherwise,
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