A good example of whenDistance Shadowmaskmode might be useful is if you are building an open world Scene with shadows up to the horizon, and complex static Meshes casting real-time shadows on moving characters. Shadows (sombras) The following table shows how static and dynamic GameObjects cast...
V6 yes. but I'm not using any instances in this scene. Probably should come to think of it. Maybe it's the displacements and not the distance shader that is causing the differences between the IR and PV. I'll download v7 and give it a go. I'm assuming its easy to revert back to...
and if the client defaults its viewing_range to 0 it would set it to the server's (max_block_send_distance- 1) * 16. (the -1 so there's some extra buffer of blocks at the horizon that could be preloaded.
A good example of whenDistance Shadowmaskmode might be useful is if you are building an open world Scene with shadows up to the horizon, and complex static Meshes casting real-time shadows on moving characters. Shadows The following table shows how static and dynamic GameObjects cast and receiv...
A good example of when Distance Shadowmask mode might be useful is if you are building an open world Scene with shadows up to the horizon, and complex static Meshes casting real-time shadows on moving characters.Shadows (sombras)The following table shows how static and dynamic GameObjects cast...
A good example of when Distance Shadowmask mode might be useful is if you are building an open world Scene with shadows up to the horizon, and complex static Meshes casting real-time shadows on moving characters.Shadows (sombras)The following table shows how static and dynamic GameObjects cast...
A good example of when Distance Shadowmask mode might be useful is if you are building an open world Scene with shadows up to the horizon, and complex static Meshes casting real-time shadows on moving characters.Shadows (sombras)The following table shows how static and dynamic GameObjects cast...
A good example of whenDistance Shadowmaskmode might be useful is if you are building an open world Scene with shadows up to the horizon, and complex static Meshes casting real-time shadows on moving characters. Shadows (sombras) The following table shows how static and dynamic GameObjects cast...