ChatGPT4 에게 물어보았다.
먼저 cascade의 사전적 의미 : 폭포
HDRP에 해당하는 것이 아니라 URP에 해당하는 개념이다.
In Unity’s Universal Render Pipeline (URP), shadows play a crucial role in adding depth and realism to a scene. Let’s delve into the specifics of shadow atlases and cascade shadows:
- Shadow Atlases:
- URP uses shadow atlases to manage real-time shadows.
- There are two types of shadow atlases:
- Common shadow map atlas: Used for all punctual light shadows (e.g., Spot Lights and Point Lights).
- Directional Light shadow map atlas: Specifically for Directional Lights.
- You can set the size of these atlases in your Unity Project’s Universal Render Pipeline Asset.
- The atlas size determines the maximum resolution of shadows in your scene.
- For instance, an atlas of size 1024x1024 can accommodate:
- Four shadow maps of 512x512 pixels.
- Sixteen shadow maps of 256x256 pixels.
- Cascade Shadows:
- When using cascade shadows, Unity divides the frustum area into zones based on distance from the Camera.
- The near zone uses a separate shadow map at a reduced size (but with the same resolution).
- These staged reductions in shadow map size are known as cascaded shadow maps (sometimes called Parallel Split Shadow Maps).
Remember that controlling shadow resolution and atlas size allows you to manage video memory allocation effectively. If you want to ensure a specific shadow map resolution for a punctual light in your project, consider the number of shadow maps needed in the scene and select an appropriately sized shadow atlas1234.
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