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	<title>Comments on: Terrain lighting &amp; shadows, and the road towards it</title>
	<atom:link href="http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/feed/" rel="self" type="application/rss+xml" />
	<link>http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/</link>
	<description>A glimpse inside Unity Technologies...</description>
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		<title>By: Aras Pranckevičius</title>
		<link>http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/#comment-800</link>
		<dc:creator>Aras Pranckevičius</dc:creator>
		<pubDate>Wed, 08 Oct 2008 04:15:35 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/#comment-800</guid>
		<description>@Thomas: Yes. See &lt;a href=&quot;http://unity3d.com/unity/whats-new/unity-2.1&quot; rel=&quot;nofollow&quot;&gt;release notes for 2.1&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>@Thomas: Yes. See <a href="http://unity3d.com/unity/whats-new/unity-2.1" rel="nofollow">release notes for 2.1</a>.</p>
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		<title>By: Thomas Grové</title>
		<link>http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/#comment-797</link>
		<dc:creator>Thomas Grové</dc:creator>
		<pubDate>Tue, 07 Oct 2008 22:29:30 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/#comment-797</guid>
		<description>Were these features implemented in 2.1?</description>
		<content:encoded><![CDATA[<p>Were these features implemented in 2.1?</p>
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		<title>By: Aras Pranckevičius</title>
		<link>http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/#comment-118</link>
		<dc:creator>Aras Pranckevičius</dc:creator>
		<pubDate>Thu, 17 Apr 2008 19:54:09 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/#comment-118</guid>
		<description>laurent: Unity can already take lightmap color into account for trees, grass, and detail objects. And far away patches won&#039;t be receiving shadows if they are beyond shadow distance (a quality setting).</description>
		<content:encoded><![CDATA[<p>laurent: Unity can already take lightmap color into account for trees, grass, and detail objects. And far away patches won&#8217;t be receiving shadows if they are beyond shadow distance (a quality setting).</p>
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		<title>By: laurent</title>
		<link>http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/#comment-117</link>
		<dc:creator>laurent</dc:creator>
		<pubDate>Thu, 17 Apr 2008 19:41:26 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/#comment-117</guid>
		<description>This is great read, Aras. Thanks!

- shadow on grass: have you tried modulating the brightness of the grass by the patch of land it sits on ?

- shadow optimization: maybe far away patches can revert to vertex light ?</description>
		<content:encoded><![CDATA[<p>This is great read, Aras. Thanks!</p>
<p>- shadow on grass: have you tried modulating the brightness of the grass by the patch of land it sits on ?</p>
<p>- shadow optimization: maybe far away patches can revert to vertex light ?</p>
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		<title>By: Jashan</title>
		<link>http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/#comment-114</link>
		<dc:creator>Jashan</dc:creator>
		<pubDate>Mon, 14 Apr 2008 15:59:15 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/#comment-114</guid>
		<description>Wow - what an impressive list. Thanks for sharing this so openly. I&#039;m looking forward to getting terrain shadows, and don&#039;t envy you guys for having to deal with such tricky issues. The cool thing about knowing all this is that when some day, Unity X has those shadows and &quot;it just works&quot;, I&#039;ll know how this came to life ;-) Well - happy hacking, homes ;-)</description>
		<content:encoded><![CDATA[<p>Wow &#8211; what an impressive list. Thanks for sharing this so openly. I&#8217;m looking forward to getting terrain shadows, and don&#8217;t envy you guys for having to deal with such tricky issues. The cool thing about knowing all this is that when some day, Unity X has those shadows and &#8220;it just works&#8221;, I&#8217;ll know how this came to life <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  Well &#8211; happy hacking, homes <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
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