Choosing a Color Space 选择色彩空间 In addition to selecting a rendering path, it’s important to choose a ‘Color Space’ before lighting your project. Color Space determines the maths used by Unity when mixing colors in lighting calculations or reading va…
  Choosing a Rendering Path 选择渲染路径 Unity supports a number of rendering techniques, or ‘paths’. An important early decision which needs to be made when starting a project is which path to use. Unity’s default is 'Forward Rendering”. Unity支持许多渲染技术或“路径…
  Choosing a Lighting Technique 选择照明技术 https://unity3d.com/cn/learn/tutorials/topics/graphics/choosing-lighting-technique?playlist=17102   Broadly speaking, lighting in Unity can be considered as either ‘realtime’ or ‘precomputed’ in some way and bot…
  High Dynamic Range (HDR) 高动态范围 As well as Color Space, the ‘dynamic range’ of your camera needs to be configured. Essentially, this defines how extremely bright or dark colors are captured by scene cameras. HDR can be enabled from the camera compon…
色域(Color Space),又被称为色彩空间,它代表了一个色彩影像所能表现的色彩具体情况.我们经常用到的色彩空间主要有RGB.CMYK.Lab等,而RGB色彩 空间又有AdobeRGB.AppleRGB.sRGB等几种,这些RGB色彩空间大多与显示设备.输入设备(数码相机.扫描仪)相关联.Adobe RGB与sRGB则是我们最为常见的,也是目前数码相机中重要的设置. Adobe RGB是由Adobe公司推出的色域标准,sRGB是由惠普与微软公司于1977年共同开发的,其中“S”可解释为“标准…
Unity 2018.1.2f1 原文链接:https://www.youtube.com/watch?v=VnG2gOKV9dw Unity Lighting练习最终效果 眼睛.光源与物体 光学基础知识 透射.反射.折射.衍射.吸收.散射 直接光照与间接光照 间接光照:光线经过多次反弹后进入眼睛 Unity内置两种Lightmapper: 1. Progressive lightmapper, 是一个无偏差的蒙特卡罗路径跟踪器,仅支持 Baked GI2. Enlighten lightmap…
  Light Types 灯光类型 We have now covered some of the project settings which need to be considered before beginning work on lighting your scenes in Unity. Hopefully at this point you should have your project configured appropriately for your target plat…
颜色有两个属性Color Range和Color Space 有关Color Space的解释可以看下面两个链接: https://www.jianshu.com/p/facdbab5ac20 https://www.jianshu.com/p/f0e6382dd825?utm_campaign=maleskine&utm_content=note&utm_medium=seo_notes&utm_source=recommendation Color Range分为 Full R…
https://unity3d.com/cn/learn/tutorials/topics/graphics/choosing-color-space https://docs.unity3d.com/2018.2/Documentation/Manual/LinearRendering-LinearOrGammaWorkflow.html unity-edit-color space 这里可以选linear 和 gamma linear的意思是 光照计算都转到线性空间算 gamma的意思是不转…
美术前上个礼拜找我问光照图总是烘焙过暗的问题,一时兴起我在 Gamma 和 Linear 两个颜色空间切换了下,发现一个 Shader 明暗不同,另一个 毫无变化,于是激发了我去研究下在 Unity 里使用 Linear 的细节.(虽然最后发现美术的问题跟这个不太有关系) 这里不想在过多冗长的去复述关于所有 Gamma 校正的历史和概念,假设已经阅读过相关资料,比如以下(包括但不限于): https://www.cnblogs.com/murongxiaopifu/p/9001314.html…