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  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…
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…
  Emissive Materials 自发光材质 Whilst Area Lights are not supported by Precomputed Realtime GI, similar soft lighting effects are still possible using ‘Emissive Materials.’ Like Area Lights, emissive materials emit light across their surface area. They c…
  Reflections 反射 Reflection Source 反射源 By default, objects in a scene are rendered using Unity’s ‘Standard Shader’. The Standard Shader is a 'physically based shader' (PBS). This attempts to accurately represent the behavior of light on materials by…
  The Precompute Process 预计算过程 In Unity, precomputed lighting is calculated in the background - either as an automatic process, or it is initiated manually. In either case, it is possible to continue working in the editor while these processes run be…
  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…
  Light Probes 光照探针 Only static objects are considered by Unity’s Baked or Precomputed Realtime GI systems. In order for dynamic objects such as interactive scene elements or characters to pick up some of the rich bounced light that our static geomet…
  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…
  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…