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…
Lighting overview 照明概述 In order to calculate the shading of a 3D object, Unity needs to know the intensity, direction and color of the light that falls on it. 为了计算3D物体的阴影,Unity需要知道落在它上面的光的强度,方向和颜色. These properties are provided by Light objects i…
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…
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…
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…
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…
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 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…
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…
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…
https://www.youtube.com/watch?v=D7LjsabD4V4 这个很强 他runtime bake lightprobe 之后走assetbundle加载 Place Probe Bake Probe Data Store Data for Each Vertex (texture) Load stored Data at Runtime(vertexID vertexshader load) Use data in shaders 用lightmapST和lightm…