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  • Lighting 学习

    https://docs.unity3d.com/2018.4/Documentation/Manual/LightingOverview.html

    Lighting overview

    Lighting Window

    Light Explorer

    Light sources

    Shadows

    Global Illumination

    Light troubleshooting and performance

    Related topics

    Lighting overview 

    Lighting Window

      Overview

    • The Scene tab settings apply to the overall Scene rather than individual GameObjects. These settings control lighting effects and also optimisation options.
    • The Global maps tab shows all of the lightmap Asset files generated by the GI lighting process
    • The Object maps tab shows previews of GI lightmap textures (including shadow masks) for the currently selected GameObject

    Auto Generate, updates lightmap data

      Scene tab

        Environment

    • Skybox Material:  A skybox is a Matieral that appears behind everything else in the Scene to simulate the sky or other distant background.
    • Sun Source:  When a procedural skybox is used, use this to specify a GameObject with a directional Light component to indicate the direction of the "sun" (or whatever large, distant light sources is illumination your Scene). If this is set to None (the default), the brightest directional light in the Scene is assumed to represent the sun.
    • Environment Lighting:  These settings affect light coming from the distant environment
    • Source:  Diffuse environmental light (also known as ambient light) is light that is present all around the Scene and doesn't come from any specific source object. Use this to define a source colour. The default value is Skybox.
    •   Color:  Select this to use a flat color for all ambient light in the Scene
    •   Gradient:  Select this to choose separate colors for ambient light from the sky, horizon and ground, and blend smoothly between them.
    •   Skybox:  Select this to use the colors of the skybox (if specified by the Skybox Material) to determine the ambient light coming from different angles. 
    • Intensity Multiplier:  Use this to set the brightness of the diffuse environment light in the Scene.
    • Ambient Mode:    
    • Environment Reflections
    • Source
    • Compression
    • Intensity Multiplier
    • Bounces 

        Realtime Lighting

    •  Realtime Global Illumination  If this checkbox is ticked, Unity calculates and updates the lighting in real time.

        Mixed Lighting

        Lightmapping Settings

        Other Settings

        Debug Settings

      Realtime Lighting

      Mixed Lighting

      Lightmapping Settings

      Debug settings

      Global maps tab

      Object maps tab

    Light Explorer

    Light sources

    Lighting in Unity is primarily provided by Light objects. There are also two other ways of creating light (ambient light and emissive materials)

      Types of light

        Point lights

        Spot lights

        Directional lights

        Area lights

        

        Emissive materials

      The Light Inspector

      

      Using Lights

      Cookies

    Shadows

    Global Illumination

    Global Illumination (GI) is a system that models how light is bounced off of surfaces onto other surfaces (indirect light) rather than being limited to just the light that hits a surface directly from a light source (direct light). Modeling indirect lighting allows for effects that make the virtual world seem more realistic and connected, since objects affect each other's appearance. 

    Traditionally, video games and other realtime graphics applications have been limited to direct lighting, while the calculations required for indirect lighting were too slow so they could only be used in non-realtime situations such as CG animated films. A way for games to work around this limitation is to calculate indirect light only for objects and surfaces that are known ahead of time to not move around (that are static). That way the slow computation can be done ahead of time, but since the objects don't move, the indirect light that is pre-calculated this way will still be correct at runtime. Unity supports this technique, called Baked GI (also known as Baked Lightmaps), which is named after "the bake" - the process in which the indirect light is precalculated and stored (baked). In addition to indirect light, Baked GI also takes advantage of the greater computation time available to generate more realistic soft shadows from area lights and indirect light 

      Lightmapping

      Lightmap Parameters

      Baked ambient occlusion

      LOD for baked lightmaps

      Light Probes

      Reflection probes

      Lighting Modes

      GI visualizations in the Scene view

      Lighting Data Asset

      Lightmap Directional Modes

      Lightmaps: Technical information

      Material properties and the GI system

      Global Illumination UVs

      GI cache

    Light troubleshooting and performance

    Related topics

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  • 原文地址:https://www.cnblogs.com/revoid/p/12773029.html
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