![]() The real-time Global Illumination system is Enlighten Realtime Global Illumination. See Lightmapping using Enlighten Baked Global Illumination for more information. However, Enlighten Baked Global Illumination is deprecated and no longer visible in the user interface by default. More info See in Glossary Baked Global Illumination. More info See in Glossary (CPU or GPU) or Enlighten A lighting system by Geomerics used in Unity for lightmapping and for Enlighten Realtime Global Illumination. You can bake with the Progressive Lightmapper A tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info See in Glossary, and Reflection Probes A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. ![]() More info See in Glossary, Light Probes Light probes store information about how light passes through space in your scene. ![]() Lightmaps are overlaid on top of scene geometry to create the effect of lighting. The Baked Global Illumination system consists of lightmaps A pre-rendered texture that contains the effects of light sources on static objects in the scene. See in Glossary systems, which combine direct and indirect lighting. Unity has two global illumination A group of techniques that model both direct and indirect lighting to provide realistic lighting results. Global illumination is a group of techniques that model both direct and indirect lighting to provide realistic lighting results. In Unity, your Project can use real-time lighting, baked lighting, or a mix of the two (called mixed lighting).įor information on configuring Light components to contribute real-time, baked, or mixed lighting, see Light Modes A Light property that defines the use of the Light. Baked lighting is when Unity performs lighting calculations in advance and saves the results as lighting data, which is then applied at runtime. Real-time lighting is when Unity calculates lighting at runtime. The lighting techniques that Unity uses depends on how you configure your Project. Unity can calculate direct lighting, indirect lighting, or both direct and indirect lighting. To achieve realistic lighting results, you need to simulate both direct and indirect light. Indirect light is all other light that is ultimately reflected into a sensor, including light that hits surfaces several times, and sky light. Direct and indirect lightingĭirect light is light that is emitted, hits a surface once, and is then reflected directly into a sensor (for example, the eye’s retina or a camera). Unity uses detailed models of how light works for a more realistic result, or simplified models for a more stylized result. Lighting in Unity works by approximating how light behaves in the real world. This page introduces you to how lighting works in Unity. ![]()
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