Light detector lightprobe[unity]

Source: Internet
Author: User

The purpose of the light detector is to copy the words in the manual:

Although Lightmapping adds greatly to the realism of a scene, it had the disadvantage that non-static objects in the scene is less realistically rendered and can look disconnected as a result. It isn ' t possible to calculate lightmapping for moving objects in real time but it's possible to get a similar effect USI ng Light probes. The idea was that the lighting was sampled at strategic points in the scene, and denoted by the positions of the probes. The lighting at any position can then is approximated by interpolating between the samples taken by the nearest probes. The interpolation is fast enough to be used during gameplay and helps avoid the disconnection between the lighting of movi ng objects and static lightmapped objects in the scene.

Although using a light map can greatly increase the realism of the scene, it has one drawback: that the non-static object in the scene lacks real rendering and looks like it is incompatible with the scene. It is not possible to calculate a light map for a moving object in real time, but we can simulate a similar effect by using a light detector. The approximate principle is that, in the scene is marked as the detector's static point of the location of the sampled light, and then to the adjacent several light detector locations sampled by the light illumination differential, in the course of the game to calculate the speed of the difference is very fast, the player can not detect. This will help us avoid the light of moving objects and the feeling that the baking scene is incompatible.

Adding Light Probes adding lighting detectors

The Light Probe group component (menu: component-Rendering, light Probe group) can is added to any AVA Ilable object in the scene. The inspector can used to add new probes to the group. The probes appear in the scene as yellow spheres which can is positioned in the same manner as gameobjects. Selected probes can also is duplicated with the usual keyboard shortcut (CTRL+D/CMD+D).

Light Detector Group Component (menu: Component, Rendering-a) can be added to any available object in the scene. You can add a new probe to the probe group through the Inspector panel. The detector is represented in a yellow sphere in the scene and can be edited to move its position like other game objects, and the selected probe can be copied by keyboard shortcuts. (Ctrl+d/cmd+d).

Using light probes to use lighting detectors

To allow a mesh-to-receive lighting from the probe system, you should enable the use light probes option on its meshrender Er

If you want to make a grid accept light from the detector system, simply tick the Meshrenderer component last lightprobes option.

The probe interpolation requires a point on space to represent the position of the mesh are receiving light. By default, the centre of the mesh ' s bounding box was used but it's possible to override this by dragging a Transform to T He Meshrenderer's light Probe Anchor property (this Transform ' s position would be used as the interpolation point instead). This May is useful when an object contains the separate adjoining meshes; If both meshes is lit individually according to their bounding box positions then the lighting would be discontinuous at t He place where they join. This can is prevented by using the same Transform (for example the parent or a child object) as the interpolation point fo R both Meshrenderers.

The detector difference needs to use a point in the space to represent the position of the grid that accepts the light. Typically, the center of the bounding box is used to represent it. We can also use a custom location to override the default location by simply dragging a transform (transform) onto the Lightprobeanchor (Illumination probe anchor) slot of the Meshrenderer component. (This transform position will be used to denote the center point of the object that calculates the difference). This is useful when our game objects are made up of two separate adjacent meshes, and if the grids are in the center of their respective bounding boxes as light difference points, the light will be disconnected in their combined position. This can also make a transform (such as using a parent object or a sub-object) of a game object consisting of multiple Meshrenderer components.

When a object using light probes are the active selected object in the light probes Scene View mode, its interpolated prob e'll be rendered on top of it for preview. The interpolated probe is the one used for rendering the object and is connected with 4 thin blue lines (3 when outside of The probe volume) to the probes it is being interpolated between:

When an object that uses a light detector is probes scene view (viewing the light detector in the scene). When the mode is highlighted, its difference detector will be rendered to the front of the object so that the user can preview the position of the probe. The difference detector is usually rendered as an object and displays four blue lines within the range of the detector's difference (three is displayed when the object exceeds the range of the detector's cover).

Dual lightmaps vs. single lightmaps mode
Dual illumination map vs Single Light map mode

In single lightmaps mode all static lighting (including lights set to ' Auto ' lightmapping mode) are baked into the light PR OBEs.

All static lighting in single-light mapping mode, including lights that are set to auto light map mode, is baked into the light detector.

In Dual lightmaps mode light probes would store lighting in the same configuration as "near" lightmaps, i.e. full Illuminat Ion from sky lights, emissive materials, area lights and "Baked only" lights, but only indirect illumination from ' Auto ' l Ights. Thanks to, the object can be lit on real-time with the ' Auto ' lights and take advantage of dynamic elements as re Al-time shadows, but at the same time receive indirect lighting added to the scene by these lights.

With the dual illumination mapping mode, the light detector only stores the "near" (proximal) light map configuration. For example: The global illumination generated by the skylight, the self-luminous material, the area light, and the light that is set to "Baked only" (bake only) mode. and indirect illumination that is set to "Auto" mode. We want to thank the object can be set to "Auto" mode of light real-time lighting. and produce some high-level dynamic components. For example, real-time shading, while accepting the indirect lighting information stored by the detector and superimposed into the scene.

Light detector lightprobe[unity]

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