baking techniques can be used to bake static objects in the scene with realistic lighting effects, but not the same effect on the game object. Therefore, the dynamic model can not be well fused to the already baked static scene, it will appear and static scene is very disjointed. Light probes can be realized by illumination probe technology
principle: In the scene in the first place some of the light effect of the sampling point, collect the shading information of the specified area, using the internal difference operation, will be detailed action to the dynamic game model, so that the global real-time lighting as much as the performance, so as to achieve with static objects, static scene of the real-time fusion effect
First: Create a space, need to be collected by the point light source, respectively, add a different color distinction, the middle of a small ball to see the effect
Second. Add light Probe Group components to an object
A sampler of this rectangle will appear and put it in a corner
Click Edit Sampler
Four functions:
1. Add a Sampler
2. Full Selection Sampler
3. Delete the selected sampler
4. Copying and moving the sampler
To place the sample points Note:
Drag with the mouse to make a range to bake. It is important to note that the position we drag, that is, the light sample points, placed in some shadows, light, reflective lines, because these places the most response to light and dark information (more points to add, and will not consume too much memory). However, the sampling points are not all deployed in the same plane, because the data is collected by a tetrahedron composed of different sampling points.
Set the object to be baked as static: (As with area light baking)
Click Bake:
Place a small ball in the baking area, set the Meshrander, use the light to probe, otherwise you will not see the effect
Turn off the baking light, different places, different lights.
Small white _unity engine _light illumination probe technology