Shadow fleeting, flower shadow Criss. The years of light and shadow teach us that programmers who do not use lighting are not a good art.
I. Overview
Clicking Windows > Lighting > Settings will pop up the Lighting window, which is the window that sets the global illumination.
This lighting window divides three areas:
1. Scene: The settings apply to the entire scene rather than to a single gameobjects. These settings control lighting effects and optimize selection.
2. Global Maps: Displays the GI illumination process generated by all Lightmap asset files.
3. Object Maps: Previews the GI lightmap textures (including Shadow masks) for the currently selected Gameobject.
There is an auto Generate below, hook it up, unity will automatically update the LIGHTMAP data, but the update process is very time-consuming,
It is therefore not recommended to tick Auto Generate. You can manually tap generate lighting to bake. (Note that unity will only bake
Check the Lightmap static Gameobject,so baking, first in the Inspector panel at the top of the static selected Lightmap static)
Second, Scene tab
Scene This module consists of the following six sections:
- Environment
- Realtime Lighting
- Mixed Lighting
- Lightmapping Settings
- Other Settings
- Debug Settings
1, Environment
The Ambient light section contains settings for Sky boxes, diffuse reflections, and specular reflections.
Property
: |
Function: |
Skybox Material |
Sky Box Material |
Sun Source |
Set a directional light (directional) as the sun in the scene, and if set to none,unity the brightest directional light as the Sun (Sun: No matter how far you set, the light will shine into the scene) |
Environment Lighting |
Ambient light setting |
Source |
Diffuse ambient light (background light), with Sky box as ambient light by default. |
Color |
Use some color as ambient light. |
Gradient//Gradient |
Sky, Horizon and ground Select a color to mix out an ambient light. |
Skybox |
Sky Box as ambient light, |
Intensity multiplier//Light Intensity |
Ambient light brightness, the range is 0-8, the default is 1. |
Ambient Mode//Shimmer |
The GI pattern in the scene. |
Realtime |
Real-time updates. |
Baked |
Bake (pre-compute lights in the scene). |
Environment Reflections |
Sets the reflection parameters globally. |
Source |
The reflection source. |
Skybox |
The Sky box serves as a reflection source. |
Custom |
Use a cube map as the reflection source. |
compression//compression |
Whether the reflection map is compressed. |
Auto |
If compression is appropriate, compress it. |
Uncompressed |
does not compress. |
Compressed |
Compression |
Intensity Multiplier |
The intensity of the reflected light. |
bounces//Rebound |
The number of times a beam of light has been reflected. |
2, Realtime Lighting
Property
: |
Function: |
Realtime Global Illumination |
Whether to turn on real-time panorama lighting. |
3, Mixed Lighting
Property
: |
Function: |
Baked Global Illumination |
Whether to use baked global illumination. |
Lighting Mode |
Decide to mix the lights and gameobject shadows and modify the light mode to re-bake. |
Realtime Shadow Color |
The color of the live shadow. |
4, Lightmapping Settings
Property
: |
Function: |
Lightmapper |
Use the-Specify which internal lighting calculation software to use to calculate lightmaps in the Scene. The options are enlighten and Progressive (experimental). The default value is enlighten. See documentation on the Progressive lightmapper for more information about the experimental Progressive Lightmapper Featu Re. |
Indirect Resolution |
Use this value to specify the number of texels per unit to use for indirect lighting calculations. Increasing this value improves the visual quality of indirect light, but also increases the time it takes to bake lightmap S. The default value is 2. |
Lightmap Resolution |
Use this value to specify the number of texels per unit to use for lightmaps. Increasing this value improves lightmap quality, but also increases bake times. The default value is 40. |
Lightmap Padding |
Use this value to specify the separation (in texel units) between separate shapes in the baked lightmap. The default value is 2. |
Lightmap Size |
The size (in pixels) of the full lightmap texture, which incorporates separate regions for the individual object textures. The default value is 1024. |
Compress Lightmaps |
A compressed lightmap requires less storage space, but the compression process can introduce unwanted visual effects into The texture. Tick this checkbox to compress lightmaps, or untick it to keep them uncompressed. The checkbox is ticked by default. |
Ambient occlusion |
When ticked, this opens a group of settings which allow you to control the relative brightness of surfaces in ambient OCCL Usion. Higher values indicate a greater contrast between the occluded and fully lit areas. This is a applied to the indirect lighting calculated by the GI system. This setting was enabled by default. |
Max Distance |
Set a value to control the far rays be cast in order to determine whether an object is occluded or not. A larger value produces longer rays and contributes more shadows to the Lightmap, while a smaller value produces shorter r Ays that contribute shadows if objects is very close to one another. A value of 0 casts an infinitely long ray this has no maximum distance. The default value is 1. |
Indirect contribution |
Use the slider to scale the brightness of indirect light as seen in the final lightmap (that's, ambient light, or light B Ounced and emitted from objects) from a value between 0 and 10. The default value is 1. Values less than 1 reduce the intensity, while values greater than 1 increase it. |
Direct contribution |
Use the slider for the brightness of direct light from a value between 0 and 10. The default value is 0. The higher this value are, the greater the contrast applied to the direct lighting. |
Final Gather |
When final Gather was enabled, the final light bounce in the GI calculation was calculated at the same resolution as the BAK Ed Lightmap. This improves the visual quality of the Lightmap, but at the cost of additional baking time in the editor. |
Ray Count |
Use this value to define the number of rays emitted for each final gather point. The default value is 256. |
Denoising |
Tick This checkbox to apply a denoising filter to the final gather output. This box was ticked by default. |
Directional Mode |
You can set the Lightmap-to-store information about the dominant-incoming light at each point on the objects ' surfaces. See documentation on directional lightmapping for further details. The default mode is directional. |
Directional |
In directional mode, a second lightmap are generated to store the dominant direction of incoming light. This allows diffuse normal mapped materials to work with the GI. Directional mode requires about twice as much storage space for the additional lightmap data. |
Non-directional |
Non-directional mode switches both these options off. |
Indirect Intensity |
Use this slider to control the brightness of indirect light stored in realtime and baked lightmaps, from a value between 0 and 5. A value above 1 increases the intensity of indirect light and a value of less then 1 reduces indirect light intensity. The default value is 1. |
Albedo Boost |
Use this slider to control the amount of light bounced between surfaces by intensifying the albedo of materials in the SCE NE, from a value between 1 and 10. Increasing this draws the albedo value towards white for indirect light computation. The default value of 1 is physically accurate. |
Lightmap Parameters |
Unity uses a set of general parameters for the lightmapping in addition to the properties of the Lighting window. A few defaults is available from the menu for this property but you can also create your own lightmap parameter file usin G The Create New option. See the Lightmap Parameters page for further details. The default value is Default-medium. |
5. Other Settings
Property
: |
Function: |
Other Settings |
Settings for fog, halos, flares and Cookies. |
Fog |
Enables or disables fog in the Scene. Note that fog are not available with the Deferred rendering path. For deferred rendering, the Global Fog effect may suit your needs. |
Color |
Set the color Unity uses to draw fog in the Scene. |
Mode |
Define the which the fogging accumulates with distance from the camera. |
Linear |
Fog density increases linearly with distance. |
Start |
Set the distance from the Camera at which the fog starts. |
End |
Set the distance from the Camera at which the fog completely obscures Scene gameobjects. |
Exponential |
Fog density increases exponentially with distance. |
Density |
Use this to control the density of the fog. The Fog appears more dense as the Density increases. |
Exponential squared |
Fog density increases even faster than exponentially with distance (exponentially and squared). |
Density |
Use this to control the density of the fog. The Fog appears more dense as the Density increases. |
Halo Texture |
Set the Texture want to use for drawing a Halo around lights. |
Halo Strength |
Define the visibility of halos around lights, from a value between 0 and 1. |
Flare Fade Speed |
Define the time (in seconds) to which lens flares fade from view after initially appearing. This is set to 3 by default. |
Flare Strength |
Define the visibility of lens flares from lights, from a value between 0 and 1. |
Spot Cookie |
Set the Cookie texture you want to use for spot lights. |
6. Debug Settings
Property
: |
Function: |
Debug Settings |
Settings that help you debug your Scene. |
Update Statistics |
If ticked, the statistics window at the bottom of the Lighting settings Windows is updated as the Scene changes. This can has an impact on performance during Play mode. For better performance on Play mode, untick this box. |
Light Probe Visualization |
Use this to filter which light probes is visualized in the Scene view. The default value is a probes used by Selection. |
Only probes used by Selection |
Only light probes this affect the current selection is visualized in the Scene view. |
All probes No Cells |
All light probes is visualized in the Scene view. |
All probes with Cells |
All light probes is visualized in the Scene view, and the tetrahedrons is used for interpolation of light Probe dat A is also displayed. |
None |
No Light probes is visualized in the Scene view. |
Display Weights |
When ticked, Unity draws a line from the light Probe used for the active selection to the positions on the tetrahedra used for interpolation. This is a-to debug probe interpolation and placement problems. |
Display occlusion |
When ticked, Unity displays occlusion data for light probes if the Mixed lighting mode is Distance shadowmask or Shadowmas K. |
Third, Global maps tab
Unity Editor Learning (ii) Global Illumination (GI)