[I give Unity official video tutorial to do Chinese subtitles]beginner graphics–lessons series of Light introduction lights
After sharing a Chinese subtitle video camera Introduction cameras, this chapter share a 2nd completed videos, namely "Beginner Graphics–lessons series of Light introduction Lights". Listen to the translation, the time axis, suppress the person is oneself. Do not use the video for illegal purposes.
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Similar to the real world, lighting the scene with lights in Unity
Without lights, objects in the scene are invisible in the camera.
Broadly speaking, there are two kinds of lights in unity
dynamic (dynimic) light and baking (Bake) light
Dynamic light is calculated in real time during game operation.
You just need to add light objects to the scene.
The baking light is calculated and stored as a texture (Texture) (off-line)
These light textures are affixed to the baked object for improved performance.
To illuminate the scene, use the light component
As with other components, the light component is attached to the game object
We can use the Transform property of this game object to move the light.
Light components provide 4 types of light
Dot Light
Parallel (directional light)
Spotlight (Spot light)
And only the surface light for baking
Different types of lights have a great difference in the lighting effect of the game.
Light is like a little ball of light.
Point light illuminates objects in the scene according to their location
It makes no sense to rotate the light.
Because light shines in all directions.
Parallel light is like the sun
The parallel light can illuminate all the objects in the scene.
Irradiation according to the angle of rotation
Positional properties are meaningless to parallel light.
The spotlight is like a flashlight.
Or the headlights of a car.
It illuminates objects in a cone range according to their position and rotation angle.
So the position of the spotlight and the rotation angle attribute are all meaningful
The face light is only used in baking
The light emitted in any direction from one side of the plane to a rectangular range.
In addition to these 4 kinds of lights, there are two other light sources
Ambient Light (Ambient) and luminescent material (emissive Material)
Non-directional global light in ambient light control scenario
Ambient light plays a role in dynamic light and baking light
If you want to remove the effects of ambient light
Set the color of the ambient light to black (in rendersettings)
Then add the 4 lights described above in the scene
If you want to use glowing material,
Just set the appropriate self-illumination shader for the object (shader)
Self-luminous material only works in baking light
Lights have some properties for you to set
The Range property of the light component determines how far away the light shines
"Range" is only meaningful for lights with a light or spot type
You can also set the Spot Angle property in the spotlight
The Spot Angle property determines the angular size (in degrees) of the spotlight's cone exposure range
"Color" controls the color of the light
The scene changes color depending on the color of the light
"Intensity" controls the strength of the light
This property and "Range" are independent of each other.
When you use lights in your scene, you need to use each property in order to make a touching effect
Whether you increase the "Intensity" or increase the "Range" property
The lights are going to look brighter indeed.
But the way they illuminate the scene is different.
In addition to the basic rendering
We can also use some advanced settings
Shadows (Shadows), Halos (Halos), flares (flare), and cookies
A cookie is a virtual mask or tag
It's in front of the light source to create some kind of shadow.
Cookies use the alpha channel of the map to shadow the light source.
Spotlight and parallel light cookies must use a 2D map when using cookies
When using cookies, the cookie must use a cube map (cube map).
It's very common sense.
Because the spotlight and the parallel light are only shining in one direction.
The light shines in all directions.
When using parallel light, there is an option to change the cookie size
Allows you to scale cookie shading
Face light cannot use cookies
When baking, only the spotlight can use cookies
Cookies are not valid for light and parallel light.
There are 2 types of shading in light
Hard Shadows and Soft Shadows (Soft)
Hard shadows can satisfy most cases
Soft shadows look more comfortable, but render more time-consuming
Render shadows have some adjustment options
"Strength" controls how dark the shadow is.
Adjust this property until the shadow looks harmonious in the scene
"Strength" is often too strong to adjust to 1.
"Resolution" (resolution) is the render quality option
The default option is "Use quality Settings"
You can modify it here
"Bias" (good off rate) controls the intensity of shadows surrounding a given light
"Bias" affects the distance from the shadow starting point to the object
"Bias" is too small to make the shadow of an object too false (artifact)
Too big will make the object look floating (hovering)
When using parallel light + soft shading, there are 2 additional configuration items
Softness (softness) and softening fade out (softness Fade)
Softness refers to the degree of clarity of the shadow boundary
Soft fade-out refers to how far you start to paint objects softly
Draw Halo draws the scene's default glow around the light
Halo and "Range", "Intensity" properties are all related
Detailed settings for the glow can be found in the scene's "Render Settings"
If you want to override the default glow (override)
You must turn off the "Draw Halo" option for the Light
Then add a "Halo" component to the light
Glare (flare) and Halo are like
But it's the effect of imitating a light source that shines through the glass.
When the Flare property is given a glow material
The light will be rendered to look like a lens flare (Lens flare)
"Flare" is only controlled by the "Intensity" property
You can add a lens flare (Lens flare) component directly to the light object
However, the Flare attribute of the light should be emptied.
Otherwise, this light will have 2 halos.
You must add a Flare Layer component to the camera
The camera can render the glow
There are 2 ways to render dynamic lights
Vertex illumination (vertex lighting) and pixel illumination (Per-pixel lighting)
Vertex lighting is generally the fastest way to render
It renders the scene by calculating the color of the mesh vertex of the object.
The surface of the mesh is then rendered by interpolating (interpolate)
Pixel lighting is rendered pixel-by-pixels, so it is more time consuming
Although pixel illumination is slow to render
But it can achieve some of the effects that vertex illumination cannot achieve.
Normal map (normal mapping), light cookies and real-time shadows (Realtime shadow)
Can be used only in pixel lighting
Spotlight shape, some special highlights (high) are also better in pixel lighting
Illumination has a great impact on rendering speed.
The number of pixel lights can be set in "Render Settings"
Just set the Pixel light Count property to
When you use a forward rendering path (forward rendering path)
The light component provides you with an option "Render mode" to specify its rendering modes
"Important" forces this light to render individually and pixel
"Not important" forces this light to render in a faster way
such as vertex-by-point or spherical harmony (spherical? Harmonics) The way
Plan
I've collected a total of 75 English videos similar to the one given in this article. In the near future, we will gradually produce Chinese subtitles and share them.
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[I give Unity official video tutorial to do Chinese subtitles]beginner graphics–lessons series of Light introduction lights