[I give Unity official video tutorial to do Chinese subtitles]beginner graphics–lessons series of Light introduction lights

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[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.

1.Unity Interface Overview-unity official Tutorials Beginner Editor-lessons Series

2. Scene View-unity official tutorial Beginner Editor-lessons Series

3. Project panel and Import

4. View Panel-unity official tutorial Beginner Editor-lessons Series

5. Level and parent-child relationship-unity Official tutorial Beginner Editor-lessons Series

6. Understanding Game View-unity Official tutorial Beginner Editor-lessons Series

7. Label-unity official tutorial Beginner Editor-lessons Series

8. Prefabrication-Concepts and usage-unity official Tutorials Beginner Editor-lessons Series

9. Game objects and Components-unity official Tutorials Beginner Editor-lessons Series

10. Set up and player settings-unity official tutorial Beginner Editor-lessons Series

√1. Camera Introduction Cameras--beginner graphics-lessons Series

√2. Introduction Lights--beginner Graphics- Lessons Series

3. Material Understanding Materials--beginner Graphics- Lessons Series

4. Grid rendering with filter mesh renderers and Filters--beginner graphics-lessons Series

5. Introduction to Grids meshes- -beginner graphics-lessons Series

6. Material Introduction Textures-- Beginner graphics-lessons Series

1. Light Projection Concept Raycasting--unity Official Tutorial physical system

2. Understanding Rigid Body rigidbodies--unity Official Tutorial physical system

3. Physical material physic Materials--unity Official Tutorial physical system

4. Collision Input Oncollisionenter--unity Official tutorial physical system

5. Joint Introduction Joints--unity Official Tutorial physical system

6. Collider as trigger colliders as Triggers--unity official tutorial physical system

7. Collider Introduction Colliders--unity Official Tutorial physical system

8. Adding torque Add Torque--unity official Tutorial physical system

9. Adding force field Add Force--unity Official Tutorial physical system

10. Brick shooting Brick shooter--unity Official tutorial physical system

11. Pinball Bouncing Ball--unity official tutorial physical system

1. Project Overview--Stealth Project stealth style game maker

2. Game setup and lighting--Stealth project stealth style game maker

3. Warning light Settings--Stealth project stealth style game maker

4. Tag Management--Stealth project stealth style game maker

5. Screen gradient Effect--Stealth project stealth style game maker

6. Game controller--Stealth project stealth style game maker

7. CCTV camera--Stealth project stealth style game production

8. Laser Grid effect--Stealth project stealth style game maker

9. Player settings--Stealth project stealth style game maker

10. Play Animation Controller--Stealth project stealth style game maker

11.HashIDs--Stealth project stealth style game maker

12. Player movement--Stealth project stealth style game maker

13. Player blood Volume-Stealth project stealth style game maker

14. Camera movement--Stealth project stealth style game maker

15.The key--Stealth Project stealth style game maker

16. Single door and animation--Stealth project stealth style game maker

17. Enemy Settings--Stealth project stealth style game maker

18. Enemy visual and Auditory settings-Stealth Project stealth-style game maker

19. Enemy Animation Settings Category--Stealth project stealth style game maker

20. Enemy animation Settings--Stealth project stealth style game maker

21. Enemy Shooter--Stealth project stealth style game maker

22.Enemy ai--Stealth Project stealth style game maker

1. Activating the Game object activating gameobjects--Junior script writing series

2. Array arrays--primary script writing series

3. Wake-up and start awake and start--Junior script writing series

4.c#vs JS Syntax C # vs JS syntax--Primary scripting series

5.Classes--Beginner script writing series

6. Conventions and grammars conventions and Syntax--Primary scripting series

7. Incremental time deltatime--primary script writing series

8. Destruction function destroy--primary scripting series

9. Enabling and disabling components enabling and disabling components--primary scripting series

10. Get axis Getaxis--Primary scripting series

11. How to get the button or key input Getbutton and GetKey--Primary scripting series

12. Get component Getcomponent--Primary scripting series

13. Learn if statement if statements--Primary scripting series

14. Examples of instantiate--primary script writing series

15.Lerp function First Knowledge--primary script writing series

16. Gaze effect LookAt--Primary scripting series

17. Circular statement loops--Primary scripting series

18. Mouse down Event onmousedown--Primary scripting series

19. Scope of application and access modifier scope and access modifiers--primary scripting series

20. Script behavior component Scripts as behaviour components--primary scripting series

21. Translation and rotation control translate and rotate--primary scripting series

22. Update and fixed updates update and fixedupdate--primary scripting series

23. Variables and functions variables and functions--Junior script writing series

24. Vector Math Vectors Maths--Primary scripting series

Thanks to our daughter-in-law's translation consultant and strong support!

[I give Unity official video tutorial to do Chinese subtitles]beginner graphics–lessons series of Light introduction lights

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