"Unity" 12.2 setting related parameters via lighting window

Source: Internet
Author: User
Tags high cpu usage unity 5

Categories: Unity, C #, VS2015

Date Created: 2016-05-19 I. INTRODUCTION

Unity 5.3.4 's Lighting window has 3 tabs: Object, Scene, Lightmaps. Two, Object (Objects tab)

With this tab, you can select a subset of objects in the scene and change their settings, that is, choose which objects should participate in the GI calculation. These option settings will always be applied to the group of objects you select.

1. All

At the top of the tab is a set of scene filter buttons that show which types are displayed in the hierarchy view: lighting, rendering, terrain. Select "All" to display all types. If you select a different button, only those object types will be displayed in the hierarchy view.

Note that the filter does not affect the currently selected object, it just selectively displays only the filtered objects.

2, Lights

Note that the "auto" is checked by default at the bottom of the graph, which means unity automatically preprocess it, and in most cases you don't need to change it to get very good results.

For light objects, the main properties that affect GI are "bake (baking)" and "Rebound Strength (Bounce Intensity)".

(1) Colour (color)

The color of the light. Real-time rendering takes the same properties.

(2) baking (baking)

If you selected Baked GI, this option specifies which method of baking is used. Options are:

Mixed: Use global illumination (GI) to light-bake a static scene and display baking results at run time and direct illumination to non-static objects. This approach is compatible with earlier versions.

Realtimes: Pre-processing "real-time GI" and display baking results at run time and direct illumination to non-static objects. This method applies only to Unity 5, which is not available in earlier versions.

(3) Strength (Intensity)

The intensity of the direct light. Note that "direct light" is not "directional light".

(4) Rebound strength (Bounce Intensity)

The intensity of the indirect light, that is, the intensity of the light that bounces directly to the object, which is greater than 1, the lighter the shadow of the object reflects (the brighter the whole scene), less than 1 o'clock the smaller the object reflects the heavier the shadow, and the value 0 indicates no shadow.

(5) Other

The following parameters can only be displayed under some light sources:

Shadow radius (Shadow radius): (For point lights and spotlights only) increase this value to form a direct soft shadow, increasing the overlay calculation of the light projection (rather than illumination).

"Shadow Angle (Shadow Angle)": (For directional lights only) increase this value to form a direct soft shadow, increasing the angle coverage product calculation for the light projection (rather than illumination).

Shadow sampling (Shadow Samples): If the shadow radius (Shadow radius) or angle (Angle) value is set to a number greater than 0, the number of shadow samples (Shadow Samples) is increased accordingly. High sampled values will eliminate noise in the penumbra, but will increase the number of renders.

3, renderers

(1) Lightmap Static

Controls whether the lighting map is used for static objects when rendering. Tick to indicate that the object marked as static has a fixed position so it should participate in GI. If the object is not marked as static, you can also continue to use the light probes to illuminate it.

The grid renderer and terrain (mesh renderers and terrains) must be marked as static for baking.

(2) scale in Lightmap

The extent scale of the static map. This value affects the number of pixels used for the selected object in the map texture, and the default value is 1.0, which indicates that the amount of light-pasted image used for an object depends only on its surface area (that is, the same number of pixels per unit area for all objects), i.e., affects the illumination map resolution (LIGHTMAP resolution), The higher the value the greater the resolution. Values greater than 1.0 increase the number of pixels, and fewer pixels when less than 1.0.

The final resolution is scaled, that is, the illumination map scaling (scale)) í (the area of the object's world coordinate space) í (global Bake set resolution (Resolution) value). A value of 0 indicates that the object is not baked (but still affects other baking objects).

Use this property to optimize the quality of the lighting map to more accurately illuminate important areas that require detailed rendering. For example, in a building, a colourful motorcycle should use a high-scale value, and objects such as other buildings presented with it should use a low-light mapping scale (less than 1.0).

(3) Preserve UVs

Whether to protect UVs. Unity can recalculate the UV coordinates used for real-time light map textures to improve its storage and performance. Note: Recalculation processes can sometimes result in discontinuous UV mappings. For example, a sharp edge may be misunderstood as a continuous surface, which causes the weld to appear where it should not appear.

If protection UVs is enabled and then baked, the UVs of the object will be translated into a decal to preserve it from being affected.

If protection UVs is turned off, Unity calculates the live illumination map based on the baked UVs, making the map more compact by adding adjacent "charts". This calculation is based on the setting of two parameters: Maximum distance (max distance) and maximum angle (max angle). Real-time charts are automatically packed with a half-pixel border to ensure no spikes are present.

(4) Auto UV Max Distance

Automatically calculates the maximum distance for Uvs. That is, the simplified UVs is automatically generated by merging UV charts. If the world space distance between the charts is less than this value, only the chart is simplified.

(5) Auto UV Max Angle

Automatic generation of simplified UVs by merging UV charts. If the angle between the charts is less than this value, only the chart is merged and no simplified UVs is generated.

(6) Important GI

Tells Unity whether light reflection is important. If selected, indicates that the GI issued by the object may significantly affect other objects. This ensures that the appropriate lighting effect is applied to objects that are not optimized.

4, terrains

(1) Lightmap Static

Tell unity that the positions of these objects are fixed, so it should participate in GI. If the object is not marked as a static map (static), you can also continue to use light probes to illuminate.

(2) scale in Lightmap

See renders below for a description of this property feature.

(3) Advanced Parameters

The terrain settings default parameter is a very low resolution built-in group. If you want to modify it, you can modify the parameters under the group. Three, Scene (Scenes tab)

The Scene tab is applied to the settings of the scene as a whole rather than to individual objects. These settings control lighting effects and optimization options.

Note that the "auto" is checked by default at the bottom of the graph, which means unity automatically preprocess it, and in most cases you don't need to change it to get very good results. However, if you still want to manually change more parameters, you will need to uncheck "Auto" first.

1, Environment Lighting (environment-related illumination mapping parameters)

(1) Skybox

If it is indoors, the item should be none, and the overall effect of the scene needs to be illuminated by other lights. If outdoors, choose which Sky box to use with this option.

(2) Sun

When using a Sky box, you can specify the direction (or size, distance of the light source, and so on) of the "sun" light through this property. If this property is set to none, the brightest directional light in the scene represents the sun.

(3) Ambient Source

Ambient light means that all surrounding scenes do not come from any particular lighting object. Light sources for ambient light have three options.

Color: The color that all light uses in the scene.

Gradient (Gradient): Select the color of the ambient light from the sky, the horizon, and the ground, and then blend it gradually.

Sky Box (Skybox): Use the color of the sky box to determine the light from different angles of ambient light, which is better than a simple, easy-to-blend effect.

(4) Ambient Intensity

The brightness of the light in the scene.

(5) Ambient GI

Whether to allow the specified GI mode (precomputed realtime or baked) applied to light processing. This property has no effect unless one of these two modes is enabled for the scene.

(6) Reflection Source

Whether to use the reflection effect of the sky box. The default is yes. "No" means replacing it with another cube map. If you choose to use a Sky box as the source, an additional option is provided to set the reflection of the sky box.

(7) Reflection Intensity

The reflection strength of the reflection source (sky box or cubic thoughtfulness) is visible in the object.

(8) Reflection bounces

An object is reflected by the "bounce" light of another object, which is calculated by the reflection probe (Reflection probes) captured in the scene. This property represents the number of times the object bounces back and forth through the set of light points (probes). If the property value is 1, it is initialized only to the value specified in the Source property from the Sky box or cube map reflection.

(9) Realtime Resolution (real-time resolution)

Real-time resolution. This property sets the number of pixels (that is, "texture pixels") for each unit of texture that is lit by "realtime GI". This property value is usually set to 1, which means that the resolution is determined based on the size of the object in the scene. However, for terrains and large objects, this value is usually reduced. You can use the map parameter (lightmap Parameters) or grid rendering scale (mesh Renderer ' s scales) in the Light Map (Lightmap) property to reduce the resolution.

Note that if realtime and baked GI are enabled, this property will also set the resolution of the indirect light.

CPU Usage (CPU utilization)

Sets whether the realtime GI consumes CPU time should be evaluated at runtime. High CPU usage may increase the response efficiency of the light map, but can affect other rendering performance such as frame rate.

The pre-calculation process that is performed in the editor does not affect the CPU usage at run time.

Note that the way to provide CPU utilization is achieved by adding threads to the GI, which is relatively much smaller for multi-core processors.

2, Baked gi (baked gi)

(1) Baked Resolution (baking resolution)

The number of texture pixels per unit length occupied by the baked object (that is, the "texture Pixel"). It is generally set to about 10 times times higher than the real-time resolution (Realtime Resolution).

(2) Baked Padding

The size of the interval between the detached shapes in the baking map.

(3) Compressed

Whether to compress the baked map texture. Compressed maps require less storage space, but the compression process may introduce unwanted texture traces.

(4) Indirect Resolution

The resolution of the indirect light (this property is only available if precomputed Realtime GI is disabled).

The resolution used when calculating indirect illumination. This value is equivalent to the real-time resolution (Realtime Resolution) used when using precomputed Realtime gi.

(5) Ambient occlusion

The relative brightness of the ambient surface (e.g., partially obscured light, light in the corner of the room, etc.). Higher values indicate a higher contrast between the occlusion and the fully lit area. This property applies only to the calculation of indirect light in the GI system.

(6) Final Gather

Whether the last collection option is enabled. When on, the reflected light resolution in the GI calculation is applied to the baking map, i.e. the two use the same resolution. This improves the visual quality of the decal, but at the cost of increasing the baking map time in the editor.

3. General GI

(1) directional mode (orientation)

Stores incident light information for an object's surface in a light map. The information that stores the incident light at each point of the dominant position. In orienteering mode (directional mode), the resulting second map is used to store the incoming dominant directional light. This causes the normal map of the material used for the GI to diffuse (diffuse) in the scene. In directional specular mode (directional specular modes), more data is allowed to be included in specular and normal map shading (full shading).

The non-directional mode (non-directional modes) turns off both options. In contrast to the non-directional mode, the directional mode requires one more storage space to attach the mapping data, and the directional specular mode requires four times times the storage space to hold the texture memory taken care of by the map.

For further details, see directional baking.

(2) Indirect Intensity (brightness of indirect light)

The brightness of the last generated light map indirect light. Set this to 1.0 using the default brightness. Less than 1.0 reduces the intensity of illumination, greater than 1.0 increases brightness.

(3) Bounce Boost

The scale value of the amount of bounce to increase from the surface to the light on the other surface. The default value is 1.0, which means no increase.

(4) Default Parameters

In the properties of the lighting window of Unity 5, all but the illumination map use a common set of parameters. Some default values have been given for this property menu. In addition, you can create your own lighting map parameter file to make new options. For more details, see the Lighting Map Parameters page.

(5) Atlas Size

Full-light map texture in pixels. That is, the size of the area occupied by merging the textures of a single object.

4, Fog

(1) Fog Color

The color of the fog drawn in the scene. Note The fog is not available under the deferred render path (Deferred rendering path).

(2) Fog Mode

The distance between the camera and the atomization. The options include: Linear (Linear), exponential (exponential), and exponential squared (exponential squared) in ascending order of atomization.

(3) Start

(available for linear atomization mode only) the distance the camera is to the beginning of the fog.

(4) End

(Available only in linear atomization mode) the camera to fog completely obscures the distance of the scene object. Iv. lightmaps (Illumination Map tab)

Displays the light map asset files generated by the GI process.

Note that "Auto" is selected by default at the bottom of the graph to indicate that unity automatically preprocessed it. However, if you want to manually change more parameters, you will need to uncheck "Auto" first.

Click the file name in the map snapshot box, and the project view will display the corresponding resource file. Click "Select" in the lower-right corner of the snapshot box and the Object Selection window will appear, which allows you to select a different illumination map.

If you rename the folder of the current map resource, the light map snapshot will be set to none, and a new file will be created the next time the map is generated. This allows you to use multiple map files, which can be used to test different GI settings and compare different sets of parameters.

The image in the Map snapshot box displays a preview of the map that is used only for the baked light (Baked lights). For live Light (Realtime lights), the preview will appear blank.

"Unity" 12.2 setting related parameters via lighting window

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