![]() In our example, the sky currently renders a single color value to the Scene, making it flat. Proper environment lighting requires occlusion of the skylight lighting, and sunlight requires indirect lighting bounce. This is due to the parallel nature of its light and shadow direction mimicking the light source at close to infinity distance.ĭirectional and ambient light alone don’t create believable lighting. ![]() Typical sunlight or moonlight is usually represented by a directional light. It has ambient lighting, but not proper environment lighting: ![]() In the Lighting window, on the Scene tab, assign SkyMaterial to Environment > Skybox Material: In the Inspector, set the material’s Shader to Skybox/Procedural Environment lighting settings can be found under the Lighting tab ( Window > Lighting > Settings > Environment).Ī procedural Skybox material is better than a HDRI cubemap, for its simplicity and ease of use.Īdd a new material in the project and name it SkyMaterial. Night sky has minimal contribution, while daytime sky has very bright contribution. One of the main components in outdoor lighting is Environment lighting, which is also referred to as hemisphere lighting or skylight. Screen Space Ambient Occlusion and Screen Space Reflection. ![]() The same advice and lighting principles also apply when baking.įor outdoor lighting and Scene setup, consider the following: The advice in this section assumes you have set the Scene with a Realtime GI strategy and then lit with Realtime lights for instant feedback. But the Scene still needs a proper lighting setup. At this stage, you should have meshes that are properly textured and an assembled Scene with proper tonemapped Unity render settings.
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