![]() See in Glossary systems, which combine direct and indirect lighting. Unity has two global illumination A group of techniques that model both direct and indirect lighting to provide realistic lighting results. ![]() Global illumination is a group of techniques that model both direct and indirect lighting to provide realistic lighting results. In Unity, your Project can use real-time lighting, baked lighting, or a mix of the two (called mixed lighting).įor information on configuring Light components to contribute real-time, baked, or mixed lighting, see Light Modes A Light property that defines the use of the Light. Baked lighting is when Unity performs lighting calculations in advance and saves the results as lighting data, which is then applied at runtime. Real-time lighting is when Unity calculates lighting at runtime. The lighting techniques that Unity uses depends on how you configure your Project. Unity can calculate direct lighting, indirect lighting, or both direct and indirect lighting. To achieve realistic lighting results, you need to simulate both direct and indirect light. Indirect light is all other light that is ultimately reflected into a sensor, including light that hits surfaces several times, and sky light. Direct and indirect lightingĭirect light is light that is emitted, hits a surface once, and is then reflected directly into a sensor (for example, the eye’s retina or a camera). Unity uses detailed models of how light works for a more realistic result, or simplified models for a more stylized result. Lighting in Unity works by approximating how light behaves in the real world. This page introduces you to how lighting works in Unity.
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