Unity Graphics (Unity 图形渲染 ) 官方教程文档笔记系列之六

本文档详细介绍了Unity中的预计算实时全局光照(Precomputed Realtime GI),探讨了如何从数小时的预计算时间缩短到几分钟。通过优化场景、选择合适的实时分辨率和理解图表对预计算时间的影响,实现高效且高质量的光照效果。内容涵盖预计算实时GI的基本概念、实时分辨率的选择以及图表对预计算时间的影响。通过学习和应用文中技巧,可以大幅提高预计算速度,实现实时光照效果的同时保持高性能。
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Unity Graphics (Unity 图形渲染 )
- Everything for Lighting and Rendering in Unity
- 主要涉及到光照与渲染方面的知识

本文档主要是对Unity官方教程的个人理解与总结(其实以翻译记录为主:>)
仅作为个人学习使用,不得作为商业用途,欢迎转载,并请注明出处。
文章中涉及到的操作都是基于 Unity2018.3版本
参考链接:https://unity3d.com/cn/learn/tutorials/s/graphics


下面是将要介绍的章节,黑体是本次内容:

  • Introduction to Lighting and Rendering
    介绍光照和渲染
  • Precomputed Realtime GI (Realtime Global Illumination)(6)
    预处理实时全局光照(6)
  • Rendering and Shading
    渲染与着色
  • Cameras and Effects
    相机与效果
  • Geometry in Unity
    几何体

1.Introduction to Precomputed Realtime GI

1.预计算实时全局光照的介绍

In Unity, there are two distinct techniques available for precomputing global illumination (GI), or bounced lighting. These are Baked GI and Precomputed Realtime GI. This tutorial focuses on Precomputed Realtime GI.
Unity中有两个不同的有效技术处理预计算全局光照,或称为碰撞/反弹光照。名字是:烘焙GI与预计算实时GI.这篇教程只讨论预计算实时GI。

When working with Precomputed Realtime GI, a lighting precompute is the process of calculating the bounce of light around the static geometry within a Scene in the Unity Editor and storing this data for use at run time. This process reduces the number of lighting calculations that must be performed at run time, allowing realtime bounced lighting while maintaining interactive framerates.
当预计算实时GI工作时,一个光照预计算是Unity编辑器中场景静态几何体的光照碰撞的处理和存储这些数据用于运行时。这个处理减少了一定会影响运行时性能的大量光照计算,允许实时碰撞光照同时保持合适的帧率。

When using Baked GI, traditional lightmap textures are generated offline during the precompute process. These textures then exist as assets within the project and cannot be changed at run time. Precomputed Realtime GI does not create lightmap assets in the same way. Instead, lighting data is saved as a Lighting Data Asset which contains the information needed to generate and update a set of low resolution lightmaps interactively, at run time.
用烘焙GI时,传统的光照图在预计算处理中离线生成。然后这些贴图存储为项目资产,在运行时不可改变。预计算实时GI并不创建光照图资产。相反,光照数据被存储为一个光照数据资产。此资产包括在运行时用于生成和更新的一系列低分辨率光照图可交互信息。

Unless our Scene has been properly prepared and optimized, the time it takes to complete these calculations can become excessive. In this tutorial, we will learn how to optimize a Scene for Enlighten (the backend for Unity’s Precomputed Realtime GI and Baked GI solutions) so that lighting precomputes take minutes rather than hours.
除非我们的场景有合理的准备和优化,否则它完成这些计算将会花费过高。这个教程,我们将学习如何用Enlighten系统(Enlighten系统是Unity的预计算实时GI和烘焙GI解决方案的后台系统)优化场景,让光照预计算花费几分钟而不是几小时的时间。

Over the course of the document we will cover:
这个文档的覆盖课程如下:

  • How to determine an appropriate lighting resolution for our Scenes.
    如何决定一个合理的光照解决方案
  • What Charts are and how they affect our precompute times.
    什么是“图表”和它们是如何影响到我们的预计算时间
  • How to start the precompute process.
    如果开始预计算处理
  • Using probe lighting to reduce the complexity of our lighting solution.
    用探头照射来减少我们光照解决方案的复杂性
  • Improving auto-unwrapped UVs generated by Unity’s Precomputed Realtime GI.
    用Unity的预计算实时GI提高自动展开UV的生成
  • What Clusters are and how they are used to generate globally illuminated lighting.
    什么是“集群”和它们是如何用于生成全局光照效果
  • Using Lightmap Parameters to fine-tune our lighting on a per-object basis.
    基于每个对象用光照图参数去微调我们的光照效果

Once we have learned and applied these techniques, we can leverage the benefits of using Precomputed Realtime GI: fast lighting iteration times, the ability to experiment more rapidly during the lighting process and re

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