spotlight_Spotlight团队最佳做法:在Unity中制作逼真的视觉效果

spotlight

Being part of the Spotlight Team, I am fortunate to be involved in some very interesting projects. The Spotlight Team at Unity works on games together with our customers and a significant part of my role is to help developers achieve the desired look and quality for their projects. I get to hear many stories from all across the industry and can identify common issues that content creators are facing. Several of the projects I have worked on aimed for fairly realistic visuals. Given the project’s art contents, how do we make a scene in Unity that will look believable?

作为Spotlight团队的一员,我很幸运地参与了一些非常有趣的项目。 Unity的Spotlight团队与我们的客户一起开发游戏,我的重要职责是帮助开发人员为其项目获得理想的外观和质量。 我听到了很多来自业界的故事,可以确定内容创作者面临的常见问题。 我从事的几个项目旨在获得相当逼真的视觉效果。 鉴于项目的艺术内容,我们如何在Unity中制作一个看起来可信的场景?

There are a multitude of topics that need to be covered in order to make believable visuals. In this post I’m going to discuss lighting and render settings. Further down the post I’ll also share our Spotlight Tunnel Sample Scene and explain how you can use it to learn and experiment.

为了使视觉效果可信,需要涵盖许多主题。 在这篇文章中,我将讨论照明和渲染设置。 在文章的后面,我还将分享我们的Spotlight隧道示例场景,并说明如何使用它来学习和实验。

准备Unity渲染设置 (Preparing Unity render settings)

Understanding how Unity’s rendering features can be used to realistically mimic the real world will help you to achieve your project’s visual goal.

了解如何使用Unity的渲染功能逼真地模拟现实世界将帮助您实现项目的视觉目标。

Linear rendering mode
In simple terms, this sets Unity to do lighting and shading calculations using physically accurate math before transforming the final output into the format that works best for monitors.
To specify a gamma or linear workflow,
go to Edit > Project Settings > Player and open Player Settings.
Then go to Other Settings > Rendering and change the Color Space to Linear.

线性渲染模式
简单来说,这会将Unity设置为使用物理上精确的数学进行照明和阴影计算,然后再将最终输出转换为最适合监视器的格式。
要指定伽玛或线性工作流程,
转到 编辑 > 项目设置 > 播放器, 然后打开 播放器设置
然后转到 其他设置 > 渲染 并将 颜色空间 更改 为 线性。

Defining your color space should be one of the earliest decisions in your project, because of the drastic impact on the final shading and lighting results.

定义色彩空间应该是项目中的最早决定之一,因为这会对最终的阴影和照明结果产生巨大影响。

Rendering mode.
In the Spotlight Tunnel Sample Scene, we use deferred rendering path. This allows content creators to work with multiple dynamic lights efficiently, combined multiple reflection cubemaps, and have the ability to use the existing Screen Space Reflection features in Unity 2017+.
To set this, go to Graphic Settings > Rendering Path or Camera > Rendering Path
You can find more information about render modes refer in this part of Unity documentation.

渲染模式。
在Spotlight隧道示例场景中,我们使用延迟的渲染路径。 这使内容创建者可以有效地使用多个动态光源,组合多个反射立方体贴图,并能够使用Unity 2017+中的现有“屏幕空间反射”功能。
要进行设置,请转到图形设置>渲染路径或相机>渲染路径
您可以在 Unity文档的这一部分中 找到有关渲染模式的更多信息 。

High Dynamic Range (HDR) Camera.
When rendering believable lighting, much like in real life, content creators will be dealing with lighting values and emissive surfaces that have a brightness higher than 1 (high dynamic range). These values then need to be remapped to the proper screen range (this is called tonemapping). This setting is crucial to allow the Unity camera to process these high values and not clip them.
To enable this, select the main camera on the scene and ensure that HDR is checked in the inspector tab for the selected camera.

高动态范围(HDR)相机。
在渲染逼真的照明时,就像在现实生活中一样,内容创建者将处理亮度高于1(高动态范围)的照明值和发光表面。 然后需要将这些值重新映射到适当的屏幕范围(这称为色调映射)。 此设置对于允许Unity相机处理这些高值而不进行裁剪非常重要。
要启用此功能,请在场景中选择主摄像机,并确保在检查器选项卡中为选定摄像机选中了HDR。

HDR Lightmap encoding. (optional)The Spotlight Tunnel sample scene didn’t use baked lighting, however, if you’re planning to work with High intensity (HDR) baked lighting, we recommend that you set the lightmap encoding to HDR lightmap to make sure the baked light result is consistent. The option can be found under Edit > Project > Player settings > Other settings > Lightmap encoding (Unity 2017.3+ only).Detailed information for

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