Advanced Global Illumination in Unity 5 - Unite Europe 2015

Advanced Global Illumination in Unity 5 - Unite Europe 2015

(KASPER STOMRM)

BakedGI

Lightmaps and light probes

Precomputedrealtime GI

 Lightmaps and light probes

Bakedand realtime reflection probes

 

Those3 components can freely be combined.

 

Whatdoes precomputed realtime GI mean?

 

Freelychange all light properties in the player

 ADD/remove lights

 Change light properties

Freelymodify material reflectance and emission properties of static geometry (Metashader pass)

 

Freelychange the environment lighting

 

Lightingworkflow

 

Hashingand caching

Filebased

Hashinputs and compute missing outputs

  Robust

  General

  Easyto distribute

  Cacheable

  Async

Allowsfor “Auto mode”  and  “snapshot mode”

LightmappingModes

Performance

  Shading performance

  Memory footprint

 

Non-Directional

  Flat disuse

  Tex0: diffuse response

  Fast

  Lowest memory footprint

  Good for mobile

 

Directional

 Normalmapped diffuse

Tex0:diffuseresponse

Tex1:directionality(fixed 4)

  Dominant light direction

  Length= directionality

  Rebalancing coefficient

Combineddirectionality for direct and in direct

Relativelyfast, twice the memory

Directionalspecular

Diffuseand specular

  Both normalmapped

Tex0:intensity

Tex1:directionality(fixed3)

  Dominant light direction

  Length = directionality

 

Metapass

Customshader pass using the GPU

Decouplethe albedo and emissive Enlighten uses, from the regular shader passes

Modifyalbedo (material reflectance)

Changeemission of static geometry

Additiveloading of lighting data

Bakinglighting data can be done in two ways

  Separately (separate levels , no sharedlighting)

  Together (multiple levels can affect eachother

 Preview available in the Unity 5.2 alpha

 

Enlightenupgrade from 2.22 to 3.02

Performanceimprovements

New feature:real-time transparency

  Remove objects at runtime

  Destruction , frosted windows, doors etc.

Improvedcubemaps

Probelit objects currently not visible to Enlighten

  Enlighten 3.0 includes all immovable objectsin clustering

  Which means they can act as emitters!

 

Bestpractices

Set arealtime resolution that makes sense for you scene

Use thefast emissive API (DynamicGI .SetEmissive)

Add acustom meta pass to change bounce lighting and emission without affection theregular shader passes.

Add glowby attaching lights to dynamic objects

Use emissivesurfaces as area lights.

 

AdamSimonar

NVYVE工作室发布了第一人称恐怖游戏《帕梅拉(P.A.M.E.L.A.)》

Geometryimport and setup

 

As you’remodelling/designing ,try to plan what needs to be pre-computed vs using lightprobes.

Generally,only large architectural elements should be set as static (use namingconventions such as _LMS to denote pre_computed geometry.

 

Keepin mind each object’s desired effect on the scene; in the below example, thegreen tubes are physically very small ,but have a large impact on the scene’slighting so they were set as static.

 

Performanceand material tips

 

 For object that need to have emission updatedat runtime, make sure to keep them as separate meshes that can use a flat colorvs. complex texture map for emission updates

 

 Use dynamicGI.SetEmissive rather thanDynamicGI.UpdateMaterials whenever possible for better performance

 

Updatinglighting and materials is the expensive part and can incur big GPU spikes onlarge scenes

  Don’t set unnecessary lights as dynamic, e.g.enemy player flashlights

 

Stayroughly within physically based values when creating materials

   Overly bright or dark materials can produceincorrect ,odd looking GI

 

 

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