关于Mixed Lighting
Bake Indirect:
当关闭Baked Global Illumination时
场景所有光照和物体表现均为Runtime;
当开启Baked Global Illumination时:(LM = Lightmap , DL= DierectLighting)
如光照为Runtime:
LM = Gl = EmitLighting + SkyLighting ;
如光照为Mixed:
LM = GI = EmitLighting + SkyLighting + LightsGI;
如果光照为Baked:
LM = GI +DL = (EmitLighting + SkyLighting + LightsGI) + LightsLighting;
投影:静态物 - LM上;动态物 - 无
Subtractive:
当关闭 Baked Global Illumination 时;
场景所有光照和物体均表现为 Runtime
当开启 Baked Global Illumination 时:
如光照为 Runtime
LM = GI = EmitLighting + SkyLighting;
投影:实时投影; Reatime Shadow Color 设置无效;
如光照为 Mixed:
LM = GI + DL = ( EmitLighting + SkyLighting + LightsGI ) + LightsLighting;
投影:静态物 LM 上;动态物 实时; Reatime Shadow Color 设置有效;
如光照为 Baked:
LM = GI + DL = ( EmitLighting + SkyLighting + LightsGI ) + LightsLighting;
投影:静态物 LM 上;动态物 无; Reatime Shadow Color 设置无效;
ShadowMask:
当关闭 Baked Global Illumination 时;
场景所有光照和物体均表现为 Runtime;
当开启 Baked Global Illumination 时:
如光照为 Runtime:
LM light = GI = EmitLighting + SkyLighting;
LM shadowmask = null;
投影:实时投影;
如光照为 Mixed:
LM- light = GI = EmitLighting + SkyLighting + LightsGI;
LM shadowmask = LightsShadow;
投影:静态物 LM 上;动态物 实时;
如光照为 Baked:
LM = GI + DL = ( EmitLighting + SkyLighting + LightsGI ) + LightsLighting;
LM shadowmask = null;
投影:静态物 LM 上;动态物 无;
常用策略:
- 全实时光照:可忽略;
- 全实时直接光照:Bake Indirect;
- 对静态物体烘焙,动态物实时:Subtractive / ShadowMask;