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)(12)
预处理实时全局光照(12) - Rendering and Shading
渲染与着色 - Cameras and Effects
相机与效果 - Geometry in Unity
几何体
10.Summary - Precomputed Realtime GI
总结-预计算实时GI
Like so many aspects of game development, optimizing Scene lighting is about finding the right balance between desired visual result and performance cost. In many cases, it is worth sacrificing a small amount of lighting fidelity in exchange for reduced precompute times and improved run time performance.
就像游戏开发的许多方面一样,优化场景光照是为了在期望的视觉效果和性能成本之间找到正确的平衡。在许多情况下,为了减少预计算时间和提高运行时性能,牺牲少量的光照真实度是值得的。
Our tutorial Scene with a nighttime lighting treatment applied. Following our initial precompute, no further precomputation was required while generating an alternative lighting solution. This would be impossible with ‘traditional’ baked lightmapping techniques.
我们的教程场景使用了夜间照明处理。在我们的初始预计算之后,在生成替代照明解决方案时不需要进一步的预计算。这在“传统”烘焙光照图技术是不可能的。
In this tutorial we have:
- Explored how to evaluate our Scenes to make appropriate decisions about lightmap resolutions for Precomputed Realtime GI.
探索如何评估我们的场景,以对预先计算的实时GI的光照图分辨率作出适当的决策。 - Learned that one of the most costly elements in lighting precomputes is the number of Charts in our Scene, and examined a number of techniques that can reduce Chart counts.
了解到光照预计算中最昂贵的元素之一是场景中的图表数量,并研究了一些可以减少图表数量的技术。 - Set up efficient Light Probes volumes for use by small props and debris-type objects.
设置有效的光照探头体,用于小道具和碎片类物体。 - Looked at how adjusting the parameters of Unity’s Precomputed Realtime GI unwrapping algorithm can help it make better decisions about stitching lighting UVs, therefore reducing the Chart count.
看看如何调整Unity的预先计算的实时GI展开算法的参数,可以帮助它做出更好的决定缝合光照UV,从而减少图表的数量。 - Explained what Clusters are, how they are used to calculate global illumination in Unity and how they can affect lighting performance.
解释了群集是什么,如何在Unity中计算全局光照,以及它们如何影响光照性能。 - Experimented with using Lightmap Parameters to fine tune resolution and lighting fidelity for objects within the Scene, reducing the precompute costs of objects that are less visually important.
实验使用光照参数来微调场景中对象的分辨率和光照真实度,从而降低不太重要的对象的预计算成本。
Employing all of these techniques together should enable you to create production-quality lighting results in your Scenes with minimal precompute times. Combining this with the ability to quickly iterate on lighting with realtime updates to GI, plus the ability to change bounced lighting at run time, it quickly becomes apparent how Unity’s Precomputed Realtime GI can be an attractive option for many realtime applications.
将所有这些技术结合在一起,应该可以使您以最少的预计算时间在场景中创建高质量的光照效果。将此功能与对实时更新的GI在光照上快速迭代的能力,以及在运行时更改反弹光照的能力相结合,很快就可以清楚地看到,Unity的预计算的实时GI对于许多实时应用程序来说是一个很有吸引力的选项。
For further reading, please see the ARM Guide for Unity Developers here.
要进一步阅读,请点击这里查看Unity开发者的ARM指南。