Unity Lighting Fundamentals
In this tutorial we went over light theory, light types, custom skyboxes, global illumination, and how to strategically light a game scene.
In the first module she went over the importance of visibility in a game, how it communicates to the player information about the world and the mood of the level. She went over how to manipulate and create a custom skybox by creating a new material then changing it to a skybox material then changing the sun setting and the Atmosphere , sky tint, ground and exposure settings and then went over cubemaps and the ones included with Unity.
She then went over directional lights and global illumination (similar to Unreal) and how static and primitives are affecting differently by them. Then she focused on emissive lighting and how the glow channel can be used to contribute (and how often the combination can cause issues due to non static actors) to the overall light scene by changed the color and it's intensity. She then goes over light probes and how they can be used to correct issues (like emmisive light on non static actors). Went over reflection probes (and it's issues with no static actors), and various variables relating to them. Then went over the use of Point lights, Spot lights, and Area lights.
In the first module she went over the importance of visibility in a game, how it communicates to the player information about the world and the mood of the level. She went over how to manipulate and create a custom skybox by creating a new material then changing it to a skybox material then changing the sun setting and the Atmosphere , sky tint, ground and exposure settings and then went over cubemaps and the ones included with Unity.
She then went over directional lights and global illumination (similar to Unreal) and how static and primitives are affecting differently by them. Then she focused on emissive lighting and how the glow channel can be used to contribute (and how often the combination can cause issues due to non static actors) to the overall light scene by changed the color and it's intensity. She then goes over light probes and how they can be used to correct issues (like emmisive light on non static actors). Went over reflection probes (and it's issues with no static actors), and various variables relating to them. Then went over the use of Point lights, Spot lights, and Area lights.
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