天天看點

Unity Global Illumination(Unity 全局光照 ) 官方手冊筆記系列之EnlightenEnlighten

Enlighten

本文檔主要是對Unity官方手冊的個人了解與總結(其實以翻譯記錄為主:>)

僅作為個人學習使用,不得作為商業用途,歡迎轉載,并請注明出處。

文章中涉及到的操作都是基于Unity2018.1版本

參考連結:https://docs.unity3d.com/Manual/GI-Enlighten.html

Unity provides two distinct techniques for precomputing global illumination (GI) and bounced lighting. These are Baked Global Illumination and Precomputed Realtime Global Illumination. The Enlighten lighting system provides solutions for both.

Unity為預計算全局光照(GI)和反彈光照提供了兩種截然不同的技術。這些是烘焙全局光照和預計算實時全局光照。Enlighten系統為兩者都提供了解決方案。

To find the following settings, navigate to Unity’s top menu and go to Window > Lighting.要找到以下設定,導航到Unity的頂部菜單,然後進入視窗-光照。

Unity Global Illumination(Unity 全局光照 ) 官方手冊筆記系列之EnlightenEnlighten
Property Function
Realtime Global Illumination Makes Unity calculate and update lighting in real time. For more information, see documentation on Realtime Global Illumination, and the Unity tutorial on Precomputed Realtime GI.
實時全局光照 Unity實時計算和更新光照。有關更多資訊,請參閱有關實時全球照明的文檔,以及關于預先計算的實時GI的Unity教程
Lighting Mode Specifies which lighting mode to use for all mixed lights in the Scene. Options are Baked Indirect, Distance Shadowmask, Shadowmask, and Subtractive.
光照模型 指定場景中所有使用混合的照明模式的光源。可選擇的是間接烘焙,陰影遮罩,和減化。
Lightmapper Specifies which internal lighting calculation software to use to calculate lightmaps in the Scene. The options are Progressive and Enlighten. The default value is Progressive; set it to Enlighten to use the system described in this page. If you want to use the Progressive system, see documentation on the Progressive Lightmapper.
光照映射器 指定在場景中使用哪個内部光照計算軟體來計算光照圖。選擇有漸進式(Progressive) 和啟發式(Enlighten)。預設值是Progressive;設定使用Enlighten這個頁面中描述的系統。如果您想要使用Progressive系統,請參閱漸進Lightmapper的文檔)
Indirect Resolution This property is only available when Realtime Global Illumination is enabled. Use this value to specify the number of texels per unit to use for indirect lighting calculations. Increasing this value improves the visual quality of indirect light, but also increases the time it takes to bake lightmaps. The default value is 2. See the Unity tutorial on Realtime Resolution for details about Indirect Resolution.
間接光照分辨率 隻有在啟用實時全局照明時,才可以使用該屬性(不需要)。使用這個值來指定每個單元的紋素的數量,用于間接光照計算。增加這個值可以提高間接光的效果品質,但也增加了烘焙光照圖的時間。預設值是2。有關間接分辨率的詳細資訊,請參閱關于實時分辨率的Unity教程。
Lightmap Resolution Specifies the number of texels per unit to use for lightmaps. Increasing this value improves lightmap quality, but also increases bake times. The default value in a new Scene is 40.
光照圖分辨率 指定用于光照圖的每個單元的紋素數量。增加這個值可以提高光照圖的品質,但也增加了烘焙時間。新場景中的預設值是40
Lightmap Padding Specifies the separation (in texel units) between separate shapes in the baked lightmap. The default value is 2.
光照圖内邊距 指定在烘焙的光照圖中不同形狀之間的隔離(在紋素機關)。預設值是2。)
Lightmap Size The size (in pixels) of the full lightmap texture, which incorporates separate regions for the individual object textures. The default value is 1024.
光照圖大小 完整一張光照圖紋理的大小(以像素為機關),它将組合包含獨立的對象的不同的區域紋理。預設值是1024
Compress Lightmaps Compresses lightmaps so that they require less storage space. However, the compression process can introduce unwanted visual effects into the texture. This property is checked by default.
壓縮光照圖 壓縮光照圖,這樣它們就需要更少的存儲空間。然而,壓縮過程會在紋理中引入不想要的視覺效果。預設情況下開啟該屬性。
Ambient Occlusion Opens a group of settings which allow you to control the relative brightness of surfaces in ambient occlusion. Higher values indicate a greater contrast between the occluded and fully lit areas. This only applies to the indirect lighting calculated by the GI system. This property is enabled by default.
環境光遮蔽 打開一組允許你控制環境光遮蔽的相對亮度的設定。更高的值表明,被遮擋的和完全照亮的區域之間的對比更大。這隻适用于由全局光照系統計算的間接照明。該屬性預設啟用。
-Max Distance Sets a value to control how far the lighting system casts rays in order to determine whether or not to apply occlusion to an object. A larger value produces longer rays and contributes more shadows to the lightmap, while a smaller value produces shorter rays that contribute shadows only when objects are very close to one another. A value of 0 casts an infinitely long ray that has no maximum distance. The default value is 1.
-最大距離 設定一個值來控制照明系統投射光線的距離,以确定是否對一個物體施加遮蔽。更大的值會産生更長的光線,并為光照圖提供更多的陰影,而較小的值會産生更短的光線,隻有當物體彼此非常接近時才會産生陰影。0值投射出無限長的射線,沒有最大距離限制。預設值是1。
-Indirect Contribution Use the slider to scale the brightness of indirect light (that is, ambient light, or light bounced and emitted from objects) in the final lightmap, from a value between 0 and 10. The default value is 1. Values less than 1 reduce the intensity, and values greater than 1 increase it.
-間接光貢獻 在最終的光照圖中,使用滑塊來縮放間接光照的亮度(即環境光,或光照反彈和物體自發光),從0到10的值。預設值是1。小于1的值減少了強度,值大于1的值增加了它。
Direct Contribution Use the slider to scale the brightness of direct light from a value between 0 and 10. The default value is 0. The higher this value is, the greater the contrast applied to the direct lighting.
-直接光貢獻 使用滑塊來縮放從0到10之間的直接光的亮度。預設值是0。這個值越高,與直接照明的對比就越大
Final Gather Enable this if you want Unity to calculate the final light bounce in the GI calculation at the same resolution as the baked lightmap. This improves the visual quality of the lightmap, but at the cost of additional baking time in the Editor.
最終聚集 如果你想要Unity計算在GI計算中最後的光照反彈,像烘焙光照圖一樣的分辨率。這提高了光照圖的視覺品質,但是在編輯器中增加了額外的烘焙時間。
-Ray Count 射線數量 Defines the number of rays emitted for each final gather point. The default value is 256.(定義每一個最終聚集點發出的射線的數量。預設值是256)
-Denoising去噪 Applies a de-noising filter to the Final Gather output. This property is checked by default.(在最終的收集輸出中應用一個去噪過濾器。預設情況下開啟該屬性。)
Directional Mode You can set up the lightmap to store information about the dominant incoming light at each point on the surfaces of your GameObjects. See documentation on Directional Lightmapping for further details. The default mode is Directional.
定向模式 你可以設定光照圖來存儲在你的遊戲對象表面的每一點上的主要入射光的資訊。有關進一步詳細資訊,請參閱有關定向光照圖的文檔。預設模式是定向的。
-Directional In Directional mode, Unity generates a second lightmap to store the dominant direction of incoming light. This allows diffuse normal-mapped materials to work with the GI. Directional mode requires about twice as much storage space for the additional lightmap data. Unity cannot decode directional lightmaps on SM2.0 hardware or when using GLES2.0. They fall back to non-directional lightmaps.
定向 在定向模式下,Unity生成第二個光照圖來存儲入射光的主方向。這使得漫反射法線映射材質可以與GI一起工作。定向模式要求額外的光照圖資料的存儲空間大約是原來的兩倍。Unity不能在SM 2.0硬體上或在使用GLES 2.0時解碼定向光照圖。它們會回退到無方向性的光照圖。
-Non-directional In Non-directional mode, Unity does not generate a second lightmap for the dominant direction of incoming light, and instead stores all lighting information in the same place.
-非定向 在無定向模式下,Unity不會為入射光的主導方向生成第二個光照貼圖,而是将所有光照資訊存儲在同一個位置。
Indirect Intensity Controls the brightness of the indirect light that Unity stores in real-time and baked lightmaps, from a value between 0 and 5. A value above 1 increases the intensity of indirect light, and a value of less than 1 reduces indirect light intensity. The default value is 1.
間接強度 控制Unity在實時和烘焙的光照貼圖中存儲的間接光的亮度,從0到5之間。大于1的值增大間接光強,小于1的值減小間接光強。預設值是1。
Albedo Boost Controls the amount of light Unity bounces between surfaces by intensifying the albedo of Materials in the Scene, from a value between 1 and 10. Increasing this draws the albedo value towards white for indirect light computation. The default value is 1, which is physically accurate.
反照率提高 通過加強場景中材質的反照率,從1到10來控制光的Unity反彈量。增加此值将使間接光計算的反照率值變為白色。預設值是1,這在實體上是準确的。
Lightmap Parameters Unity uses a set of general parameters for the lightmapping in addition to Lighting window properties of the. A few defaults are available from the menu for this property, but you can also use the Create New option to create your own lightmap parameter file. See the Lightmap Parameters page for further details. The default value is Default-Medium.
光照圖參數 在光照視窗屬性之外,Unity還為光照映射使用一組通用參數。該屬性的菜單中有一些預設值,但是您也可以使用Create New選項來建立您自己的lightmap參數檔案。有關詳細資訊,請參見Lightmap參數頁。預設值是Default-Medium。

繼續閱讀