本文档主要是对Unity官方手册的个人理解与总结(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Unity2018.1版本
参考链接: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为预计算全局光照(GI)和反弹光照提供了两种截然不同的技术。这些是烘焙全局光照和预计算实时全局光照。Enlighten系统为两者都提供了解决方案。
To find the following settings, navigate to Unity’s top menu and go to Window > Lighting.要找到以下设置,导航到Unity的顶部菜单,然后进入窗口-光照。
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. |
实时全局光照 | Unity实时计算和更新光照。有关更多信息,请参阅有关实时全球照明的文档,以及关于预先计算的实时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 | 指定场景中所有使用混合的照明模式的光源。可选择的是间接烘焙,阴影遮罩,和减化。 |
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 | 指定在场景中使用哪个内部光照计算软件来计算光照图。选择有渐进式(Progressive) 和启发式(Enlighten)。默认值是Progressive;设置使用Enlighten这个页面中描述的系统。如果您想要使用Progressive系统,请参阅渐进Lightmapper的文档) |
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. |
间接光照分辨率 | 只有在启用实时全局照明时,才可以使用该属性(不需要)。使用这个值来指定每个单元的纹素的数量,用于间接光照计算。增加这个值可以提高间接光的效果质量,但也增加了烘焙光照图的时间。默认值是2。有关间接分辨率的详细信息,请参阅关于实时分辨率的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. |
光照图分辨率 | 指定用于光照图的每个单元的纹素数量。增加这个值可以提高光照图的质量,但也增加了烘焙时间。新场景中的默认值是40 |
Lightmap Padding | Specifies the separation (in texel units) between separate shapes in the baked lightmap. The default value is 2. |
光照图内边距 | 指定在烘焙的光照图中不同形状之间的隔离(在纹素单位)。默认值是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. |
光照图大小 | 完整一张光照图纹理的大小(以像素为单位),它将组合包含独立的对象的不同的区域纹理。默认值是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. |
压缩光照图 | 压缩光照图,这样它们就需要更少的存储空间。然而,压缩过程会在纹理中引入不想要的视觉效果。默认情况下开启该属性。 |
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. |
环境光遮蔽 | 打开一组允许你控制环境光遮蔽的相对亮度的设置。更高的值表明,被遮挡的和完全照亮的区域之间的对比更大。这只适用于由全局光照系统计算的间接照明。该属性默认启用。 |
-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. |
-最大距离 | 设置一个值来控制照明系统投射光线的距离,以确定是否对一个物体施加遮蔽。更大的值会产生更长的光线,并为光照图提供更多的阴影,而较小的值会产生更短的光线,只有当物体彼此非常接近时才会产生阴影。0值投射出无限长的射线,没有最大距离限制。默认值是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. |
-间接光贡献 | 在最终的光照图中,使用滑块来缩放间接光照的亮度(即环境光,或光照反弹和物体自发光),从0到10的值。默认值是1。小于1的值减少了强度,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. |
-直接光贡献 | 使用滑块来缩放从0到10之间的直接光的亮度。默认值是0。这个值越高,与直接照明的对比就越大 |
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. |
最终聚集 | 如果你想要Unity计算在GI计算中最后的光照反弹,像烘焙光照图一样的分辨率。这提高了光照图的视觉质量,但是在编辑器中增加了额外的烘焙时间。 |
-Ray Count 射线数量 | Defines the number of rays emitted for each final gather point. The default value is 256.(定义每一个最终聚集点发出的射线的数量。默认值是256) |
-Denoising去噪 | Applies a de-noising filter to the Final Gather output. This property is checked by default.(在最终的收集输出中应用一个去噪过滤器。默认情况下开启该属性。) |
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 | 你可以设置光照图来存储在你的游戏对象表面的每一点上的主要入射光的信息。有关进一步详细信息,请参阅有关定向光照图的文档。默认模式是定向的。 |
-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生成第二个光照图来存储入射光的主方向。这使得漫反射法线映射材质可以与GI一起工作。定向模式要求额外的光照图数据的存储空间大约是原来的两倍。Unity不能在SM 2.0硬件上或在使用GLES 2.0时解码定向光照图。它们会回退到无方向性的光照图。 |
-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 | 在无定向模式下,Unity不会为入射光的主导方向生成第二个光照贴图,而是将所有光照信息存储在同一个位置。 |
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. |
间接强度 | 控制Unity在实时和烘焙的光照贴图中存储的间接光的亮度,从0到5之间。大于1的值增大间接光强,小于1的值减小间接光强。默认值是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 | 通过加强场景中材质的反照率,从1到10来控制光的Unity反弹量。增加此值将使间接光计算的反照率值变为白色。默认值是1,这在物理上是准确的。 |
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. |
光照图参数 | 在光照窗口属性之外,Unity还为光照映射使用一组通用参数。该属性的菜单中有一些默认值,但是您也可以使用Create New选项来创建您自己的lightmap参数文件。有关详细信息,请参见Lightmap参数页。默认值是Default-Medium。 |