Preparing Unity Render Settings 准备好Unity渲染设置 Creating Believable Visuals 系列2

Preparing Unity Render Settings 准备好Unity渲染设置

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Unity2018.3版本
翻译中有些术语不准确,但不影响理解的,不再一一调整,请谅解。
参考链接:https://unity3d.com/cn/learn/tutorials/projects/creating-believable-visuals/preparing-unity-render-settings?playlist=17102

The following advice focuses on achieving a believable visual target. Understanding how Unity’s rendering features can be used to realistically mimic the real world will enable you to quickly achieve your project’s believable visual goal. For greater depth information, visit Unity lighting and rendering tutorial.
下面的建议着重于实现一个可信的视觉目标。了解Unity的渲染特性如何被用来真实地模拟现实世界,将使您能够快速地实现您的项目的可信的视觉目标。要获得更多的深度信息,请访问Unity lighting和渲染教程。

Linear rendering mode
线性渲染模式

In simple terms, this sets Unity to do lighting and shading calculations using physically accurate math before transforming the final output into the format that works best for monitors.
简单地说,这将Unity设置为在将最终输出转换为最适合于监视器的格式之前,使用物理上精确的数学进行光照和着色计算。

To specify a gamma or linear workflow, go to Edit > Project Settings > Player and open Player Settings. Then go to Other Settings > Rendering and change the Color Space to Linear.
要指定gamma或线性工作流,请转到编辑>项目设置>播放器并打开播放器设置。然后切换到其他设置>渲染,将颜色空间改为线性。

Defining your color space should be one of the earliest decisions in your project because of the drastic impact on the final shading and lighting results. Unity has good documentation explaining each workflow.
定义你的颜色空间应该是你的项目中最早的决定之一,因为这对最终的着色和照明效果有很大的影响。Unity有很好的文档来解释每个工作流。

Rendering mode
渲染模式

In the Spotlight Tunnel Sample Scene, Deferred rendering mode is used. This allows content creators to work with multiple dynamic lights efficiently, combined multiple reflection cubemap and be able to use the existing Screen Space Reflection features in Unity 2017+.
在聚光灯隧道示例场景中,采用了延迟渲染模式。这使得内容创造者可以有效地使用多个动态灯光,结合多个反射cubemap,并能够使用Unity 2017+中现有的屏幕空间反射功能。

Set this in Graphic Settings > Rendering Path or set in Camera > Rendering Path
设置这个在图形设置>渲染路径或设置在相机>渲染路径
For more in depth rendering mode information refer to the Unity documentation.

High Dynamic Range (HDR) Camera
高动态范围(HDR)相机

When rendering believable lighting, much like real life, content creators will be dealing with lighting values and emissive surfaces that have a brightness higher than 1 (high dynamic range). These values then need to be remapped to the proper screen range (tonemapping). This setting is crucial to allow the Unity camera to process these high values and not clip it. To enable this, select the main camera on the scene. Ensure that HDR is checked in the inspector tab for the selected camera.
当渲染可信的灯光时,就像在现实生活中一样,内容创建者将处理高于1(高动态范围)的灯光值和的自发光表面。然后需要将这些值重新映射到适当的屏幕范围(色调映射)。这个设置是至关重要的,让Unity相机处理这些高值,而不是裁剪它。要启用此功能,请选择场景中的主摄像机。在所选相机的inspector选项卡确保HDR已勾选。

HDR Lightmap encoding (optional)
HDR光照图编码(可选)

The “Spotlight Tunnel” Sample Scene didn’t use baked lighting, however if you are planning to work with High intensity (HDR) baked lighting, setting the lightmap encoding to HDR lightmap is recommended to make sure the baked light result is consistent. The option can be found under Edit > Project > Player settings > Other settings > Lightmap encoding (Unity 2017.3+ only). Detailed information for Lightmap encoding can be found here.
“聚光灯隧道”示例场景没有使用烘焙光照,但是如果您打算使用HDR烘焙光照,建议将光照图编码设置为HDR光照图,以确保烘焙光的结果是一致的。该选项可以在编辑>项目>播放器设置>其他设置>光照图编码(只有Unity 2017.3+)。有关Lightmap编码的详细信息可以在这里找到。

Tonemapper for your Scene
场景的调色器

To display HDR lighting properly, tonemapper need to be enabled in the project. Make sure Unity Post Process asset are installed in your project.
要正确显示HDR光照,需要在项目中启用调色器。确保Unity Post Process asset已安装在您的项目中。

Setup in Post Process stack V1: (the version used in the “Spotlight Tunnel” scene.)
在后处理堆栈V1中设置:(在“聚光灯隧道”场景中使用的版本)。

  • Create a Post Process Profile Asset in your project and configure it as such:
    在项目中创建Post Process Profile资产,并将其配置为:
    • Enable Color Grading > Tonemapper > ACES (Academy Color Encoding Standards 学院颜色编码标准)
    • Enable Dithering Dithering allows the Scene to alleviate banding artifact introduced by 8 Bit/channel output from HDR Scene. Modern engines use this technique to circumvent the limitation of 16M colour output.
      抖动 允许HDR场景减轻因8位/通道输出而引入的数据精度表达不出的人工痕迹。现代引擎使用这种技术来规避16M彩色输出的限制。
    • Leave the rest of settings in tonemapper alone for now.
      现在把剩下的设置留在tonemapper里。
  • Select the “Main Camera” and Add component, Post Processing Behaviour.
    选择“主摄像头”并添加组件:后处理
  • Assigned the Post Process profile previously created to the profile slot. For Post Process stack V2, please refer to the readme of the package as it is currently in Beta development phase.
    将先前创建的后处理流程配置文件分配到配置文件槽中。对于Post Process stack V2,请参考软件包的自述,因为它目前处于Beta开发阶段。

Enable Image effect for viewport
为视口启用图像效果

This enables user to see the tonemapper all the time while working with the Scene view.
这使用户能够在使用场景视图时始终看到调色器。

^Notice the highlight rendition and the dark tunnel value separation improvements in the tonemapped Scene. If you look at the non-tonemapped Scene, you can see how the highlights didn’t converge to a unified color. (the yellowish burning sun in this case).
^注意在调色场景中高亮渲染和暗通道值分离的改进。如果你看一下非色调的场景,你可以看到高光是如何没有聚集到一个统一的颜色。(这里是黄色的烈日)。

This setup essentially try to replicate how a Digital camera captures a Scene with a fixed exposure (without exposure adaptation / eye adaptation features enabled).
这种设置本质上是试图复制数码相机在固定曝光(不启用曝光适应/启用眼睛适应)下是如何捕捉场景的。

At this point, content creators have achieved proper foundational scene rendering setup that should give believable results with a wide range of content.
在这一点上,内容创建者已经实现了适当的基本场景渲染设置,它应该可以在颜色内容范围宽泛的情况下(HDR)给出可信的结果。

你可能感兴趣的:(Creating,Believable,Visuals,HDR,Tonemapper,Color,Space,Render,unity)