UnityCertifiedPrep / 10_Lighting

(ref: LC_CRT)

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1 Section Introduction: Lighting

  • This section covers lighting both direct and indirect.
  • We take a look at different light types.
  • How to use baked lighting.
  • We create a cave scene for Global Illumination.

2 Light Component » Type 1/2

  • Explain light intensity.
  • Differentiate light types by feature.
  • Infer lighting setting by visual indicators.
  • Revision of basic lighting.

3 Light Component » Type 2/2

  • Define Culling Mask.
  • Light cookies and where to find them.
  • Halos effects.
  • Configuring and applying lens flares.

4 Light Component » Shadows

  • Assess shadow types.
  • Enabling shadows for meshes.
  • Shadow mapping and resolution quality.
  • Shadow acne and “Bias” settings.
  • Normal Bias and “Peter Panning”.
  • Near Shadow Planes.

5 Global Illumination: What is GI?

  • Explain Light Baking.
  • Lightmap static objects.
  • Revision of direct illumination.
  • Introduction to indirect illumination.
  • Creating a globally illuminated scene.

6 Global Illumination » Baking

  • Explain Light Baking.
  • Precomputed Realtime GI vs Baked GI.
  • Baked light modes.
  • Triggering manual baking.
  • Texels per unit, Baked Resolution and Final Gather.

7 Global Illumination: Lightmaps

  • Explain Generate Lightmap UV settings.
  • Understanding UV unwrapping for lightmaps.
  • The process for building a lit scene.

8 Global Illumination: Probes

  • Explain lighting settings.
  • GI for dynamics objects.
  • How to use light probes.
  • Layout light probes in a scene.
  • Creating reflections on objects.
  • Reflection probes vs light probes.

9 Global Illumination » Baked GI

  • Explain lighting settings.
  • Direction vs Non-directional lightmaps.
  • Fog and when to use it.
  • Skyboxes for reflection and ambient light.
  • Adding custom Skyboxes.

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(ref: LC_CRT)

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