Version: 1.3
语言 : 中文
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环境光遮挡

光照贴图和 LOD

本页面提供关于如何将光照烘焙到采用 Unity LOD(细节级别)系统的模型上的相关建议。

When you use the Progressive Lightmapper, there is no need to place Light Probes around an LOD Group to generate baked indirect lighting.

Enlighten Baked Global Illumination can only compute direct lighting for lower LODs, and the LOD system must rely on Light Probes to sample indirect lighting.

Enlighten Baked Global Illumination is deprecated and no longer visible in the user interface by default. See Lightmapping using Enlighten Baked Global Illumination for more information.

If you do not place Light Probes, your lower LOD models may appear visually incorrect because they only receive direct light.

The LOD 1 and LOD 2 models here are lit incorrectly because light probes have not been placed around the model in the scene. They only show direct lighting.
The LOD 1 and LOD 2 models here are lit incorrectly because light probes have not been placed around the model in the scene. They only show direct lighting.

要正确设置烘焙光照的 LOD 模型,应将 LOD 游戏对象标记为 Contribute GI 。为此,请选择游戏对象,然后在 Inspector 窗口顶部选择 Static 复选框旁边的下拉菜单:

本示例中假定 LOD 为该游戏对象的子项
本示例中假定 LOD 为该游戏对象的子项

使用光照探针组件将光照探针置于 LOD 游戏对象周围。

Light probes placed around an LOD model.
Light probes placed around an LOD model.

注意:只有细节级别最高的模型会影响周围几何体的光照(比如,周围建筑的阴影或者反射光)。大部分情况下,这应该不是问题,因为较低细节级别的模型与最高细节级别的模型应该是高度相似的。

定向模式
环境光遮挡