Version: 2021.2
言語: 日本語
プログレッシブ GPU ライトマッパー (プレビュー版)
ライトマッピング - はじめに

Lightmapping using Enlighten Baked Global Illumination

Enlighten Baked Global Illumination relies on precomputed real-time global illumination data to generate indirect lighting. This can be an advantage, because you can produce new lightmaps fairly quickly after changing the scene’s lighting. However, Enlighten Baked Global Illumination imposes more UV layout limitations than the Progressive Lightmapper.

Enlighten Baked Global Illumination is deprecated (unlike Enlighten Realtime Global Illumination).

レンダリングパイプラインのサポート

See the HDRP and URP documentation for compatibility information specific to scriptable render pipelines. Unless otherwise specified, the Built-In Render Pipeline supports all features described in this article.

Enlighten ライトマッパーの使用

To use Enlighten Baked Global Illumination, go to Window > Rendering > Lighting, navigate to Lightmapping Settings, and set Lightmapper to Enlighten.

You can perform many of the functions available in this window via scripts, using the LightingSettings API.

The following properties are specific to Enlighten. To expose them, select Enlighten in the Lightmapper control.

プロパティ 機能
Final Gather Calculates the final global illumination light bounce of at the same resolution as the baked lightmap. This improves visual quality, but requires additional time to bake the lighting. If Final Gather is enabled, it exposes the settings Ray Count and Denoising.
Indirect Resolution ライトマッパーが間接ライティングの計算に使用するサンプルの数を定義します。値を大きくするとライトマップの品質が向上しますが、ベイクの完了に必要な時間が長くなります。
Ray Count Specifies the number of rays the lightmapper emits for every final gather point.
Denoising Applies a denoising filter to the final gather output.

Disabling the default environment contribution

Unity automatically generates an ambient probe and a default Reflection Probe to ensure that environment lighting affects your scene and the GameObjects in it by default.

To disable the environment contribution in the lighting result for a scene or GameObject that does not have manually created light maps and Light Probes, disable the default Reflection Probe and the ambient probe. For more information, see Disabling the SkyManager.

プログレッシブ GPU ライトマッパー (プレビュー版)
ライトマッピング - はじめに
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