Unity は、プロジェクトに使用する レンダリングパイプライン に応じて、Light インスペクターに異なるプロパティを表示します。
プロパティ | 機能 |
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タイプ | The current type of light. Possible values are Directional, Point, Spot and Area (Rectangle or Disc light). For information on these values, see Types of Light. |
Range | Define how far the light emitted from the center of the object travels (Point and Spot lights only). |
Spot Angle | Define the angle (in degrees) at the base of a spot light’s cone (Spot light only). |
Color (色) | 放出されるライトの色をカラーピッカーで指定できます。 |
モード | Specify the Light Mode. Possible modes are Realtime, Mixed and Baked. For information on these values, see Light Modes. |
Intensity | Set the brightness of the light. The default value for a Directional light is 0.5. The default value for a Point, Spot or Area (Rectangle or Disc)light is 1. |
Indirect Multiplier | Use this value to vary the intensity of indirect light. If you set Indirect Multiplier to a value lower than 1, the bounced light becomes dimmer with every bounce. A value higher than 1 makes light brighter with each bounce. This is useful, for example, when a dark surface in shadow (such as the interior of a cave) needs to be brighter to make detail visible. If you want to use Enlighten Realtime Global Illumination, but want to limit a single real-time Light so that it only emits direct light, set its Indirect Multiplier to 0. |
プロパティ | 機能 |
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Shadow Type | Determine whether this Light casts Hard Shadows, Soft Shadows, or no shadows at all. Hard Shadows produces shadows with a sharp edge. Hard shadows aren’t realistic compared to Soft Shadows but they involve less processing, and are acceptable for many purposes. Soft shadows also tend to reduce the “blocky” aliasing effect from the shadow map. |
Baked Shadow Angle | If Mode is set to Baked or Mixed, Type is set to Directional, and Shadow Type is set to Soft Shadows, this property adds some artificial softening to the edges of shadows and gives them a more natural look. |
Baked Shadow Radius | If Mode is set to Baked or Mixed, Type is set to Point or Spot ,and Shadow Type is set to Soft Shadows, this property adds some artificial softening to the edges of shadows and gives them a more natural look. |
Realtime Shadows | These properties are available when Mode is set to Realtime or Mixed, and Shadow Type is set to Hard Shadows or Soft Shadows. Use these properties to control real-time shadow rendering settings. |
Strength | 該当のライトによって作られる影の暗さをスライダーで設定できます。0 から 1 の間の値で表されます。初期値は 1 です。 |
Resolution | 描画されるシャドウマップの解像度を設定します。解像度が高いほど影の忠実性が高くなりますが、必要な GPU 時間やメモリ使用率も増加します。 |
Bias | Use the slider to control the distance at which shadows are pushed away from the light, defined as a value between 0 and 2. This is useful for avoiding false self-shadowing artifacts. See Shadow troubleshooting for more information. This is set to 0.05 by default. |
Normal Bias | スライダーを使って、影を落す面が、面の法線に沿って縮小されるようになる距離を設定できます。0 - 3 の間の値で表されます。不適切なセルフシャドウ現象の回避に役立ちます。詳しくは “シャドウマッピング” と “Bias プロパティ” を参照してください。初期値は 0.4 です。 |
Near Plane | Use the slider to control the value for the near clip plane when rendering shadows, defined as a value between 0.1 and 10. This value is clamped to 0.1 units or 1% of the light’s Range property, whichever is lower. This is set to 0.2 by default. |
プロパティ | 機能 |
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Cookie | Specify a Texture mask through which shadows are cast (for example, to create silhouettes, or patterned illumination for the Light). For more information, see Cookies. |
Draw Halo | Tick this box to draw a spherical Halo of light with a diameter equal to the Range value. You can also use the Halo component to achieve this. Note that the Halo component is drawn in addition to the halo from the Light component, and that the Halo component’s Size parameter determines its radius, not its diameter. |
Flare | フレア をライトの位置に描画したい場合、このフィールドにアセットを設定すると、そのソースとして使用されます。 |
Render Mode | 選択中のライトの描画の優先度をドロップダウンメニューで設定できます。これは、ライティングの忠実性とパフォーマンスに影響することがあります。 |
Auto | レンダリング方法は、ランタイムに、近隣ライトの明るさと現在の Quality 設定に応じて決定されます。 |
Important | The light is always rendered at per-pixel quality. Use Important mode only for the most noticeable visual effects (for example, the headlights of a player’s car). |
Not Important | 常に、より高速な頂点ライトモード/オブジェクトライトモードでライトが描画されます。 |
Culling Mask | 特定のオブジェクト一式を、ライトの影響を受けないように選択的に除外することができます。詳しくは レイヤー のセクションを参照してください。 |
If you create a Texture that contains an alpha channel and assign it to the Cookie variable of the light, the cookie is projected from the light. The cookie’s alpha mask modulates the light’s brightness, creating light and dark spots on surfaces. This is a great way to add complexity or atmosphere to a scene.
VertexLit shaders can’t display Cookies or Shadows.
Note that shadows are disabled for directional lights with cookies when forward rendering is used. It’s possible to write custom shaders to enable shadows in this case; see documentation on writing surface shaders for further details.
Light