Unity+Code Learning

【Art】Unity提高画质的方式

2019-06-18  本文已影响0人  zitaoye

来源参考Brackey的Youtube视频:

Lighting in Unity https://www.youtube.com/watch?v=VnG2gOKV9dw&t=178s
Real-time Lighting https://www.youtube.com/watch?v=wwm98VdzD8s
How to Get Good Graphics in Unity https://www.youtube.com/watch?v=owZneI02YOU

Lighting in Unity:

基本概念

全局光照(Global Illumination):
光撞击到物体产生变化,分别为tranmission reflection refraction diffraction absorption scattering 根据不同形状以及material

Enlighten = realtime:场景有许多移动的光源
Baking 节省性能:将光照转为Texture, progressive light mapper = baked path tracing light mapper 从camera射出raycaset 可以在editor中进行实时的显示。

静态光源处理方式

  1. 删除室外的直射光(directional light)
  2. emissive的物件作为光源
  3. 将物件全部设置为static
  4. 确保model有lighting uv,没有的话可以进行generated lighting UV
  5. remove lighting - skybox, ambient color
  6. 取消realtime-global illumination
  7. lightmapper设置为progressive 取消auto generated, clear data之后重新勾选
  8. 选中emissive的光源,将global illumination修改为baked
  9. 选中物件中的stitch seams
  10. 提高lightmap size,选择是否要compression lightmaps,出现bleeding(lightmap重叠)的话,调整resolution与lightmap padding(可以将resolution的调整放在最后),direct 与 indirect samples也是一样,采样就是ray,bouncing同理;
  11. AO Ambient Occlusion 可以调整filter, 在 raw lightmap上变化
  12. 太暗可以调整 indirect intensity,或者albedo boast

要增加辉光效果的话:
Post-processing - bloom - color grading

Real-Time Lighting

  1. Project Setting - Player 用Linear color space而不是gamma
  2. camera- HDR Setting, rendering path = deferred
  3. quality setting - pixel light count +=20, resolution shadow,
  4. post-processing: tone mapper 在color grading中选择ACES电影风,加上post-exposure
  5. 通过skybox自动生成光照:asset store:free hdr sky, intensity modifier x
  6. Light Emitter:

HOW TO GET GOOD GRAPHIC IN UNITY

gamma-linear / 用skybox生成光照 / graphic选中ultra / 取消anti-aliasing(在post-processing中)/ rendering path-deferred(适合多光源的pc端,front适合vr以及手游,区别是一个按照lighting pixels是固定performe cost无论加多少光)/ 打开hdr,关闭hsaa /
post-processing:

其他方式:

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