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Unity High Quality Lighting Tutorial (Part 2) 

AlienMinefield
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Welcome to another tutorial. I'm working on an indie game and I wanted to share my progress and techniques with all of you. This time, I'm going to demonstrate different lighting techniques to help you get a high quality, AAA look for your unity games using lights, light baking, and post processing effects.

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27 июл 2024

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Комментарии : 7   
@DegiovaniLives
@DegiovaniLives 2 года назад
Could you put subtitles in Portuguese in Brazil in all your courses please
@MrRadishface
@MrRadishface 7 лет назад
You really miss out by not using linear color space and HDR for your cameras. It would give you much nicer looking color in the scene, providing it is properly exposed. Good video, regardless :)
@AlienMinefield
@AlienMinefield 7 лет назад
Thanks for the tip. I've haven't worked with the linear color space (never found it necessary yet). I'll have to do some research and testing. If it's as good as you say it is, I might tweak the lighting to use it for the final build of the game.
@mahrcheen
@mahrcheen 5 лет назад
I appreciate your effort. Your level looks really attractive. But is this high quality lighting? Nothing was said about quality. No baking tips, no resolution hints, nothing about shadows. You just put some point lights in places where spotlight would give better shadows and never said why use point lights. Through two videos I actually heard one useful hint which was to decrease range and cranking up intensity. But it was really muddy and at least confusing which rendering actually it depends of. You said deferred but later came back and said your render settings were wrong. So what you said is true to the rendering path you said or the rendering path you have set in that moment?
@samvortex4136
@samvortex4136 6 лет назад
I have questions sir?I have created very small environment with very few points lights (15-20) And my light map settings are kept low but still it's takes like forever to bake(1hours approx),while if light is real time it doesn't take that time but it does affect performance in game?my specs are gtx 1060/i5 7th!
@AlienMinefield
@AlienMinefield 6 лет назад
Something I didn't cover in this series (which I really should have, looking back) is the lightmap resolution per object. If you select a mesh in your scene, in the Mesh Renderer component, there should be a lightmapping section and within that, there is a parameter called "Scale in Lightmap". For all objects, this defaults to 1. If you want and object to have a lower lightmap resolution (say it' farther away or not very important), you can reduce that number. For large environment pieces, I'll drop it down to 0.2 or even 0.1 if it's really big. That could help reduce bake times. Realtime GI doesn't bake as much information so it's generally faster, but to my knowledge, all light baking is done on the CPU. Even if you have a very nice graphics card, it won't help. If you're using a 7th generation i5 CPU, then you don't benefit from multi-threading, (I believe the 8th generation introduced multi-threading in the i5 processors) which will drastically increase your bake times. I use an i7 3770K which is a few years old at this point, but the multi-threading than an i7 provides over an i5 is immensely helpful.
@samvortex4136
@samvortex4136 6 лет назад
AlienMinefield I was really stupid to buy i5 7400 then ryzen 1500x and light map bake Everytime I make little changes in scene and then another half hour of light map baking Well Yeah Thanks alot for help,it's means alot to me
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