If the scene in the character introduction window is created in 3D, it can be used as a Bake lighting resource separately from the Skydome by saving it as a panoramic image with the HDR Cubemap Capture function and then correcting the HDR lighting effect in HDRStudio or Substance Designer. HDR image lighting resources are very important. (If you install too many Baked Only lights, the GI Bake time can be extremely slow.) In the case of the character selection window, adding more than 5 indirect lights does not seem to have much meaning. When you want to achieve an overall mood expression when composing a scene, or add an unchanging light source effect or indirect GI lighting effect. (Those dynamic lights counts is Included Directional light ) When you need lighting that requires a change in the direction of the light or the brightness and colour of the light when composing the scene. The light probe bake value can be stored in a text asset and can be called at runtime.īake information can be easily replaced if all hero scenes use light probes with the same structure. If the GI lighting effect (using a light probe) is different for each hero type in the character selection window, we need to use a light probe cell with the same structure. GI Static lighting setup guideline ( Light Probe GI for Hero ) If it is necessary to express a more dense shadow(More dark shadow) result for artistic expression, the artist can directly modify the density of the entire scene, the colour, and the density of the starting point of the shadow. When the intensity of the environmental light source is 1, the shadow density may be expressed brightly. Script component location: Component/ByteDance/Rendering/Global Light Manager URP Compare Results Custom Shadow Adjustment. Provides an interface to effectively control Global Properties inside the scene.Īrtists control scene effects from a single interface and can save their values as.
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