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  • Lights.

    本章介紹光源

  • Just like the real world, in Unity

    就像在真實世界一樣,在Unity裡 我們用光來照亮我們的場景

  • we use lights to illuminate our scenes.

    沒有光源就甚麼都看不到

  • Without lights nothing would be visible

    廣義來說,Unity有動態光源(Dynamic) 和烘焙光源(Baked lighting)兩種類型光源

  • to the cameras in our scene.

    動態光源是在遊戲裡即時運算的光源 只要增加光源物件到場景即可使用

  • Broadly there are two types of lighting in Unity

    烘焙光源預先運算好光照並存在貼圖裡

  • dynamic and baked lighting.

    將處理好的光照貼圖 貼在場景上物件可以提升效能

  • Dynamic lighting is calculated in

    更多關於烘焙和動態光源的內容 請參考官方文件

  • real time while our game is running.

    我們利用燈光元件在場景裡打光

  • This can be achieved simply by adding lights to our scene.

    相同於Unity其他元件 燈光元件也是依附在物件上

  • Baked lighting is calculated offline

    我們可利用Transform工具 在場景內移動光源

  • and saved to a texture.

    燈光元件有四種不同的類型

  • These lighting texture maps are then applied

    點光源(Point)、定向光源(Directional) 投射燈(Spot Light)和區域光源(烘焙限定)

  • to the baked objects in the scene

    每一種光源在遊戲裡的效果都截然不同

  • for improved performance.

    點光源效果就像燈泡

  • For more information on baked and dynamic

    點光源從他的位置投射光源到場景物件上

  • lighting see the lesson linked below.

    這種光源平均投射到所有的方向 所以旋轉角度對它沒有影響

  • To light our scene we use the Light component.

    定向光源效果像是太陽

  • Like all components in Unity

    根據定向光源的方向與角度 投射到所有場景物件

  • the light component is attached to a game object.

    它在場景的位置是無關緊要的

  • We can move the light within our scene

    投射光效果像是手電筒或車頭燈

  • using the game objects transform.

    投射光源根據它們的方向和角度 投射出一個圓錐並照亮裡面的物件

  • The light component has four different types of lights.

    所以光的位置和角度對投射光都有影響

  • The Point Light, the Directional Light,

    區域光源(Area light)只在烘焙光照貼圖時有作用

  • the Spot Light and for baked

    區域光源從一個矩平面的一面 投射並反射到四面八方的靜態物件

  • lighting only, the Area Light.

    除了這四種主要光源以外

  • Each of these types behave completely differently

    還有另外兩種可以影響照明的物件 環境光(Ambient light)和發光材質(Emissive material)

  • in the way they effect the look of our game.

    環境光控制場景的整體照明

  • The point light behaves like a bare light bulb.

    環境光會和動態光源及烘焙光源一起運算

  • The point light illuminates objects in the scene

    建議把環境光設為黑色,只用場景內 的照明工具比較好全面控制照明

  • based on the light's position in the scene.

    發光材質可從材質的Shader裡選self-illumin 並調整Emission大小來控制

  • Rotation has no influence on the light

    發光材質只會被烘焙貼圖運算

  • as this light shines equally

    更多資訊請參考官方教學

  • in all directions.

    光源有幾個屬性供我們設置

  • The directional light behaves like the sun.

    範圍(Range)讓我們定義光源 從物件的中心可以照多遠

  • Directional lights effect all the objects in the scene

    範圍屬性只對點光源和投射燈有作用

  • lighting them based on the direction of the light

    如果類別是投射燈 我們也可以設定Spot Angle屬性

  • set by the game object's rotation.

    投射角度(Spot Angle)影響投射光源錐體的斜度

  • Position in the scene is irrelevant.

    顏色(Color)控制光源的顏色

  • Spot lights behave like a flashlight

    場景內表示光源的圖示也會跟著同步改顏色

  • or headlamps on a car.

    強度(Intensity)控制光的亮度 這和範圍所影響的不同

  • They point in a direction based

    當想要對一個場景打光時,組合這些 屬性建立一個有效的光源是必要的

  • on their transform's rotation

    燈光會因為調高強度和範圍而顯得更亮 因為它們是用不同的原理來照亮場景

  • and illuminate all objects within a cone.

    燈光除了照明功能之外也可以製作一些效果

  • So spot lights respond to both

    陰影、閃光、光暈和叫做投影遮罩的東西

  • rotation and position.

    投影遮罩(Cookie)的功能 就像是一個虛擬的遮罩或標示

  • Area lights only work when baking a light map.

    擋在光源前面用來建立陰影圖案

  • Area lights shine in all directions to

    投影遮罩使用有Alpha的貼圖 來產生投射用的陰影圖案

  • one side of a rectangular plane.

    當使用定向光和投射光時 投影遮罩必須是一張2D貼圖

  • In addition to these four main types of lights

    當使用點光源時 投影遮罩必須是一個方塊貼圖(Cube Map)

  • there are two other items that can

    這是有它的道理

  • influence the lighting in the scene.

    因為定向光和投射光是有方向性的 但點光源是沒有方向性的

  • Ambient light and emissive materials.

    當使用定向光源時 可以縮放場景裡投影的遮罩圖案大小

  • Ambient light controls global

    投影遮罩無法應用在區域光源裡

  • non directional lighting in the scene.

    當用烘焙製作光照貼圖時

  • Ambient light works with both dynamic

    烘焙只會運算投射光的投影遮罩 點光源和定向光的投影遮罩會被忽略

  • and baked lighting.

    接下來介紹陰影

  • For complete control set the

    當燈光裡的陰影啟用時 有兩種陰影可以選擇

  • ambient light to black

    硬式陰影(Hard)和軟式陰影(Soft)

  • and use only the lighting in the scene.

    硬式陰影效能比較好

  • Emissive materials are created by

    軟式陰影在真實感比較有說服力 但比較耗效能

  • setting the emission property in an

    陰影有幾個屬性供我們設置

  • appropriate self-illuminating shader.

    強度(Strength)設定陰影的黑暗度

  • Emissive materials work only with baked lighting.

    調整這個值符合場景要的感覺

  • For more information see the lessons link below.

    最大強度 1 一般來說是太多了

  • There are several properties that let us

    解析(Resolution)就是陰影品質設定

  • customise the light.

    預設情況下,燈光會使用Use Quality Settings設定 每盞燈光都可以單獨調整這個設定

  • Range determines how far a light is

    更多關於品質的設定(Quality Setting) 請參閱相關章節

  • emitted from the centre of the game object

    偏移(Bias)控制陰影的偏移量來最佳化陰影

  • holding the light component.

    偏移用來設定物件開始顯示陰影的距離

  • Range only works with point and spot lights.

    數值太低會讓作品假假的 但數值太高又會讓物件有懸浮的感覺

  • When we have spot selected as our light type

    當定向光源加上軟式陰影時會多兩個額外設定

  • we also have access to the

    柔軟度(Softness)和柔軟淡出(Softness fade)

  • spot angle property.

    柔軟度控制陰影的柔邊 柔軟淡出控制陰影柔邊的淡化

  • Spot angle determines the angle of the cone

    更多關於燈光的內容請參閱官方文件

  • used by the spot light in degrees.

    Draw Halo會在燈光周圍繪製光暈 燈光的範圍和強度都會影響光暈呈現

  • Colour will control the colour of the light.

    預設光暈設定可以在Rander setting找到

  • Note the scene gizmo colour will change

    要改變預設光暈設定要先取消Draw Halo 並增加一個Halo元件來取代

  • to match the colour property.

    閃光很像光暈但是 它是模擬光通過光學玻璃產生的反射光暈

  • Intensity controls the brightness of the light

    當有鏡頭光暈(Lens Flare)指定到欄位時 光源就會呈現鏡頭光暈

  • and this is independent of range.

    光源設定裡只有強度對閃光有影響

  • When trying to light a scene, a combination

    鏡頭光暈的元件可以指定在物件上

  • of all of these properties are needed

    那樣的話光源上的Flare設定應該清除 否則鏡頭光暈就會被處裡兩次

  • to create effective lighting.

    相機也必須指定一個 閃光層(Flare Layer)元件才會呈現閃光

  • Our lights may appear brighter as we

    接下來是著色模式

  • increase both intensity and range.

    有兩個不同的動態光源著色方法

  • But they both have different behaviours

    頂點照明(Vertex lighting) 和像素照明(Per pixel lighting)

  • in the way that they light our scene.

    頂點照明通常是最快的 它會算出多少光要投射在物件的網格點上

  • As well as simple illumination

    然後把光投射到網格表面

  • lights can also use a number of effects.

    像素照明會計算螢幕上每個像素 因此較耗效能

  • Shadows, flares, halos

    雖然像素照明比較慢 但它可以做到一些頂點照明無法達到的效果

  • and something called a Cookie.

    法線貼圖、投影遮罩和即時陰影 只能用像素照明呈現

  • A cookie acts like a virtual mask

    投射形狀處理和鏡面高光處理 在像素照明表現也比較好

  • or flag in front of the light

    燈光對於著色速度有很大的影響

  • to create a patterned shadow.

    像素照明的燈光數量 可以從Quality Settings裡面來設定

  • Cookies use the alpha channel of a texture

    當PlayerSetting裡的Rendering path指定Forward時

  • to give the light a projected shadow pattern.

    Render mode這個參數可以明確的指定

  • Cookies must be a 2D texture

    燈光是要用頂點照明還是像素照明來處理

  • when working with spot and directional lights.

    重要(Important)會強制使用像素照明

  • Cookies must be a cube map

    不重要(Not Important)會強制使用快速的頂點照明

  • when using a point light.

    或球諧函數運算

  • This makes sense when you think about

    更多關於著色模式和著色路徑的內容 請參閱官方文件說明

  • the fact that both spot and directional lights

  • are shining in one direction

  • and point lights are shining in all directions.

  • When using directional lights

  • there is an option to change the cookie's size,

  • scaling the pattern in the scene.

  • Cookies do not work with area lights.

  • When using baked lighting cookies only work

  • with spot lights and are ignored

  • for baked point lights and baked directional lights.

  • Shadows.

  • There are two types of shadows available

  • when casting shadows from a light.

  • Hard and Soft shadows.

  • Hard shadows are the most efficient.

  • Soft shadows are often more convincing.

  • But they're most expensive to render.

  • When rendering shadows there are several options.

  • Strength sets the value of the

  • darkness of the shadow.

  • Adjust this value until the shadow seems

  • correct in the scene.

  • Full strength, or the value of 1

  • is often too strong.

  • Resolution is simply a quality setting.

  • By default a light will use the value

  • you set in quality settings.

  • These values can be overridden here

  • on a per light basis.

  • For more information see the lesson on

  • quality settings.

  • Bias controls an offset value

  • to optimise shadow rendering

  • from any given light.

  • Bias is a setting that effects how far

  • from objects the shadows will start.

  • Values that are too low will produce artefacts,

  • but values that are too high will mean

  • that the objects appear to be hovering.

  • When using directional lights with soft shadows

  • there are two additional settings.

  • Softness and softness fade.

  • The softness is how harsh

  • the lines of the shadow will be

  • and the softness fade is a measure of

  • how far from the camera

  • the soft shadows are drawn.

  • For more information please see the

  • documentation on lights linked below.

  • Draw Halo will draw the default

  • scene halo around the light.

  • Halos respond to both the range

  • and intensity of the light.

  • Details for the default halo can be

  • set in the scene's render settings.

  • To override the default halo

  • this setting should be left off

  • and an individual halo component

  • should be used instead.

  • A flare is similar to a halo but

  • imitates a bright light source

  • seen through optical glass.

  • When a flare asset is loaded in to the flare slot

  • the light will render using a lens flare.

  • Flares only respond to the intensity of the light.

  • A lens flare component can be attached

  • directly to the game object

  • but then the flare property on the light

  • should remain empty or there will be

  • two flares rendered on the light.

  • A flare layer component must be attached

  • to a camera for that camera

  • to render a flare element.

  • Render Mode.

  • There are two different methods

  • of rendering dynamic lights

  • using vertex lighting

  • and using per pixel lighting.

  • Vertex lighting is usually the fastest

  • and calculates the scene's lighting

  • at the vertices of an objects mesh.

  • The lighting is then interpolated

  • over the surface of the mesh.

  • Per pixel lighting is calculated at every screen pixel

  • which is more expensive.

  • While pixel lighting is slower to render it does

  • allow for some effects that are not possible

  • with vertex lighting.

  • Normal mapping, light cookies and real time

  • shadows are only rendered for pixel lights.

  • Spot light shapes and specular highlights

  • are much better when rendered

  • in pixel mode as well.

  • Lights have a big impact on rendering speed.

  • The number of pixel lights can be limited

  • in the quality settings by

  • using the pixel light count property.

  • When you are in the forward rendering path

  • render mode gives explicit control

  • over whether a light should be rendered

  • as a vertex or pixel light.

  • Important will force the light to be

  • rendered per pixel and not important

  • will force the light to be rendered

  • in a faster mode using per vertex

  • or spherical harmonics.

  • For more information on render mode and

  • render path see the documentation link below.

Lights.

本章介紹光源

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