上一篇博客已經詳細的介紹GI了,接下來我們講點實際的,怎么烘焙場景及注意事項。
一、Light
Property: | Function: |
---|---|
Type | 當前燈光的類型。有四種類型:Directional, Point, Spot and Area。 |
Range | 燈光照射的距離 (只有Point和Spot光源有這個屬性). |
Spot Angle | 聚光燈照射范圍所張開的角度(Spot light only). |
Color | 光的顏色 |
Mode | 指定光的模式. 三種模式 Realtime, Mixed and Baked。 |
Intensity | 光照強度 |
Indirect Multiplier | 改變間接光的強度,間接光光線從一個對象反彈到另一個對象。如果值大於1則反射光將變得更亮,小於1反射光暗淡 |
Shadow Type | 陰影類型:Hard Shadows, Soft Shadows, or no shadows 。 |
Baked Shadow Angle | 烘焙時,軟化邊緣陰影,讓他們看起來更自然。(Directional ) |
Baked Shadow Radius | 烘焙時,軟化邊緣陰影,讓他們看起來更自然。(Point or Spot) |
Realtime Shadows | 實時陰影。 |
Strength | 陰影的強度 |
Resolution | 陰影分辨率,越高越消耗性能。 |
Bias | 陰影距離物體的距離。 |
Normal Bias | |
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. |
Cookie | (靠) |
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 | If you want to set a Flare to be rendered at the Light’s position, place an Asset in this field to be used as its source. |
Render Mode | Use this drop-down to set the rendering priority of the selected Light. This can affect lighting fidelity and performance (see Performance Considerations, below). |
Auto | The rendering method is determined at run time, depending on the brightness of nearby lights and the current Quality Settings. |
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 | The light is always rendered in a faster, vertex/object light mode. |
Culling Mask | Use this to selectively exclude groups of objects from being affected by the Light. For more information, see Layers. |