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UnityHDRP新模板解析

UnityHDRP新模板解析

作者: Angeladaddy | 来源:发表于2021-08-16 17:08 被阅读0次
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    Volumns

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    1. 一个全局Volumn
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    • 使用内置DefaultHDRISky 、手动曝光度控制(13.24)

    • 使用Automatic Histogram 类型Exposure组件:

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    • 使用Fog

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    • Shadows设置

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    1. 数个局部Volumn,主要控制Exposure/WhiteBallance/Fog这几项

    太阳光

    1. 阳光基本设置

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    2. 外部遮挡

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      材质设为纯黑、双面、静态。过滤额外阳光


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    ReflectionProbs

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    根据场景,划分为3个主要区域,每个区域有一个ProxyVolumn, 这个作用简单的说:如果没有这个,那么每个物体的反射效果,仅仅是反射球所在位置的简单重复,所以我们经常看到反射错位的现象;有了这个proxy,就可以精确模拟不同位置的反射情况。

    注意:reflection proxy volumn的形状必须和反射球 的形状一致

    Reflection Proxy Volumes and reprojection

    Reflection Materials in HDRP use Reflection Proxy Volumes as a reprojection volume to apply a reflection from a Reflection Probe. HDRP uses reprojection to correct parallax issues that arise due to the capture point not being at the same position as the surface point using the captured information.

    If you do not use a proxy volume, when a reflective Material uses environment information captured by a Reflection Probe, it only provides a perfect reflection for the pixels in the same position as the Reflection Probes capture point. This means that Reflection Probes do not provide a perfect reflection for most of the reflective Materials on the screen and, instead, renders the reflected environment in a slightly different position. If you want an accurate reflection for a pixel that is not in the same position as the Reflection Probe’s capture point, use a proxy volume. HDRP uses reprojection to fix this displacement issue. HDRP projects capture information on to the Reflection Probe’s proxy volume and then reprojects it onto the surface of reflective Materials. This does not give a perfect projection, but it is much closer to the actual reflection than what an infinite projection gives. However, proxy volumes can potentially introduce some artifacts depending on the shape of the volume.

    • A Box volume can potentially introduce resolution loss and incorrect angles at the edges of the box.
    • A Sphere volume provides uniform quality, but you can sometimes see incorrect reflections on long surfaces that the proxy shape does not follow. For example, for a long plane, the reflections become less accurate the further they are from the Reflection Probe’s capture point.

    每个区域的反射球设置多个,并且可以相互重叠。

    注意,有些反射球设置了per axis control

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    体积光

    使用这个组件模拟

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    注意这个组件用到了一张特殊贴图,此贴图参数如下:


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    光照探针

    户外少,户内多,顶部少,底部多(遵循物体分布原则)

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    Decal

    大量使用decal,比如污渍、水渍, 甚至接缝处也使用,非常细致

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    Lights

    室内光结合使用realtime+mix类型,同时,射灯加上cookie;

    • 同一处灯光,使用两盏灯:
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    • 一盏灯为点光,范围较小,realtime类型,用来点亮灯罩

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    • 另外一盏为spot类型,范围大,是主光,mix类型,名称标记lm亮度,并带有cookie

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    烘焙设置

    静态物体

    • 场景中较大物体如墙面地面桌子立柱等设置为全静态,小物体一般只设置反射探针静态;
    • 极小的物体、过于复杂的物体设置为动态


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    附上4种烘焙参数设置(draft-medium-high-ultra)

    • draft


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    • medium
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    • high


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    • ultra


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