This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
UnigineEditor
界面概述
资产工作流程
设置和首选项
项目开发
调整节点参数
Setting Up Materials
Setting Up Properties
照明
Landscape Tool
Sandworm (Experimental)
使用编辑器工具执行特定任务
Extending Editor Functionality
嵌入式节点类型
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Light Sources

While the 3D geometry defines the shape of your content, lighting is the basis of every virtual scene defining colors and final look of your objects. UNIGINE features the following types of the light sources:

  • Dynamic lighting is a customizable solution providing real-time lighting calculation. This advanced technique provides very realistic lighting as it can illuminate dynamic objects. Light sources themselves can be moved or changed in real time (for example, turned on and off). As the most objects in the scene are rendered in the deferred pass, dynamic light sources won't cause big performance losses. All UNIGINE light source are dynamic except for the environment probe, which can be either dynamic or static.
  • Static (precomputed) lighting is an efficient and useful solution for lighting relatively static scenes. It allows dropping most lighting computations, leaving only simple texture lookups to be performed at the rendering time. Still, this method only roughly simulates lighting for moving objects entering the scene and sometimes lacks physical accuracy registered by the eye.
Light Source Image Dynamic Mode Static Mode
LightOmni (omnidirectional point light) Emits light from a point source in all directions. Emits light from a point source in all directions and uses a prebaked shadow cubemap for static objects lit by the Omni Light.
LightProj (projected light) Emits light from a single point forming a focused beam aimed in a specific direction. Emits light from a single point forming a focused beam aimed in a specific direction and uses a prebaked 2D depth texture to store shadows of static objects lit by the Projected Light.
LightWorld (sun light) Casts parallel beams onto the scene from an infinitely remote point. -
LightEnvironmentProbe (environment probe) Grabs a cubemap each frame thus providing objects in the scene with dynamic reflections from a point source in all directions. Uses a prebaked cubemap to provide objects in the scene with reflections from a point source in all directions.
LightVoxelProbe (voxel probe) - Provides volume to bake lighting. Uses a prebaked voxel map to provide objects in the scene with indirect lighting from any light source.

Usage of Light Sources#

The basic workflow is to use dynamic light sources and Voxel Probes for lighting, and Environment Probes for reflections. This approach ensures the best result, however, you can also enable both lighting and reflections for a Voxel or Environment Probe via the corresponding options.

Light sources provide lighting to surfaces in the following priority:

  1. Omni, Projected and World light sources' dynamic direct light.
  2. Voxel probe's ambient light and/or reflection.
  3. Environment probe's ambient light and/or reflection.

See Also#

Last update: 2020-11-24
Build: ()