shown in other instead.
Global Illumination (GI) is a set of techniques intended to simulate realistic light propagation in a virtual environment.全局照明（GI）是旨在模拟虚拟环境中逼真的光线传播的一组技术。
The following comparison shows the use of global illumination in a scene with two light sources: a red Omni Light and a World Light, volumetric sun shafts included.下面的比较显示了在具有两个光源的场景中全局照明的使用：红色Omni Light和World Light，其中包括体积太阳轴。
The left image shows the scene illuminated with direct light only, so that we see only silhouettes of unlit objects and a large number of details is hidden in the darkness.左图仅显示了直接光照下的场景，因此我们只能看到未照明物体的轮廓，并且大量细节隐藏在黑暗中。
The right image shows the scene with both direct and indirect light, which makes it look way more realistic and consistent.右图显示的是直接和间接照明的场景，这使它看起来更加真实和一致。
UNIGINE provides both realtime and precomputed solutions for GI simulation.UNIGINE为GI模拟提供实时和预计算解决方案。
Static Global Illumination is mainly applicable to static unchanging environments and implies baking of lighting in order to drop expensive calculations and keep the performance high.静态全局照明主要适用于静态不变的环境，并且意味着烘焙照明以减少昂贵的计算并保持较高的性能。
The computation of indirect lighting is a very expensive task for the processing unit, so it is usually performed once at the development stage (lighting is baked) and the results are used later for static lighting at run time.间接照明的计算对于处理单元来说是非常昂贵的任务，因此通常在开发阶段执行一次（烘烤照明），然后将结果用于运行时的静态照明。
Light Baking is the way of precomputing and storing data that describes how light rays bounce around static geometry causing indirect lighting. Adding indirect lighting to modelling helps significantly improve the realistic look of the scene.“光烘焙”是一种预先计算和存储数据的方式，该数据描述光线如何在静态几何体周围反弹并导致间接照明。在建模中添加间接照明有助于显着改善场景的逼真的外观。
The following approaches are available:可以使用以下方法：
Modes of Light Sources光源模式#
Omni, Projected, and World light sources have the Mode parameter that defines their contribution to the light baking process and determines if shadows are to be baked.Omni, Projected和World light源具有Mode参数，该参数定义它们对光烘焙过程的作用，并确定是否要烘焙阴影。
The following modes are available:可以使用以下模式：
Dynamic. The light source provides direct realtime lighting only. It is considered disabled while light baking is being calculated, that is why the scene remains unlit when the light is turned off after light baking. No shadows are baked.
Dynamic light source enabled. No GI is baked.Dynamic light source enabled. No GI is baked.Dynamic light source disabled.Dynamic light source disabled.Dynamic light source enabled. No GI is baked.启用动态光源。没有GI被烘烤。Dynamic light source disabled.动态光源已禁用。
Static. The light source contributes to light baking and remains enabled all the time providing direct realtime lighting while the indirect light is being baked. When lighting is baked, such light sources are not to be moved; otherwise, this option can cause a lack of physical accuracy registered by the eye. Shadows for Omni, Proj, and World lights are baked.
Static light source enabled.Static light source enabled.Static light source disabled. Indirect light is baked.Static light source disabled. Indirect light is baked.Static light source enabled.启用了静态光源。Static light source disabled. Indirect light is baked.静态光源已禁用。间接光被烘烤。
For scenes that have moving light sources and changing environment, baking of lighting is inappropriate. The following realtime approaches of GI simulation are provided in UNIGINE.对于具有不断变化的光源和变化的环境的场景，不宜使用照明。在UNIGINE中提供了以下GI模拟的实时方法。
- Ambient lighting from dynamic environment probes.
- The SSRTGI (Screen-Space Ray-Traced Global Illumination) technology is a set of screen-space ray tracing techniques for GI simulation with the real-time performance level. It incorporates Screen-Space Ambient Occlusion, Screen-Space Global Illumination and Bent Normals features. The technology doesn't require light baking, so every object and light source can be freely moved.
SSRTGI (Screen-Space Ray-Traced Global Illumination)技术是一组具有实时性能水平的用于GI模拟的屏幕空间光线跟踪技术。它包含Screen-Space Ambient Occlusion，Screen-Space Global Illumination和Bent Normals功能。该技术不需要烘烤，因此每个对象和光源都可以自由移动。