UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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

Lighting

Lighting is the basis of almost every virtual scene. 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.

The basic workflow is to use dynamic light sources to light up the scene, combination of Lightmaps and Voxel Probes for global illumination and Environment Probes for reflections.

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Last update: 2020-10-13