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Best Practice: Setting up the Lighting Pipeline
New in Unity 2018.2
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Expert guides

The Expert Guides in this section are written by Unity’s area experts in their own words. Here, Unity developers provide detailed insights into features and topics relevant to using Unity and how to get the most out of it.

Some of these documents were blog posts written specificially by developers who want to get their knowledge into your hands directly. Because their length and format differs from the the User Manual’s normal style, we provide them to you as downloadable PDFs or Google documents.

Guides

Windows Performance Analysis
Author: Tautvydas Zilys, Developer - Windows Team
Date: 2016–06–15
Synopsis: This extensive set of guides from Tautvydas explains how to use Event Tracing for Windows to analyze your Windows-based games, including both standalone players and Universal Windows PlatformAn IAP feature that supports Microsoft’s In App Purchase simulator, which allows you to test IAP purchase flows on devices before publishing your application. More info
See in Glossary
players running on all PCs and devices, as well as in the Unity Editor. Example files used in this expert guide: Unity+CPU+MF+DotNet+DXGI Unity+CPU+MF+DXGI VirtualAlloc
Particle System Modules FAQ
Author: Karl Jones, Developer - Sustained Engineering
Date: 2016–04–20
Synopsis: Karl talks through scripting access to the particle systemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
modules, and explains what goes on under the hood when you access and edit particle system properties in your code. (originally posted on the Unity blog)
Realtime GI on desktops and consoles
Author: Jesper Mortensen, Graphics Engineer - GI & Lighting Lead
Date: 2015–11–05
Checked with Unity version: 5
Synopsis: Jesper goes into detail about the techniques used to produce The Courtyard, a demo that puts the precomputed realtime global illumination (GI) features in Unity 5 to good use. (originally posted on the Unity blog)
Monitor Calibration
Author: Laurent Harduin, Senior Lighting Artist
Date: 2016–10–28
Checked with Unity version: 5.5
Synopsis: Monitor Calibration ensures you get true and consistent colors and luminance on your monitor. It is an often overlooked development practice that is essential when working with a team of artists or developers. This guide takes you through the process of calibrating your monitor step-by-step.
Using Enlighten with Unity
Author: Kasper Engelstoft, Developer - Lighting Team
Date: 2017–01–17
Checked with Unity version: 5.5
Synopsis: This guide details how Unity uses EnlightenThe lighting system by Geomerics used in Unity for computing global illumination (GI). More info
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for computing global illumination (GI). Kasper Englestoft explains the workflow and the equations Unity uses to calculate lighting, and the benefits of using it.
High Dynamic Range Imaging (HDRI)
Author: Sébastien Lagarde, Developer - Rendering Research
Date: 2017–03–09
Checked with Unity version: 5.5
Synopsis: This extensive guide details many aspects of capturing and using HDRIshigh dynamic range image
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. Sébastien Lagarde explains the implementation and calibration of HDRIs in Unity, to help you achieve accurate real world environmental lighting.
Unity Photogrammetry Workflow
Author: Sébastien Lagarde, Developer - Rendering Research
Date: 2017–06–23
Checked with Unity version: 2017.1
Synopsis: This document is aimed at game studios. It describes a photogrammetry workflow dedicated to authoring game assetsAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
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on an affordable budget. While it is possible to create extremely high quality assets for non-game use using photogrammetry, this documents focuses on using photogrammetry for game development. It describes how to get the best results within the typical time and budget constraints of game development.
De-Lighting in Unity
Author: Sébastien Lagarde, Developer - Rendering Research
Date: 2017–10–20
Checked with Unity version: 2017.1
Synopsis: Photogrammetry is becoming more and more popular in the CG industry. Being able to use a regular cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
as a powerful 3D scanner is now an essential tool when creating realistic 3D assets. However, when you generate raw textures in this way, they often contain a lot of lighting information that you should remove to obtain the true base color for renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
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. This document shows you how to solve this problem using the Unity De-Lighting Tool.
Materials Authoring Guidelines : Dark Dielectric Materials
Author: Laurent Harduin, Senior Lighting Artist
Date: 2017–07–04
Checked with Unity version: 2017.1
Synopsis: This guide provides tips and calibrated albedo color measurements for authoring manufactured (non-natural) materials in the context of Unity’s physically-based shading system.
Collaborate - Keep The User Safe
Author: Hollie Figueroa, Software Test Engineer for Collaborate
Date: 2017–07–19
Checked with Unity version: 2017.1
Synopsis: Collaborate is the cloud based, client-server pairing that exists between the Unity Editor and the Unity-owned servers. This guide runs you through the process of getting up and running with Collaborate, and gives advice on best practices and considerations for parallel development with Unity.

  • 2017–10–20 Page amended with editorial review

  • Update to De-Lighting Tool document in Unity [2017.3]

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Best Practice: Setting up the Lighting Pipeline
New in Unity 2018.2