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    Physical Light Units in glTF™

    Material emission and light intensities in glTF have physical units.

    Light type Unit
    Point/Spot Candela (lumen per steradian)
    Directional Lux (lumen per square meter)
    Emissive Material Nit (candela per square meter)

    But these units are only a part of the equation, since the perceived brightness of a light depends on the sensitivity of the viewer. In case of a physical camera, the sensitivity is controlled by its aperture, exposure time and film sensitivity (ISO). For example, a candle might light up an entire dark room, but is barely noticeable on a bright, sunny day. That's because the camera settings are adjusted to the overall brightness of the scene. This is called exposure control.

    Unfortunately exposure control is not yet specified in glTF. Also, many render pipelines (e.g. Universal and Built-in Render Pipeline) do not integrate this concept. They can be thought of having a fixed exposure with a high sensitivity, so that a light with low, single-digit intensity value is enough to bring a scene to full illumination. The implication is that in those exposure-unaware render pipelines correct, physical light units have to be scaled down in order not to overexpose the scene.

    An additional problem is, hardly any glTF viewer that lacks exposure control adjust glTF light values, so in practice many glTF creators are forced to use very low, physically implausible light intensity values within glTF assets to compensate the lack of exposure. The High Definition Render Pipeline supports exposure control and accepts values in glTF units in a physically correct manner. In this case the light intensity values have to get amplified to get a realistic result.

    Light Intensity

    Adjusting Values

    Unity glTFast lets you multiply light intensities by an arbitrary factor (which defaults to 1.0) to make them fit your scene's lighting.

    Physically Plausible Values in exposure-unaware Render Pipelines

    TODO: Write guide how to get a correct light intensity scale factor

    Physically Implausible Values in exposure-aware Render Pipelines

    TODO: Write guide how to get a correct light intensity scale factor

    Reference Values

    Here are some light intensity reference values. You may also consult the High Definition Render Pipeline's documentation about Physical light units.

    Illuminance of Directional Lights

    Surfaces illuminated by Illuminance (lux)
    Moonless, overcast night sky (starlight) 0.0001
    Moonless clear night sky with airglow 0.002
    Full moon on a clear night 0.05–0.3
    Dark limit of civil twilight under a clear sky 3.4
    Public areas with dark surroundings 20–50
    Family living room lights (Australia, 1998) 50
    Office building hallway/toilet lighting 80
    Very dark overcast day 100
    Train station platforms 150
    Office lighting 320–500
    Sunrise or sunset on a clear day. 400
    Overcast day; typical TV studio lighting 1000
    Full daylight (not direct sun) 10,000–25,000
    Direct sunlight 32,000–100,000

    Source: Wikipedia

    Luminous Flux of Point and Spot Lights

    Source Luminous flux (lumens)
    37 mW "Superbright" white LED 0.20
    15 mW green laser (532 nm wavelength) 8.4
    1 W high-output white LED 25–120
    Kerosene lantern 100
    40 W incandescent lamp at 230 volts 325
    7 W high-output white LED 450
    6 W COB filament LED lamp 600
    18 W fluorescent lamp 1250
    100 W incandescent lamp 1750
    40 W fluorescent lamp 2800
    35 W xenon bulb 2200–3200
    100 W fluorescent lamp 8000
    127 W low pressure sodium vapor lamp 25,000
    400 W metal-halide lamp 40,000

    Source: Wikipedia

    Trademarks

    Unity® is a registered trademark of Unity Technologies.

    Khronos® is a registered trademark and glTF™ is a trademark of The Khronos Group Inc.

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