Version: 2023.2
预计算的光照数据
光照数据资源

生成光照数据

The Editor follows different steps to calculate Enlighten Realtime Global Illumination and Baked Global Illumination. The progress bar displays information about the current process. You can continue working in the Editor while the processes run.

光照预计算的阶段如下:

Enlighten Realtime Global Illumination

  1. 创建几何体 (Create Geometry)
  2. 布局系统 (Layout Systems)
  3. 创建系统 (Create Systems)
  4. 创建图集 (Create Atlas)
  5. 聚类(Clustering)
  6. 可见性 (Visibility)
  7. 光线传输 (Light Transport)
  8. 四面体化探针 (Tetrahedralize Probes)
  9. 创建探针集 (Create ProbeSet)

Probes

  1. 环境探针 (Ambient Probes)
  2. 烘焙/实时参考探针 (Baked/Realtime Ref. Probes)

生成数据

Unity’s precomputed lighting solutions only consider static geometry. To begin the lighting precompute process, you need at least one Static GameObject in your Scene.

When you initiate a precompute, the Unity Editor evaluates and computes all aspects of your Scene lighting. To recalculate and bake only Reflection Probes, select the Generate Lighting option Reflection Probes Lighting Window.

Before you build

Before building your game, generate the lighting data for all your Scenes, to ensure that you do not lose any lighting data.

When you generate lighting for your Scene, Unity saves your lighting data as Asset files in your project directory. This ensures that the data you need is part of your build.

预计算的光照数据
光照数据资源