Version: 2020.2
The Progressive GPU Lightmapper (preview)
라이트매핑: 시작하기

인라이튼을 사용한 라이트매핑(지원 중단 예정)

Enlighten is deprecated, and will soon be removed. For more information, see the Unity blog. As an alternative lightmapper, use the Progressive GPU Lightmapper (Preview) or Progressive CPU Lightmapper.

Unity의 인라이튼 라이트매퍼는 미리 계산된 실시간 GI에 기반하여 간접 조명을 생성합니다. 이렇게 하면 조명을 변경할 때 새로운 라이트맵이 매우 빠르게 생성되는 이점이 있습니다. 하지만 베이크된 조명에만 사용하고 싶은 경우에도 UV 레이아웃 제한이 적용되는 점은 프로그레시브 라이트매핑과 비교하여 단점이 될 수 있습니다.

Render pipeline support

  • The Built-in Render Pipeline supports the Englighten lightmapper.
  • The Universal Render Pipeline (URP) does not support the Englighten lightmapper.
  • The High Definition Render Pipeline (HDRP) does not support the Englighten lightmapper.

Using the Enlighten lightmapper

To use the Enlighten Lightmapper, go to Window > Rendering > Lighting, navigate to Lightmapping Settings, and set Lightmapper to Enlighten.

You can perform many of the functions available in this window via scripts, using the LightmapEditorSettings and Lightmapping APIs.

프로퍼티: 기능:
Lightmapper Use this to specify which internal lighting calculation software to use to calculate lightmaps in the Scene. The options are:

Progressive CPU
Progressive GPU
Enlighten (deprecated)

The default value is Progressive CPU.
Final Gather Final Gather is only available if Lightmapper is set to Enlighten.

Enable this if you want the lightmapper to calculate the final light bounce of the global illumination at the same resolution as the baked lightmap. This improves visual quality, but requires additional time to bake the lighting.
Ray Count Specify the number of rays the lightmapper emits for every final gather point.
Denoising Enable this to add a denoising filter to the final gather output.
Indirect Resolution Use this to specify the number of samples the lightmapper uses for indirect lighting calculations. Higher values can improve the quality of the lightmaps, but increase the time it takes to bake them.
Lightmap Resolution Use this to specify the number of texels per unit to use for lightmaps. Increasing this value improves lightmap quality, but also increases bake times. Note that doubling this value causes the number of texels to quadruple (because the value refers to both the height and width of the lightmap).
Lightmap Padding Use this to specify the separation (in texel units) between separate shapes in the baked lightmap. The default value is 2.
Lightmap Size The size (in pixels) of the full lightmap texture, which incorporates separate regions for the individual GameObject textures. The default value is 1024.
Compress Lightmaps 압축된 라이트맵을 사용하면 저장 공간을 덜 차지하지만 압축 과정에서 원치 않는 시각 효과가 텍스처에 유입될 수 있습니다. 라이트맵을 압축하려면 이 체크박스를 선택하고, 압축하지 않고 그대로 유지하려면 선택 해제합니다. 기본적으로 체크박스가 선택되어 있습니다.
Ambient Occlusion Tick this checkbox to open a group of settings which allow you to control the relative brightness of surfaces in baked ambient occlusion. Higher values indicate a greater contrast between the occluded and fully lit areas. This only applies to the indirect lighting calculated by the GI system. This setting is enabled by default.
Max Distance Set a value to control how far the lighting system casts rays in order to determine whether or not to apply occlusion to an object. A larger value produces longer rays and contributes more shadows to the lightmap, while a smaller value produces shorter rays that contribute shadows only when objects are very close to one another. A value of 0 casts an infinitely long ray that has no maximum distance. The default value is 1.
Indirect Contribution 슬라이더를 사용하여 최종 라이트맵에 보이는 간접광(즉 주변광 또는 오브젝트에서 반사되어 방출되는 빛)의 밝기를 0과 10 사이의 값으로 스케일합니다. 기본값은 1입니다. 값이 1보다 작으면 강도가 감소하고 값이 1보다 크면 증가합니다.
Direct Contribution 슬라이더를 사용하여 직접광의 밝기를 0과 10 사이의 값으로 스케일합니다. 기본값은 0입니다. 값이 높을수록 직접광에 적용되는 콘스라스트가 커집니다.
Directional Mode You can set the lightmap up to store information about the dominant incoming light at each point on the objects’ surfaces. See documentation on Directional Lightmapping for further details. The default mode is Directional.
Directional In Directional mode, Unity generates a second lightmap to store the dominant direction of incoming light. This allows diffuse normal mapped materials to work with the GI. Directional mode requires about twice as much storage space for the additional lightmap data. Directional lightmaps cannot be decoded on SM2.0 hardware or when using GLES2.0. They fall back to Non-Directional lightmaps.
Non-directional Non-directional mode disables Unity’s ability to generate a second lightmap to store the dominant direction of incoming light.
Indirect Intensity 슬라이더를 사용하여 실시간 및 베이크된 라이트맵에 저장되는 간접광의 밝기를 0과 5 사이의 값으로 조절합니다. 값을 1보다 크게 설정하면 간접광의 강도가 증가하는 한편, 1보다 작게 설정하면 간접광 강도가 감소합니다. 기본값은 1입니다.
Albedo Boost Use this slider to control the amount of light Unity bounces between surfaces, from a value between 1 and 10. To do this, Unity intensifies the albedo of materials in the Scene. Increasing this draws the albedo value towards white for indirect light computation. The default value of 1 is physically accurate.
Lightmap Parameters Unity uses a set of general parameters for the lightmapping in addition to properties of the Lighting window. A few defaults are available from the menu for this property but you can also create your own lightmap parameter file using the Create New option. See the Lightmap Parameters page for further details. The default value is Default-Medium.
The Progressive GPU Lightmapper (preview)
라이트매핑: 시작하기