unity 实时阴影5.6.2灯光阴影怎么调出来

5758人阅读
Unity 不显示阴影的原因:
模型尺寸太大了,镜头比较远
把模型缩小,镜头一定要拉到最近才能看到
这是我遇到的问题和解决方法,
另外一定要设置 Directional light 的 shadow type
设置 shadow type 属性为 soft shadow 或者 hard shadow
还有个无语的情况,新手们一定要注意:
如果看到编辑区一片黑啥都看不到,甚至新建场景都没用的话,那可能是 layers 显示设置的问题,
注意看看右上角有个 layers 下拉选项,选中 everything 则全都显示出来了,好大个坑~~~
折腾了一下午,另外阴影的其他可能的情况,可以参考下面的网址:
上个图吧:
一开始我的模型尺寸是比较大的,怎么都看不到阴影 好崩溃。。。
下面是缩小尺寸大概 100倍 后的效果,直接就可以看到所有模型的阴影啦。。
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unity 5.1.1 point灯光阴影不正常。
这些图上我都是打开了阴影的。怎么回事
我有更好的答案
看不清你设置,你放几个大些的立方体,灯光不要太强,调下灯光的角度试试有光影没
采纳率:37%
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& Unity 5.6 的光照模式
Lighting Modes in 5.6
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翻译请求:Unity 新功能介绍
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Hi all,We’ve been working hard on addressing issuesaround mixed lighting and have made the latest iteration of these improvementsavailable in Unity 5.6 Beta 2. The team is looking forward to hearing yourfeedback on lighting modes so please direct all feedback here in this thread sowe can iterate on this together.The work in progress documentation for thisfeature can be found here: OverviewThe goal we are striving for is to provide amuch more robust, intuitive way for Unity users to light their scenes using amix of baked lightmaps and realtime lighting/shadows. This is being done withthe following features in 5.6 Beta 2:The old Realtime, Mixed, Baked modes on lights
in Unity have been changed to be Dynamic, Stationary, and Static. See the Lights section below for more details.We have introduced a new set of
offer a set of well-defined lighting solutions targeting different use
cases and hardware. See the Stationary
Lighting Modes section below for more details.The Lighting panel itself has undergone a major
overhaul and refresh as well as the Mesh Renderer and Light Component
Inspector panes. See the User
Interface section below
for more details.We
have introduced a new editor panel called the
gives users quick access to Lights, Reflection Probes, Light Probes, and
Emissive materials. See the Light
Explorer section below
for more details.Lights Lights can now be set to the following : (Previously
Realtime) (Previously
Mixed) (Previously
Baked)Dynamic lights cast dynamic light and shadows. They canchange position, orientation, color, brightness, and many other properties atrun time. These are the most flexible type of lights and can be used forRealtime Global Illumination. Dynamic lights compute direct lighting at runtime. They also use realtime shadows via shadow maps. Enabling Realtime Global Illumination in the Lighting panel will causeDynamic lights to contribute realtime indirect lighting to the scene. Indirectlight is from realtime lightmaps and Light Probes updated by Enlighten.Stationary lights allow a mix of dynamic and baked lighting basedon the Stationary Lighting Mode set in the Lighting panel. All StationaryLighting Modes except for Subtractive compute direct lighting at run time andstore indirect lighting in lightmaps and Light Probes. Subtractive mode will compute direct lighting atbake time but only for Static objects. Stationary lights are affected by theStationary Lighting Mode that is set for the scene. See the next section on Stationary Lighting Modes for more information.Static lights cannot move or change in any way during runtime. All lighting for static objects is baked into lightmaps. Lighting andshadows for dynamic objects gets baked into Light Probes.Stationary Lighting Modes Stationary lights can be controlled by scene wide Lighting Modeswhich instruct the lighting system on how direct lighting, indirect lighting,and shadows get handled by the various lights in your scene. The availablemodes for Stationary lights are: Stationary lights contribute realtime direct light and use lightmaps and
Light Probes for indirect light. Realtime shadows are used up to the
Shadow Distance quality setting. Stationary lights contribute realtime direct light and use lightmaps and
Light Probes for indirect light. Realtime shadows are used up to the
Shadow Distance quality setting. Beyond this, Static objects use
shadowmasks and Dynamic Objects receive shadows via occlusion from Light
Probes. Stationary lights contribute realtime direct light and use lightmaps and
Light Probes for indirect light. Static objects cast shadows on themselves
using shadowmasks. Dynamic objects cast shadows in the scene using
realtime shadow maps up to the Shadow Distance quality setting. Dynamic
objects receive shadows from statics objects from Light Probes occlusion. Stationary lights contribute indirect light through lightmaps and Light
Probes. Direct light is handled with lightmaps for static objects and
dynamic objects are direct lit in realtime. Static objects receive shadows
from dynamic objects using approximate realtime shadow maps from the main
directional light up to the Shadow Distance quality setting. Dynamic
objects receive shadows from themselves using realtime shadows up to the Shadow
Distance quality setting. Dynamic objects receive shadows from static
objects from Light Probes.These overview descriptions are presented asinformation tips in the Lighting panel now to help you get a better idea of theLighting Modes within the editor context.User InterfaceWe have made a lot of changes to the Lightingpanel as well as the Inspector for Mesh Renderer and Light components that isoutlined below.Lighting PanelThe Lighting Panel has undergone a completeoverhaul to improve the usability and provide a more intuitive approach tolighting going forward. The following changes have been made:The panel has been organized in a way where
sections can be collapsed when not needed and all relevant properties for
a given section exist within the collapsible frame.Labels and their tooltips have been re-done to
be more user-friendly and informative.A
new Statistics panel has been integrated into the bottom of the Lighting
panel which gives you a quick overview of lighting related statistics in
the scene.Lightmaps
tab has been renamed to “Global Maps” and now includes maps such as
Intensity, Directionality, Shadowmask, etc.The
“Object” tab has been refactored and renamed “Object Maps”. This tab shows
the currently selected objects baked texture previews. You can pan and
zoom around in this view as well as use the ‘f’ hotkey to frame on a
selected objects lightmap UVs in the tab. Properties previously found in
the “Object” tab have been relocated to their appropriate component
Inspector. The following views are available:ChartingAlbedoEmissiveRealtime
IntensityRealtime
DirectionBaked
IntensityBaked
DirectionBaked
ShadowmaskInspectorAs part of the Lighting panel overhaul theObjects tab in the Lighting panel was refactored and all lighting relatedproperties were distributed back to the respective components. components now have a foldout section labeledLighting and all properties that affect how the mesh will interact with thelighting system are stored in there. Enabling the Lightmap Static property willmark the object as Static (same flag in the Static dropdown list) to be used inlightmap calculation. This also exposes the various other properties related tolightmapping.Light components have also been refactored toinclude the new light modes (Dynamic, Stationary, Static) and have had a passto make the labels more user-friendly. We’ve also done a pass over all of thetooltips to make them more informative to users on what a specific propertydoes.Light ExplorerThe
is a new interface in Unity 5.6 Beta 2 thatallows you to view and edit every light in the scene. This is very useful forlarge, complex scenes where you may have lights scattered across your hierarchythat you want to tweak. There are four tables in the Explorer that allow you totweak Lights, Reflection Probes, Light Probes, and Emissive Materials. Eachtable is searchable to help find specific objects you want to work with and youcan also Lock Selection which will maintain the items currently selected in theview even if your scene selection changes. The tables also supportmulti-editing by selecting multiple items and editing a value which will setthe value across all selections in the table.
Unity 5.6 的光照模式
版权所有,禁止匿名转载;禁止商业使用;禁止个人使用。
翻译潤稿: 我们一直致力于解决混合光照的问题,在Unity 5.6 Beta 2版本中加入了不断改进后的功能。本文将为大家分享改进后的光照模式、光照面板及全新的编辑器面板Light Explorer。介绍我们想要达成的目标就是帮Unity开发者提供更稳定更直觉的光照方式,并混合烘焙光照和即时光照及阴影来建置场景。Unity5.6 Beta 2中我们做了这些功能来达成这个目标: 1. Unity旧有的Realtime、Mixed及Baked光照模式已改为Dynamic、Stationary及Static。 2. 采用新的 ,它可以针对不同的环境与硬件提供一系列定义好的光照方案。 3. Lighting接口也做了全面更新,同时还更新了Mesh Renderer和Light Component Inspector接口。 4. 采用新的编辑器,可以快速存取光照、反射探针(Reflection Probe)、光探针(Light Probe)以及自发光(Emissive)材质。光照
光照可以设定为以下三种模式:·Dynamic(对应之的Realtime)·Stationary(对应之前的Mixed)·Static(对应之前的Baked)Dynamic动态光会产生动态的光照和阴影。这些光照可以在执行时改变位置、方向、颜色、亮度以及其它属性。这种类型的光照最灵活,并且可用来计算实时全局光照(Realtime Global Illumination)。动态光在执行时计算直接光照,也会透过阴影贴图产生实时阴影,在Lighting接口中启用Realtime Global Illumination会让动态光源作为实时间接光而影响整个场景。间接光是由即时光照贴图及Enlighten更新的光照探针来计算的。Stationary固定光会基于光照面板中设定的Stationary光照模式,来混合使用动态及烘焙光照。所有除Subtractive模式以外的Stationary光照模式都会在执行时计算直接光照,并在光照贴图及光照探针中存储间接光照的信息。Subtractive模式会在烘焙期间计算所有标记为Static对象的直接光照。场景设定的Stationary光照模式会影响到其中的Stationary固定光。Static静态光不能在执行时移动或做其它任何改变。所有静态对象的光照都被烘焙到光照贴图中。动态对象的光照和阴影会被烘焙到光照探针Light Probe中。Stationary光照模式 Stationary固定光可以由场景中多种光照模式来控制,这些光照模式指示光照系统如何处理场景中各种光照的直接照明、间接照明及阴影。Stationary固定光可用的光照模式有以下几种:·BakedIndirect(间接烘焙) Stationary固定光会影响实时的直接光照,并透过光照贴图和光照探针影响间接光照。如何使用实时阴影取决于ShadowDistance设定。Baked Indirect模式的效能与效果相对平衡,适合中或高端硬件。·DistanceShadowmask(距离阴影屏蔽) Stationary固定光会影响实时的直接光照,并透过光照贴图和光照探针影响间接光照。实时阴影的效果会根据ShadowDistance设定来决定如何使用实时阴影。此外,静态物体透过阴影屏蔽接收阴影,动态物体则透过光照探针遮蔽(Occlusion)来接收阴影。Distance Shadowmask模式比较适合用于大型或室外场景。·Shadowmask(阴影屏蔽) Stationary固定光会影响实时的直接光照,并透过光照贴图和光照探针影响间接光照。静态物体使用阴影屏蔽为自己产生阴影。动态物体根据Shadow Distance设定所产生的实时阴影贴图来接收阴影。动态物体从光照探针遮蔽(LightProbes occlusion)中接收静态物体的阴影。Shadowmask模式适合用于那些只需为场景中角色或道具增加实时阴影的情况。·Subtractive Stationary固定光透过光照贴图和光照探针影响间接光照。静态物体通过光照贴图处理直接光照,动态物体则实时处理。静态物体通过近似的实时阴影的贴图从主方向光接收动态物体的阴影,实时阴影的效果贴图取决于Shadow Distance设定。动态物体透过实时阴影来接收彼此的阴影,实时阴影取决于ShadowDistance设定。动态物体通过光照探针接收静态物体的阴影。Subtractive模式消耗极小,适合用于整个场景只有一个定向光(通常指太阳)的情况,并且能够支持低阶的移动设备。 这些介绍都也会显示在光照接口的提示中,让大家更容易在编辑环境下了解光照模式。 UI用户接口我们对Lighting接口也做了全面更新,同时还更新了Mesh Renderer和Light Component Inspector接口,概述如下。 Lighting界面
Lighting接口相比旧版更直觉更好用。改变如下:l光照接口不需要的地方现在可以连里面的属性显示一起折迭起来。l我们重写了卷标及提示信息,更友善也能提供更多信息给开发者。l光照接口底部整合了新的统计面板,可以快速检视场景中光照相关的统计信息。lLightmaps页签改名为“GlobalMaps”,显示包含多种贴图如Intensity、Directionality、Shadowmask等等。l重建Object页签并重新命名为Object Maps。显示当下选择对象的烘焙贴图预览。可以平移及缩放标签下的视图,也可以用F快捷键把焦点移到这个物体的光照贴图UV上。之前显示在Object页签下的属性都已重新分配到对应组件的检视面板上。可用视图如下:? Albedo ? Emissive ? Realtime Intensity ? Realtime Direction ? Baked Intensity ? Baked Direction ? Baked Shadowmask
检视面板(Inspector)光照面板的Object页签重建后,所有光照相关的属性都已改为显示在对应的组件中。 比如MeshRenderer组件带有可折迭的标签Lighting,里面包含所有能影响网格与光照系统互动的属性。启用Lightmap Static属性会将所有物体设为静态(Static,同检视面板的Static),用于光照贴图计算。其中也包含光照贴图相关的各种属性。我们也重建了Light组件,包含新的光照模式(Dynamic,Stationary,Static),卷标显示也更友善。另外还重写了所有提示信息,用户能更明白属性的具体作用。
LightExplorer Light Explorer是Unity 5.6 Beta 2中的新接口,可以查看编辑场景中的每个光照。这对于那些光照分布在层级视图上不同位置的大型复杂场景非常有用。Explorer中有4个列表,分别用于调整光照、反射探针、光照探针以及自发光材质。每个表都支持搜寻功能,帮开发者找到想编辑的对象,还能使用Lock Selection锁定当下的选项,即使场景选中的对象改变也不会影响光照面板。这些列表还支持复数编辑,可同时选择多个对象编辑某个属性的值。
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