Article directory
Scene perspective movement
Right mouse button to rotate scene
After selecting the view tool, move the scene with the left mouse button
Hold down the right button and click W/S/A/D/Q/R to roam the scene
Select the object and hold down alt (option). Use the left mouse button to rotate the scene around the object. Right click to zoom the scene.
Select the object and press the F key or double-click the object in the Hierarchy panel to treat the object as the center of the scene.
Fast transformation tools
Mobile SceneQ
Moving object W
Rotating object E
Scale object R
·Practical tips
Vertex adsorption: After selecting the object, press and hold V, select the vertex and drag the vertex to the target vertex.
Camera(Cam)
Only images within the viewing frustum can be realized
Audio Listener audio listener: receives the scene input audio source audio souse and plays the music through the computer's speakers
clear flags: handle blank parts (where there are no objects)
skybox A wrapper around the entire scene, used to simulate the sky material replaceable material
ctrl+shift+F quick positioning
Drag the camera into the group to follow the movement
There can only be one audio listener
Perspective in projection is 3D Orthographic is 2D
It is best to use 2D for the map camera (clear flags are set to depth only to not render the blank part)
*Put a piece on the character's head and add it to the group to display the geometry in the map camera. The main camera is not displayed:
1. Add Layer mark to the piece and Layer model to the object and select it.
2. Select the model in the main camera Culling Mask and cancel the mark.
3. Select mark in map camera Culling Mask and cancel model
Material
Create a new Material in the project panel
Mesh Renderer in the Inspector panel is responsible for rendering
Rendering Mode
opaque opaque default mode
cutout removes the transparent channel
transparent mode changes the A in Albedo to adjust transparency
fade gradient
Main Maps
Albedo basic map determines object surface texture and color
Metallic uses metallic properties to simulate appearance
Specular reflection
Smoothness
Normal Map describes the concavity and convexity of the object surface
Emission self-illumination (none does not affect the environment, real-time and dynamically change the backed baking effect in real time)
Tiling The number of texture tiles along different axes
Offset sliding texture
Shader
A program embedded in the rendering pipeline that controls the GPU's algorithm for computing image effects.
Shader determines whether it has certain functions such as texture color.
Material is just a panel with specific values
InstanOC
rendering pipeline
CPU is responsible for calculation and GPU is responsible for rendering
draw call: the number of times an object needs to be rendered in one frame
After running, the Batches in the statistics are draw calls (generally one draw call per object, and the light is more complicated). Tris is the number of triangles, and Verts is the number of vertices.
Vertex processing: 1. Receive model vertex data (cpu sends it to it) [Any graphic is composed of points and lines (composed of several triangles)] 2. Coordinate system conversion
Image source assembly: Component surfaces connect adjacent vertices to draw triangular surfaces
Rasterization: Calculate the pixels on the triangle face and provide reasonable interpolation parameters for the subsequent shading stage
Pixel processing: Shading each pixel area and writing it to the cache
cache
A memory block that stores pixel data (the most important buffers are the frame buffer and depth buffer)
Frame buffer: stores the color of each pixel, that is, the rendered image. The frame buffer is always in the video memory. The graphics card continuously reads and outputs it to the screen.
Depth buffer z-buffer: stores the depth information of the pixel (the distance from the object to the camera). When rasterizing, the depth value of each pixel is calculated. If the new depth value is closer than the existing value (closer to the camera), the pixel color is written to the framebuffer and replaces the depth buffer.
Occlusion Culling
Before objects are sent to the rendering pipeline, objects that cannot be seen within the camera's perspective are eliminated, thereby reducing the amount of rendering data and improving rendering performance. (Disadvantage: Determining whether an object is occluded consumes additional CPU)
step:
1. Create layers
2. Specify the layer and label for the game object (which will participate in occlusion elimination) and label (the IOClod script will be automatically attached)
3. Add a collider component to the object
4. Camera additional script IOCcam
Lod (Multiple Levels of Detail)
According to the location and importance of the object model's nodes in the display environment, the resource allocation for object rendering is determined, and the number of faces and details of non-important objects are reduced to obtain efficient rendering operations. (The draw call will not change if the precise mold is used for a close position and the simple mold is used for a far position)
lighting system
Global Illumination (GI global illumination)
A lighting system capable of calculating direct light, indirect light, ambient light and reflected light
The GI algorithm can be used to make the rendered lighting effect more realistic
direct light
Through the light component (culling mask, you can select the illumination object) (you can add a light source to the scene)
Shadows: You can switch cast shadows and receive shadows in Mesh Renderer. Turn off unnecessary shadows to optimize rendering.
*Quality adjustment quality in project settings in edit
Shadow culling (set shadow distance): edit—project settings—quality—shadows distances
ambient light
Lighting that acts on all objects in the scene (set through Windows-Rendering-lightings-environment lighting)
Ambient Source Ambient light source:
sky box sets ambient lighting through sky box color
Gradient gradient color: sky sky color Equator horizon color Ground ground color
Ambient Color solid color
Ambient Intensity Ambient light intensity
Ambient GI ambient light GI mode: 1. Realtime real-time updated environment light source will change the selection of this item 2. Backed baking environment light source will not change the selection of this item
reflected light
Reflection effect calculated on all objects based on skybox or cubemap, controlled by Reflection in Environment Lightings
Reflection Source reflection source
indirect light
The light reflected from the surface of an object after receiving light
(Controlled by the Bounce Intensity in the Light component)
(Indirect lighting can be viewed through the Irradiance mode of the Scene panel)
Mark immovable objects as static (Inspector—Static). Only objects marked with Lightmaping Static can produce indirect bounce lighting.
Real-time GI
Steps:
1.Set the game object to Lightmaping Static
2. Start the Precomputed Realtime GI of the Lighting panel
3. Click the Build button (if Auto is checked, the editor will automatically detect changes to the scene and repair the lighting effects)
edit-preference-GI cache can modify the cache
Precomputed Realtime GI:
Realtime Resolution Real-time calculation of resolution
CPU Usage: The larger the CPU utilization value, the higher the real-time rendering efficiency.
Baking GI
When the scene contains a large number of objects, real-time lighting and shadows have a great impact on game performance. Using baking technology, the light effects can be pre-rendered into textures and then applied to the objects to simulate light and shadow, thereby improving performance and suitable for low-performance games. Programs running on the device.
sound
Unity supports formats: mp3, ogg, wav, aif, mod, it, s3m, xm
Sound is divided into 2D and 3D
2D: suitable for background music
3D: There is a sense of space, big near and small far away
Producing sound in a scene relies mainly on two components:
Audio ListenerThe audio listener receives the sound emitted by the audio source Audio Source in the scene and plays it through the computer's speakers.
Audio Clip: Audio resources that need to be played
Mute quiet
Play on Awake will play automatically when the scene starts.
Loop loop playback
Pitch
Stereo Pan: 2D settings for left and right channels
Spatial Blend: 2D and 3D switching
In 3D Sound Settings, the Volume Rolloff volume attenuation method is generally selected as Linear Rolloff (the x-axis is the distance from the sound source and the y-axis is the volume)
Min Distance Start attenuation distance
Max Distance end falloff distance