Unity---HDRP basic understanding and scene lighting logic notes

​​​​​​​​​​​​Official tutorial | Use HDRP physics-based lighting system to achieve day and night lighting effects - 哔哩哔哩(bilibili.com)

[HDRP] PBR Lit shader (1. Basic usage) - Short Book (jianshu.com)

Basic introduction of HDRP light source system

1. Environment light --- controlled by volume

1) visual environment reconnection

2)HDRI sky、gradient sky、physically base sky

3) Lightning window controls ambient light association

2. Light source type

1)directional light

2) point light

3)spot light

4)area light

5) Self-luminous material

2.1 The intensity of the light source uses the physical unit of light

1)lux

2)lumen

3)nits

4)candela

5)EV100

2.2 Shadow Control

2.2.1 Shadows produced by light sources

1) directional light shadow---shadows volume overload control

2) The shadows of other light sources are controlled by the light component

2.2.2 Shadow of screen space calculation --- controlled by volume

1) micro shadows

2) contact shadows contact shadows

3)ambient acclusion

3. Exposure control (exposure)

3.1 Control exposure through physical camera -- exposure triangle (shutter speed, ISO, aperture)

 

3.2 Control exposure through exposure volume overloading

1) fixed

2) automatic

3) automatic histogram

4) curve mapping

4. Reflect information

4.1 screen space reflection screen space reflection

4.2 reflection probe reflection probe/planar reflection probe plane reflection probe

4.3 Reflections from the sky

5. Global Illumination

5.1 Obtain reflection maps, reflection probes and light probes for static objects - light baking

5.2 For dynamic objects --light probe group (light probe group)

6. Material system (shader)

Lit (default shader): A basic PBR shader that can change the material type to achieve any desired material feel.

Layered Lit (layered shader): Through a Mask map, the Lit material can be divided into up to four channels, and different Lit materials can be assigned (requires the same material type).

Lit Tessellation (surface subdivision shader): The surface given by Lit can be changed through a Hight map, and the generated surface will show the height information encoded in the height map.

Introduction to HDRP Basics

volume Surface types

Opaque (opaque): Used to make completely solid materials that have no light penetration.

Transparent: Used to make translucent materials through which light can pass, such as clear plastic or glass. Select Transparent to display more properties in the Surface Options section as well as in the Transparency Inputs section.

Material types

Standard: A material used to make basic metal shader workflows, this is the default Material Type.

Anisotropy (Anisotropy): Used to make materials that change highlights when viewed from different angles. The highlights of an anisotropic surface change the appearance when you view the Material from different angles.

Iridescence: Used to make materials that change color when viewed from different angles.

Specular Color: Used to make materials that want to have specular highlights of a specific color or pure specular shading.

Subsurface Scattering: Used to make translucent materials that simulate light interaction and scattering.

Translucent: Used to make materials that are translucent, in contrast to subsurface scattering materials, which do not blur the light transmitted through the material.

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Origin blog.csdn.net/m0_67817307/article/details/124029532
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