minimal lighting + explanation of lighting options

This commit is contained in:
LOLthecool 2024-02-07 19:37:17 +00:00
parent 84381a906b
commit 4e692d2cdc
23 changed files with 93 additions and 889 deletions

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m_EnableRealtimeLightmaps: 0
m_RealtimeEnvironmentLighting: 1
m_BounceScale: 1
m_AlbedoBoost: 1
m_IndirectOutputScale: 1
m_UsingShadowmask: 1
m_BakeBackend: 1
m_LightmapMaxSize: 512
m_BakeResolution: 16
m_Padding: 8
m_LightmapCompression: 0
m_AO: 0
m_AOMaxDistance: 1
m_CompAOExponent: 1
m_CompAOExponentDirect: 0
m_ExtractAO: 0
m_MixedBakeMode: 2
m_LightmapsBakeMode: 1
m_FilterMode: 1
m_LightmapParameters: {fileID: 15203, guid: 0000000000000000f000000000000000, type: 0}
m_ExportTrainingData: 0
m_TrainingDataDestination: TrainingData
m_RealtimeResolution: 2
m_ForceWhiteAlbedo: 0
m_ForceUpdates: 0
m_FinalGather: 0
m_FinalGatherRayCount: 256
m_FinalGatherFiltering: 1
m_PVRCulling: 0
m_PVRSampling: 1
m_PVRDirectSampleCount: 8
m_PVRSampleCount: 32
m_PVREnvironmentSampleCount: 16
m_PVREnvironmentReferencePointCount: 2048
m_LightProbeSampleCountMultiplier: 1
m_PVRBounces: 1
m_PVRMinBounces: 1
m_PVREnvironmentMIS: 1
m_PVRFilteringMode: 1
m_PVRDenoiserTypeDirect: 1
m_PVRDenoiserTypeIndirect: 1
m_PVRDenoiserTypeAO: 1
m_PVRFilterTypeDirect: 0
m_PVRFilterTypeIndirect: 0
m_PVRFilterTypeAO: 0
m_PVRFilteringGaussRadiusDirect: 1
m_PVRFilteringGaussRadiusIndirect: 5
m_PVRFilteringGaussRadiusAO: 2
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
m_PVRFilteringAtrousPositionSigmaIndirect: 2
m_PVRFilteringAtrousPositionSigmaAO: 1
m_PVRTiledBaking: 0

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final render is used to check what the scene will look like in full quality, it will also be used to generate the final lightmaps for the build
quick lighting is used while making or changing a scene to see how lighting changes while still being very quick to render
cpu fallback is recommended if you cannot get gpu lighting to work on your system, it is identical to quicklighting, but uses the cpu instead of the gpu
minimal lighting is for any edge cases where you are working on the project but have very limited computing resources, should be acceptably fast on any hardware capable of running unity.

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