Bakery - GPU Lightmapper
Chinyorwa (v1.5)Chivharo cheBakerymanual

Sei kushandisa Bakery

Bakery rakagadzirwa seimwe nzira kune aripo malightmappers uye rinotarisa pakugadzirisa zvinotevera matambudziko:

  •  Kugadzirisa zvakasiyana-siyana zvekubika kubika, zvakadai semasefu, chiedza / mumvuri wakabuda, zvisizvo zvigadziriso zvemumvuri, nezvimwewo. Kubika mepu yemwenje hakufanire kuunza matambudziko akawanda kupfuura kupa furemu yekamera mune inoburitsa pasina Indaneti.
  • Kubika marudzi ese e data rekuvhenekesa, kwete kungoita mwenje wakazara kana GI chete. Kubva nhasi, unogona kubvunza Bakery kuti igadzire yakasanganiswa yakananga uye isina kunanga mwenje kubva kune ese anotsigirwa mwenje masosi nemasiki emumvuri.
    Kuvhenekera kunogona kubikwa pa-vertex pane kushandisa maumbirwo.
  • Ruzivo rwekutungamira runogona kubikwa muchimiro cheanotungamira mepu (yemhando yepamusoro "directional" modhi muKubatana), 3 mepu dzeRadiosity Normal Mepu, kana 4 mepu dzeper-pixel Spherical Harmonics (yakanyanya kunaka kupfuura yekare nzira). Multiple directional modes inogona kushandiswa muchiitiko chimwe chete pazvinhu zvakasiyana.
  • Kururama kwenyama. Mhedzisiro yebhakery yakanyatso kuenzaniswa neM itsuba, inonyanyozivikanwa isingarerekeri inopa. Kusiyana neUnity yakavakirwa-mukati mhinduro, Bakery inotsigira chaiyo inverse-squared mwenje attenuation (kana kana iwe usingazvifarire, unogona kugara uchishandisa Unity-inoenderana attenuation mode).
  • IES mwenje rutsigiro.
  • Render Selected (ona tsanangudzo)
  • LOD rutsigiro.
  • Yakabikwa prefab rutsigiro.
  • Kubika akawanda switchable lightmaps pachinhu chakarongwa.

Quickstart

  1. Vhura Kubatana, gadzira chiitiko chitsva uye pinza Bakery (A seti-> Import Package-> Tsika Package).

    Kurumidza 1
  2. Wedzera imwe modhi kana yechinyakare woimaka seStatic.
    Kurumidza 2Kurumidza 3
  3. Sarudza Directional Chiedza (iyo Unity imwe yakagadzirirwa iwe) uye wedzera Bakery Direct Chiedza chikamu kwairi.
    ● Maraiti ekubheka akaparadzana neUnity light sources.
  4. Bakery Direct Chiedza ine akawanda marongero ekuti tweak, asi unogona kuienzanisa nyore neUnity light. Dzvanya Mechi yakavhenekerwa kune chaiyo-nguva. Iye zvino Bakery mwenje unofanirwa kuve neyakafanana yero ruvara seUnity's default Directional.
    ● Bakery Direct Light inogona kunyunyuta pamusoro pepurojekiti isingashandisi kusimba kwemwenje. Dambudziko nderekuti nekusarudzika Unity inoshandisa gamma kururamisa kune akajeka sosi mavara nenzira isiriyo. Chaiyo modhi inogona kugoneswa nekunyora, uye ndizvo zvinoita bhatani rekuti “Gadzirisa”. Kana iwe uchitova nezvakawanda zvibodzwa zvemwenje zvakagadzirirwa neisina kunaka maitiro maitiro, uye haudi kuzvichinja zvakare, unogona kusvetuka kugadziriswa. Kunyangwe ukadzvanya "Gadzirisa", unogona kugara uchidzosera shanduko chero nguva.
    Kurumidza 4
  5. Kuti uwane mumvuri wemwenje wemwenje, gadzira Skylight (Bakery-> Gadzira-> Skylight).
    Kurumidza 5
  6. Sarudza Skylight, ipa iyo bluish ruvara uye tinya M atch scene skybox kune ichi chiedza. Izvi zvinogadzira skybox match lighting chaizvo.
    ● Unogona kuzviita nenzira mbiri: fananidza skybox kune skylight kana skylight kune skybox.
    Kurumidza 6
  7. Dzvanya Bakery-> Render Lightmap. By default, Full Lighting mode inoshanda. Ichabika zvose zvakananga uye zvisina kunanga mupiro kubva kune zviedza zvose. Kana iwe uchida kusanganisa chaiyo-nguva mimvuri neyakabikwa GI, chinja kuti ive Indirect.
    ● Bakery inogona kunyunyuta kuti uri kushandisa gamma mode yekare uye inokurudzira kuichinja. Kana iwe uine hanya nezvemhando yekuvhenekesa, kushandisa Linear modhi inokurudzirwa zvakanyanya. Chikonzero chega chekusaishandisa ndechekuti iwe watove neprojekiti hombe yakamiswa ine isiriyo gamma, uye iwe usingade kuichinja.
    Kurumidza 7
  8. Dzvanya Render.
  9. Ndapedza! Iwe unofanirwa kunge wakabika GI ikozvino.
    Kurumidza 8

Render settings

Ese magadzirirwo ekupa anogona kuwanikwa kuburikidza neBakery-> Render Lightmap. Settings inochengeterwa chiitiko chese. Chekutanga sarudzo yauchaona (yakanzi Settings) inobvumira kuchinja pakati peSimple, A dvanced and Experimental settings. Nyore inokwana mabasa mazhinji.
Common settings:

  • Render mode: inotsanangura kuti ndeapi mepu yemwenje yekubheka.
  • Full Lighting ichagadzira chiedza chakakwana uye chisina kunanga. Kana iwe uine zvese Unity uye Bakery zvikamu pachiedza chimwe chete, unozofanira kudzima Unity kuti udzivise kupenya kaviri.
  • Indirect ndiyo yakakosha yakasanganiswa modhi. Inotarisa kuBake to Indirect checkbox pachiedza chega chega: kana iri ON, mwenje unobikwa semu Full Lighting mode. Kana AKADZIMWA, mupiro usina kunanga chete (GI) kubva kuchiedza ichi unobikwa. Mune yekupedzisira kesi iwe unofanirwa kuchengeta zvese Unity uye Bakery mwenje pachinhu, imwe ichipa chaiyo-nguva yakananga mupiro, uye imwe yeprecomputed GI. Bika kune Indirect inogoneswa nekusarudzika kweSkylights uye Chiedza Meshes, nekuti Kubatana hakugone kuburitsa mwenje yavo munguva chaiyo.
  • Shadowmask ndiyo yakawedzera kusanganisa maitiro. Inoshanda nekugadzira maviri marudzi emwenje mepu - imwe ine isina kunanga ruvara (semuna Indirect mode, saka Bake To Indirect checkboxes ichiri kushanda), uye imwe ine mimvuri kubva kune static zvinhu. Iine mabhenefiti akati wandei:
  • Chaiyo-nguva mimvuri inogona kupa chete mashoma ezvinhu zvine simba, panzvimbo yechiitiko chose.
  • Chaiyo-nguva uye yakabikwa mimvuri inosanganiswa pamwe chete nemazvo.
  • Magetsi chaiwo-nguva anogona kupa bump, specular uye mamwe maitiro epamusoro, achiri kuvharirwa nemhando yepamusoro yakabikwa mimvuri.
    Parizvino chete Direct, Point uye Spotlights anogona kudyidzana neshadowmasking (nekuti ndidzo chete mhando dzinotsigira Unity munguva chaiyo). Kugonesa maitiro aya, iwe unofanirwa kuve uine ese Unity uye Bakery mwenje pachinhu chimwe chete, neShadowmask cheki bhokisi rinogoneswa pane yekupedzisira.
  • Distance Shadowmask: bhokisi iri rekutarisa rinongoonekwa chete kana ukasarudza shadowmask uye uchingoshandura zvakafanana nemazita ekumisikidza muProjekiti Yemhando Zvirongwa.
    ● Bhokisi rekutarisa iri hariratidzike paUnity 5.6.x nekuda kwekushaikwa kweAPI inofambirana nayo. Pane kudaro, unogona kuishandura muHwindo-> Kuvhenekera-> Yakasanganiswa Mwenje-> Kuvhenekera Mode.
    Render marongero 1Render marongero 2
    Render marongero 2Pamusoro: Bakery yakaiswa kune Indirect mode, uye chaiyo-nguva mwenje inogoneswa. GI chete ndiyo yakabikwa.
    Pazasi: Bakery yakaiswa kuYakazara modhi, uye chaiyo-nguva mwenje yakadzimwa. Zvese zviri zviviri GI uye mimvuri zvakabikwa, asi hapana mumvuri kubva kune ine simba hunhu.
    Imwe yakakwana yekupa modhi kuenzanisa, ikozvino neShadowmask:
    Render marongero 3Sezvo munhu anogona kupedzisa, Distance Shadowmask ndiyo yemhando yepamusoro modhi iripo kusvika pari zvino, iine chete dambudziko rezvinhu zvisina mumvuri zvine simba kunze kweiyo ine simba mimvuri renji, nepo yenguva dzose Shadowmask modhi zvakare ichichipa kupa.
    Heino zvakare kuenzanisa kweakasiyana magadzirirwo emwenje uchishandisa Shadowmask modhi. Madiki machubhu ane static, nepo capsules ane simba:Render marongero 4Kuruboshwe: chiedza chakabikwa zvachose. Pakati: Chiedza chine simba chine GI yakabikwa. Kurudyi: capsule mumvuri, bump uye specular zvine simba, asi cube mumvuri uye GI zvakabikwa.
    Kana kamera ikasvika kure zvakakwana kana kana mimvuri ine simba ikavharwa, chiitiko chimwe chete chichaita seizvi:
    Render marongero 5
  • Nekuda kwekusakwana kweKubatana kwekare, kupa Shadowmask lightmaps pane shanduro isati yasvika 2017.3 inogona kujekesa mwenje probes. Vanofanira kudzokororwa zvakare mushure mekubika. Hazvifanirwe kuitika muna 2017.3 uye neshanduro nyowani.
  • Directional mode: inotsanangura mabikirwo eruzivo rwekutungamira. Mepu dzemwenje dzakajairwa dzinochengeta chete ruvara patexel, ukuwo marenji anotungamira achipa shaders chiratidzo chekuti mwenje unochinja sei pamusoro pehemisphere yakatenderedza texel. Iyi data inodiwa kuti ubatanidze nzvimbo dzine mepu yakazara nemamepu akajairwa. Kuipfekedza mune yakavakirwa-mukati Bakery shader kunogona zvakare kuburitsa fungidziro yekufungidzira mhinduro. Mamodhi anowanikwa ndeaya:
    - Hapana: hapana gwara data, rumwe ruvara pa texel.
    - Yakabikwa Normal Mepu: still no directional data, but normal maps are taken into account when rendering the lightmap. There is no additional runtime overhead. Since lightmaps usually have lower resolution than normal maps, the result may look blurry. Other problems include aliasing at distance due to lack of mipmapping and denoising step potentially smudging the detail. To learn how to use custom shaders with procedural normals in this mode, read ​S hader
    Kuenderana chikamu.
    -Dominant Direction: iyi modhi yakafanana neiyo Enlighten and Progressive kubika muKubatana. Inoenderana nemazhinji shader, inongoburitsa imwe mepu yekuwedzera uye iyo yekumhanyisa nguva yekumusoro ishoma. Iyo yakaderera ndeyekuti bump-mepu inotaridzika kufenda uye grey-ish uye inogona kunge yakasiyana chaizvo tichienzanisa nechinhu chimwe chete pasi penguva chaiyo yekuvhenekesa.
    - RNM: zvichibva paRadiosity Normal Mepu nzira yakatanga kugadzirirwa HL2 (s lides) uye yakazoshandiswa mumitambo mizhinji (semuenzaniso Mirror's Edge). Iyo inogadzira 3 HDR mepu yakazara, ichiva yakanyanya ndangariro-inoda modhi pane ese. Runtime pamusoro ichiri yakaderera. Iyi modhi yakanyatsojeka kupfuura Dominant Direction. Zviri nani kuburitsa kusiyanisa kwepasi uye kubata marambi ane mavara anobata mamepu akajairwa kubva kumakona akasiyana.
    -SH: yakavakirwa pa “Precomputed Global Illumination in Frostbite” bepa. Iyi ndiyo yemhando yepamusoro modhi, ichipa zvirinani kusiyanisa kwepamusoro uye inomiririra mwenje wemavara akasiyana unobva kwakasiyana. Inogadzira mamepu mana akazara, imwe chete yadzo iri HDR, saka inotora ndangariro shoma pane RNM. Runtime pamusoro yakakwira zvishoma pane iyo yeRNM.
    ● RNM neSH zvinogona kushandiswa chete neBakery shader kana kuti zvinoda kugadziriswa kune mashader ako.
    ● Mune RNM uye SH modes, akajairika mavara lightmaps haana kugadzirwa. Iwe unofanirwa kuve uine Bakery shader pazvinhu zvese zviri pachiitiko, kana kushandisa L ightmap Mapoka kuparadzanisa RNM/SH zvinhu kubva kune zvimwe.
    ● Mepu dzeRNM neSH dzinoiswa kuzvinhu zvinoshandisa M aterialPropertyBlock saka zvinogona kusaratidzwa zvizere muUnity's Lighting window.
    ● Dominant Direction, RNM, uye SH modhi dzingada zvishoma zvishomaamples yeGI uye Chiedza Meshes kuti uwane mhando yakafanana.Render marongero 6
    -Texels payuniti: inofungidzirwa huwandu hwemapikisi emwenje papikisi yenyika. Inokanganisa huwandu uye kugadziriswa kwemagetsi anogadzirwa.
    ● Kana chinhu chine mawoko akagoverwa lightmap (kuburikidza neBakery Lightmap Group Selector chikamu), inozofuratira iyi parameter.Render marongero 7
    Kuruboshwe: 5 texels per unit, kurudyi: 20 texels per unit.
    Example values ​​kuti utange:
    - Nzvimbo huru yekunze: 1 - 5
    - Yepakati nzvimbo yekunze: 10-20
    - Yepamusoro-mhando yemukati: 100
    Ramba uchifunga kuti Texels Per Unit is base resolution, asi chinhu chimwe nechimwe chinogona kuvandudzwa uchishandisa "Scale in Lightmap" sarudzo paMesh Renderers pamwe ne "Chiyero pamhando yemepu".
    - Bounces: kangani maranzi emwenje anofanira kusvetuka kubva panzvimbo. Kazhinji tsika dzakadzikira dzinokwana zviitiko zvekunze (semuguta), ukuwo ukoshi hwepamusoro huchidiwa kune zvimwe zvakavharwa (mukati, mapako).
    Render marongero 8
    Ziva kuti mabhanzi akawanda sei anounza chiedza chakawanda munzvimbo dzakavharwa.
    – Sampzvishoma: inokanganisa kunaka kweGI. Hwaro hwemhando kubva pa16 kusvika pa32.
    Render marongero 9Kuruboshwe: sampzvishoma = 4, kurudyi: sample = 16. Denoising yakadzimwa nekuda kwekuratidzira.
    -GPU Kukosha: nepo GPU iri kushanda pamagetsi, OS uye imwe software inogona kusadaira. Iyi sarudzo inokubvumira kuti uenzanise pakati pekumhanya kwekubheka uye kuterera system.
    - Render: inobika mapeji emwenje kune ese akavhurwa maficha. - Render Mapoka Akasarudzwa: inobika chete Lightmap Mapoka ane zvinhu zvakasarudzwa.
    ● Kwete chete zvinhu zvakasarudzwa zvichadhirowazve, asi ese maLightmap Groups aanopinda. Mamwe malightmaps haazogadziridzwe. Kana zvinhu zvisiri chikamu cheboka rakapihwa nemaoko, ipapo chikamu chechiitiko chichishandisa iwo mepu yemwenje inodzoserwa.
    - Render Light Probes: inobika mavhenekera emagetsi kune ese akavhurwa maficha.
    - Render Reflection Probes: inobika maratidziro ekufungidzira kune ese akavhurwa maficha.
    - Gadziridza Skybox Probe: inobika skybox kuratidza / mwenje probes yeyazvino skybox.
    -Occlusion probes cheki bhokisi: kana Render Light Probes yakatsikirirwa, inoita kuti Unity ibike maocclusion probes uchishandisa yakasarudzika yakavakirwa-mukati mepu mepu. Occlusion probes inodzivirira zvinhu zvine simba kubva pakuvheneka munzvimbo dzine mumvuri. Parizvino, hapana nzira yekushandisa tsika occlusion probes muUnity, uye inofanirwa kudaidza malightmappers ayo pane kuita basa. - Yambiro: idzi sarudzo dzinosimbisa chiitiko mushure mekunge imwe yeRender mabhatani yatsikirirwa uye kuratidza yambiro mabhokisi ekukumbira kuenderera mberi kana kumisa maitiro ekubheka. Pane 3 sarudzo:
    -Kusimbiswa kweUV: inotarisa kana mamodheru ese aine mavhenekera eUV akazara
    - kunyanya kana vakarara mukati me 0-1 renji uye vasingapindire.
    -Kunyora cheki: ichataura kuti ndeipi mepu yemwenje files ichanyorwa pamusoro.
    -Memory cheki: ichataura yakaenzana huwandu hweyeuko yevhidhiyo inodiwa.
    – Sample count cheki: inotarisa kana paine mwenje, GI kana AO ine zvisina musoro sample maverengero anogona kuita kuti GPU ibude kunze kwezviwanikwa zviripo. -Lightmapped prefab kusimbiswa: inosimbisa maLightmapped Prefabs uye inozivisa kana mamwe maprefabs achizonyorwa.

Zvirongwa zvepamberi

  • Gadzirisa UV padding: kana yakagoneswa, ichatsvaga mamodheru ane auto-anogadzirwa UVs ("Gadzira Lightmap UVs" pane asset) uye gadzirisa iwo zvakare kuti ave neakakodzera padding pakati pezvitsuwa zveUV per-mesh. Model-wide Pack Margin mune zvekunze zvigadziriso hazvitariswe. Hunhu hwakakwana hunoverengerwa pachinzvimbo, kupihwa nzvimbo yega yega mesh uye lightmap resolution.
  • Denoise: kana ikagoneswa, ichashandisa denoising algorithm. Bakery inoshandisa N vidia's AI denoiser.
    Zvirongwa zvemberi 1Kuruboshwe: kuita mhere mhere, kurudyi: kuita denoising on.
  • Gadzirisa Sems: kana ikagoneswa, ichaedza kusanganisa seams yakagadzirwa neUV discontinuities. Inobatsira kune yakatsetseka geometry, kusanganisira Unity's default sphere.
    Zvirongwa zvemberi 2Kuruboshwe: seams, kurudyi: seams dzakagadziriswa.
  • Kuparadzaniswa nechiitiko: kana akawanda mapikicha akatakurwa kamwechete, uye iyi sarudzo ikagoneswa, chiitiko chega chega chichava neseti yaro yemamepu emwenje, isina kugovaniswa nevamwe. Inogona kubatsira kudzikamisa huwandu hwemaumbirwo akaremerwa kana zviratidziro zvichifambiswa panguva yekumhanya.
  • Chiyero pamhando yemepu: inokutendera iwe kuyera kuyera kwemavara / shadowmask / nzira mepu zvakasiyana.
    For example, nyaya yakajairika ingave ine yakaderera-resolution isina kunanga ruvara asi ine zvakadzama shadowmask. Ziva kuti kuyera kunoshandiswa mushure mekunge malightmaps aitwa, saka hazvizochengetedze nguva yekubheka. Kana "Gadzirisa UV padding" yakabatidzwa, padding ichave yakavakirwa pamepu yakadzika kwazvo kudzivirira texel kudonha.
  • Checker preview: kana Ratidza cheki bhokisi rakabatidzwa, Scene View ichapa chekibhodhi pateni pamusoro pezvinhu zvinooneka kuratidza lightmap texel size. Izvi zvinobatsira kuve nechokwadi kuti uri kushandisa akakwana makosi eTexels Per Unit uye mamwe magadzirirwo anokanganisa usati wabika.
    Kugonesa cheki preview ichamanikidza Bakery kuita atlas kurongedza. Zvinogona kutora nguva, asi hazvifanirwe kunge zvakareba kupfuura masekonzi mashoma. Dzvanya Refresh cheki kuti udzore atlas chiitiko mushure mekunge wachinja chimwe chinhu kuti uone shanduko.
    Checker preview inoshandisawo mavara asina kurongeka kuratidza kuti nzvimbo yacho ichakamurwa sei kuita mepu dzakasiyana dzemwenje.
    ● Checker preview parizvino hairatidze saizi chaiyo ye texel yeTerrains.
    Zvirongwa zvemberi 3
  • Emissive kuwedzera: inowanza chero kubuda kwepasi nenhamba iyi. -Ina kunanga inosimudzira: inowanza ese mabhanhire emwenje nenhamba iyi. Zvakangofanana neIni indirect Intensity pane zvinhu zvemwenje, asi zvepasirese.
  • Backface GI: inotarisa kuti chiedza chakawanda sei chinopfuudzwa nezviso zvepamberi kuenda kune zviso zvekumashure uye zvobva zvabviswa neGI. Izvi zvinonyanya kubatsira kune dzakatetepa translucent pamusoro semashizha. Hwaro dziri muchikamu che 0-1:
    Zvirongwa zvemberi 4
    Zvirongwa zvemberi 4Kuruboshwe: backface GI = 0, kurudyi: backface GI = 1.
  • Ambient occlusion:akareruka asiri emuviri ambient occlusion iwe unogona kuisa pamusoro pekupedzisira mwenje wechiitiko nekuda kwekunaka.
    Zvirongwa zvemberi 6Kuruboshwe: AO kure, kurudyi: AO on.
    - Kusimba: inodzora kuoneka kweiyo AO mhedzisiro. Kukosha kwe0 kunodzima maitiro.
    - Radhiyasi: inosarudza kureba kweray inoshandiswa muAO effect. Hunhu hudiki hunopa kuvharika kwenzvimbo (makona, makwinya), nepo hukuru hukuru hunoita kuti ive yakafanana neSkylight, ichipa mimvuri kubva kuzvinhu zviri kure.
    – Sampzvishoma: inokanganisa kunaka kwe ambient occlusion. Hwaro hwemhando kubva pa4 kusvika ku32.
  • GI VRAM optimization: inoshandura memory optimization inoshandiswa kune zvakakura kwazvo, kunyanya kana uchibika mepu akawanda emwenje kamwechete. Kana ikagoneswa, inogona kunonoka kupa zvishoma. Kana yakaremara, uye chiitiko chakakurisa, Bakery inogona kubuda mundangariro.
    - Auto: fembera kana optimization ichidikanwa zvichibva pane zvakavhurika zviitiko. Iko kufungidzira kunongova kufungidzira, saka kana iwe uchiziva kuti chiitiko chacho chakakura, chiise kuForce On.
    -Kumanikidza: nguva dzose inogoneswa.
    -Kumanikidza Kudzima: anogara akaremara.
  • Saizi yeTile: yakafanana neGPU Kukosha, asi pachinzvimbo chekuisa pamberi iwe unoisa saizi yematairi. Bakery inopatsanura mepu dzemwenje kuita mataira madiki uye inogadziridza imwe panguva. Saizi diki inoreva kuwanda kwebasa reGPU uye inogona kuita kuti sisitimu ipindure.
  • Nzira yenguva: yenguva pfupi files folda. Bakery inogona kuda mashoma gigabytes emahara nzvimbo panguva yekupa. Kuve neiyi dhairekitori paSSD kunogona kuita kuti kupa kukurumidza zvishoma tichienzanisa neHDD. Parizvino, iyi folda haina kucheneswa otomatiki. Unogona kudzima zvirimo chero nguva (kunze kwekunge panguva yekupa).
  • Output nzira: lightmap folder. Apa ndipo panochengetedzwa ese lightmap, uyewo lightprobe uye vertex color assets. Iyi nzira ine hukama kune yako Assets folda.
  • Shandisa chiitiko chine zita rekubuda nzira: kana iyi sarudzo ikagoneswa, nzira yekubuda inozoiswa otomatiki kufolda ine zita rimwechete sezviri kuitika izvozvi. Izvi zvakafanana nemabatiro akavakirwa muUnity lightmappers.
  • Sanganisa ne Enlighten real-time GI: kana ikagoneswa, zvino kana Render bhatani radzvanywa, rinotanga kuyedza kubheka ne Enlighten kuverenga chaiyo-nguva GI. Mushure meizvozvo, yenguva dzose Bakery lightmapping process ichaitika. Yese yakabikwa uye chaiyo-nguva GI ichashanda pamwechete.
  • Beep pakupera: kana yagoneswa, Bakery inoridza ruzha kana kubheka kwapera.

Experimental settings

  • Export geometry uye mepu: kana yagoneswa, Bakery inotumira kunze chimiro kune chimiro chayo isati yaburitsa. Kana iwe uine chokwadi chekuti geometry uye maumbirwo echiitiko uye magadzirirwo emwenje mepu hazvina kuchinjwa (semuenzaniso uri kungotora GI kana zvigadziriso zvemwenje), unogona kudzima bhokisi iri rekutarisa kuti riite rinotevera kupa nekukurumidza.
  • Gadziridza marambi asina kuchinjwa: kana ikagoneswa, Bakery ichaverengerazve malight source asina kuchinja kubva pakapera kushandiswa. Kana iwe uchingotora mwenje mumwe chete uye usingade kumirira kuti mamwe marambi atangezve, unogona kudzima bhokisi iri.
  • Gadziridza marambi akagadziridzwa uye GI: kana ikagoneswa, Bakery ichaverengerazve GI uye marambi akachinjwa kubva pakapedzisira kushandurwa.
  • UV padding: increase only​: only visible if ​Adjust UV padding is on. By default, optimal UV padding for a model asset is calculated only based on currently loaded scenes. If there are multiple instances of the same model using different lightmap resolution, the smallest one will define padding, so spacing between UV charts is large enough to prevent them from leaking over each other. However, baking the same model in 2 different isolated scenes will possibly break UVs in previous scenes while optimizing for the new one. This checkbox allows to prevent such behaviour by never decreasing the padding value, so it will be always optimized for the lowest resolution instance ever baked.
  • Denoise: gadzirisa micheto inopenya: inooneka chete kana Denoise yakabatidzwa. Dzimwe nguva neural net inoshandiswa kuita denoising inogona kuburitsa mipendero inopenya yakatenderedza mimvuri, sekunge kana kurodza kwakaiswa. Kana iyi sarudzo ikagoneswa, Bakery inoedza kuvasefa kure. Denoising stage inogona kunonoka zvishoma, kana yagoneswa.
    kuvhara kwechiratidzoKuruboshwe: mupendero wakajeka unoonekwa mushure mekuita denoising; Kurudyi: fixed.
  • Terrain optimization: Kana ikagoneswa (default), Terrains inoshandisa nzira yakaparadzana yekuronda ray kutora advantage yeurefu hwavo geometry. Zvikasadaro vanobatwa semamwe mambure. Terrain optimization inoderedza zvakanyanya nguva uye ndangariro tsoka inodiwa kune yakakwirira-resolution nzvimbo.

Scale In Lightmap
Scale In Lightmap sarudzo inowanikwa pane ese Mesh Renderers inokanganisa kugadziriswa kwechinhu mumaatlasi anogadzirwa otomatiki. Zvakare, zvakafanana kune akavakirwa-muUnity lightmappers, kuseta uku kukosha ku0 kuchaita kuti chinhu chisave nemwenje mepu, asi inokanda mimvuri yemwenje uye inokanganisa GI pazvinhu zvakabikwa.

Zvikamu

Bakery Lightmap Group Selector
Inotsanangura kuti nderipi Lightmap Boka rekushandisa kuchinhu uye vana vayo vese.
Lightmap Boka izwi rinoshandiswa neBakery kuunganidzwa wezvinhu zvinogovera 1 lightmap. Mapoka ane zvivakwa zvinoudza Bakery nzira yekurongedza zvinhu, izvo marambi zvinofanirwa kuvakanganisa, kana mhedzisiro ikabikwa muchimiro kana vertices.
Nekumisikidza zvinhu zvese zvakamira zvinorongedzerwa otomatiki mumapoka akawanda emwenje mepu, saka haufanirwe kunetseka. Kutsanangura mapoka pamaoko kunofanirwa kushandiswa chete kune zvakakosha, semuenzanisoample:

  • Kumaka zvimwe zvinhu shandisa per-vertex lightmap pachinzvimbo chemavara.
  • Kubika mepu yemwenje uchishandisa chaiwo asina kuverengerwa maUV sezvaaive mupakeji yekuenzanisira.
  • Kubatanidza dzimwe nzvimbo dzechikamu kuti ushandise mepu imwe chete yemwenje kufambisa zviwanikwa kana kushandura mwenje wakabikwa wakasiyana panguva yekumhanya kuburikidza nezvinyorwa. -
  • Kushandisa Render Selected bhatani kugadzirisa chete zvinhu zvakaiswa mumapoka.

Kuti utsanangure boka nemaoko, unogadzira Lightmap Group Assets, kungave uchishandisa Assets->Gadzira menyu, kana kushandisa bhatani reGadzira Nyowani muchikamu. Paunenge uchishandisa bhatani reGadzira Nyowani, asset nyowani ichagadzirwa zvichienderana nemafomu aya:

  • Zita: Zita reLightmap Group Asset yekugadzira.
  • Packing mode:iyi inosarudza inotsanangura nzira yekurongedza yeLightmap Group. Pane 3 modes:
  • Original UV: chinhu uye vana vayo vanozobikwa neUV isina kuchinjwa. Hapana kurongedza kunoitwa. Izvi zvinobatsira kune mamodheru kana akawanda meshes achigovera yakafanana yakatozara UV dhizaini.
  • Pack Atlas: chinhu uye vana vayo vakazara mune yakatsaurirwa mavara atlas. Pamberi pev1.3 mwana wese anotakurwa aifanira kuva nechikamu, asi hazvichadiwi. Mwana wega wega achange akarongedzerwa serectangle yake, kunze kwekunge Bakery yaona otomatiki mwana aine vadiki-vasingapindirani, apa zvinhu zvakawanda zvinogona kushandisa rectangle imwe chete.
  • Vertex: chinhu uye vana vayo vachashandisa vertex-ruvara yakabikwa mwenje pachinzvimbo chemavara. Ziva kuti iwe uchada shader yetsika kuti iyi ishande, senge Bakery Shader. Imwe yakapfava shader ("Bakery/Simple Vertex Lightmapped") inosanganisirwawo kuratidza uye kunongedzera. Ona
    manotsi.
  • Directional mode: inokutendera kuti uwedzere d irectional mode paboka. Sarudzo dzakafanana kunze kweAuto, iyo inongoshandisa mamiriro epasirese.
  • Resolution: inodiwa kugadzirisa mepu.
  • Bitmask: runyoro rwemabatirwo anoshandiswa kusasanganisa masosi emwenje kubva pakukanganisa mepu yemwenje. Yese yeBakery light source zvakare ine bitmask set. Mwenje inongobata Lightmap Mapoka ayo avanogovana nawo angangoita imwe yeaya magirodhi. Default marongero anoreva kuti mwenje yese inokanganisa mepu dzese dzemwenje.

Kana iwe uine Lightmap Group ine P ack Atlas modhi yakapihwa, mamwe marongero achaonekwa pane chikamu:

  • Kuwedzeresa resolution: pfuura chigadziriso chinhu ichi uye vana vacho vanogara muchiedza mepu.
  • Resolution: manually defined resolution. For exampLe, kana uine mepu yemwenje ine resolution ye512 uye yakapihwa kune 4 zvinhu zvine override resolution yakaiswa ku256, Bakery ichagadzira imwechete 512 × 512 lightmap apo chimwe nechimwe chinotora 256 × 256 square.

Bakery Lightmapped Prefab
Yakaunzwa muv1.45, chikamu ichi chinobvumira prefabs kuchengetedza metadata yemwenje. Maprefabs akadaro anogona kubva asimbiswa mune chero chiitiko, zvese mupepeti uye panguva yekumhanya.
Icho chikamu chinofanira kuwedzerwa zvakananga kumudzi wechinhu che prefab. Nekuti prefab ichanyorwa pamusoro mushure mekubikwa (sezvinoita kana bhatani rekuti "Isa" radzvanywa), zvinodikanwa kuti prefab ive isina shanduko isina kushandiswa (zvinhu zvevana hazvifanirwe kufambiswa, zvishandiso uye script paramita. inofanira kunge isina kuchinjwa, nezvimwewo). Kana shanduko dzakadaro dzikaonekwa, kukanganisa kucharatidzwa muchikamu cheUI, uye hapana metadata ichachengetwa mushure mekubikwa. Kana yambiro ye "Lightmapped prefab validation" ikagoneswa, zvikanganiso zvese zveprefab zvicharatidzwawo pahwindo isati yabikwa.
Lightmapped prefabs inotsigira ese maBakery maficha, akadai seLODs, terrains, directional lightmaps, RNM, SH, per-vertex modes uye shadowmasks. Kuti shadowmasks ishande, iwe unoda marambi kuti avewo chikamu cheiyo prefab yakafanana.

  • Ziva kuti prefab shadowmasks inoshanda chete paUnity 2017.4 kana patsva nekuda kwekugumira kweAPI.
    Mushure mekubika, chinhu chinonzi "BakeryPrefabLightmapData" chichawedzerwa kune prefab. Ichi chinhu chine script ine data yese inodiwa kuti uise malightmaps.
    Zvinodzora:
  • Sevha magadzirirwo ezvino render kune prefab: inochengetedza kopi yezvino Render Settings pane iyi prefab. Izvi hazvidiwe, asi zvinogona kubatsira kukurumidza kukopa marongero pakati pezviratidziro.
  • Rodha render marongero kubva kune prefab: inoseta ikozvino Render Settings kune ayo akachengetwa pane prefab..

Bakery Direct Chiedza

Chiedza chenzira chisingaperi (semuZuva). Settings:

  • Color: color.
  • Kusimba: linear color multiplier.
  • Shadow spread: saizi yemwenje sosi kana, kungoisa, kusajeka kwemumvuri. 0 = mimvuri yakawanda inopinza, 1 = mimvuri yakawanda isina kujeka. Nehunyanzvi inopindirana kubva pamwaranzi imwe kuenda kune yakafara koni yemwaranzi.
    kuvhara kwebhokisiKuruboshwe: mumvuri wakapararira = 0.01, kurudyi: 0.05. Ziva kuti mimvuri inotanga sei kupinza uye kuwana zvishoma nezvishoma blurrier nechinhambwe.
  • Mvuri sampzvishoma: kukanganisa mimvuri kunaka. Iyo diki iyo Shadow Spread kukosha, iyo shoma sampzvidimbu zvinodiwa pamufananidzo wakachena. Maitiro akajairika emumvuri wezuva anobva pa1 kusvika ku16. Kugadzika sampLes to 0 ichaita kuti mimvuri kubva kuchiedza ichi iparare.
  • Bitmask: runyoro rwema toggles anoshandiswa kusabatanidza iyi sosi yemwenje kubva kune mamwe maLightmap Mapoka.
  • Bake kune indirect: kana ikagoneswa, ipapo mwenje wakazara (zvese zvakananga uye zvisina kunanga mupiro) kubva kune ichi mwenje unozobikwa muIsina kunanga kana Shadowmask render mode. Haienderane neShadowmask cheki bhokisi.
  • Shadowmask: inobika yakaparadzana mumvuri mask yechiedza ichi, saka ine simba uye static mimvuri inogona kusanganiswa. Inoshanda chete kana render mode yakaiswawo kuShadowmask. Haienderani neBake To Indirect chekbox.
  • Denoise shadowmask: inoona kana denoising ichifanirwa kuiswa kune iyi mwenje's shadowmask. Kazhinji hazvidiwi sezvo mimvuri isingaratidzi ruzha rwakawanda, asi inogona kubatsira kune yakafara kwazvo blurry mimvuri (mimvuri mikuru yakapararira).
  • Indirect intensity: isiri-yemuviri GI yekuwedzera yechiedza ichi. Inofanira kunge iri 1 yekuvhenekesa kwechisikigo, asi inogona kugadziridzwa kune mamwe masikirwo akashongedzwa.
  • Kana chinhu chimwe chete chine zvese Unity neBakery light sources zvinogoneswa, uye zvisingaenderane, mabhatani maviri achaonekwa:
    - Match lightmapped kune chaiyo-nguva: kopira zvigadziriso zvakajairika kubva kuUnity light kuenda kuBakery light.
    - Mechisa chaiyo-nguva kune lightmapped: kopira zvakajairwa zvigadziriso kubva kuBakery mwenje kuenda kuUnity light.

Bakery Sky Light

Chiedza chisingaperi chine mumvuri we ambient light (denga). Settings:

  • Color: color.
  • Kusimba: linear color multiplier.
  • Sky texture: Opsioneel cubemap asset, semuenzaniso HDRI panorama kukanganisa mavara ekuvhenekesa kubva kwakasiyana nzira.
    ● Kutenderedza denga reGameObject rinotenderedza mwenje kubva kucubemap saizvozvo.
  • Samples: inokanganisa mimvuri kunaka. Hwaro hwemhando kubva pa8 kusvika ku32.
  • Hemispherical: kana ikagoneswa, mwenje unongouya kubva kumusoro (kumusoro kwehemisphere). Zvikasadaro kubva kumativi ese
    kuvhara kwebhokisiKuruboshwe: kwete-hemispherical, kurudyi: hemispherical.
  • Bitmask: runyoro rwema toggles anoshandiswa kusabatanidza iyi sosi yemwenje kubva kune mamwe maLightmap Mapoka.
  • Bake kune indirect: kana ikagoneswa, ipapo mwenje wakazara (zvese zvakananga uye zvisina kunanga mupiro) kubva kune ichi mwenje unozobikwa muIsina kunanga kana Shadowmask render mode. Aya ndiwo maitiro akasarudzika kune ese Sky Mwenje, sezvo pasina chaiyo-nguva vhezheni yekuvatevedzera muKubatana.
  • Kana zvigadziriso zvechiedza chedenga uye zvazvino chiitiko skybox zvisingaenderane, mabhatani maviri achaonekwa:
    -Matanidza mwenje uyu kune chiitiko cheskybox: tevedzera zvakajairika marongero kubva kune inoshanda skybox zvinhu kune Bakery denga mwenje. Parizvino inogona kungofananidza skyboxes uchishandisa "Skybox/Cubemap" kana "Skybox/Bakery skybox" shaders.
    -Matanidza chiitiko cheskybox kune ichi mwenje: tevedzera zvakajairika marongero kubva kuBakery sky mwenje kune chiitiko skybox.

Bakery Light Mesh

Emissive mesh chero chimiro. Inofanirwa kushandiswa pamwe chete neMesh Renderer chikamu kana neChiedza chikamu chakaiswa kuArea mode. Settings.

  • Color: color
  • Kusimba: linear color multiplier.
  • Cutoff: kureba kwemwenje. Bakery inoshandisa S kyforge falloff formula kuenzanisa pakati peiyo inverse-squared falloff uye inoshanda miganhu. Ndiyo yakanyanya kunaka kana cutoff kukosha kuri iko kudonha kwemuviri kunowedzera kuderera.
  • SampLes Near: kukanganisa kunaka kwemwenje padyo nemambure. Yakajairika tsika dzinobva pa16 kusvika pa64.
    ● “Samples Near” inowanikwa chete kana Self Shadow yakabatidzwa.
  • SampLes Far: kunokanganisa kunaka kwemwenje kure kure nemambure. Yakajairika tsika dzinobva pa4 kusvika 4096.
    ● Bakery inosanganisa 2 algorithms akasiyana enzvimbo mwenje zvichienderana ne texel pedyo nechiedza. Pedyo nechiedza chinoshanda zvakafanana neGI algorithm, nepo kure kure chiedza chinofananidzwa segore remagetsi emagetsi.
    ● Kana ukaramba uchiwana tsvina/ruzha zvabuda, edza kuseta Samples Pedyo ne0. Ipapo chete VPL algorithm inoshandiswa. Inobatsirawo kune mwenje wakapfava uko kurongeka kusingakoshi (semumafafitera marambi pachivakwa).
    ● Light Meshes haagamuchire mwenje ari ega uye haawane chiedza.
    ● Imwe Mwenje Mesh ine mapolygoni akawanda inokurumidza kubikwa kupfuura akawanda akapusa Meshes.
    Kuruboshwe: SampLes Pedyo = 0, SampLes Kure = 4096.
    Pakati: SampLes Pedyo = 0, SampLes Kure = 128.
    Kurudyi: SampLes Pedyo = 16, SampLes Kure = 128.
    Cherechedza kuti kutaridzika kwemwenje kwakafanana sei, asi zvishoma zvakasanganiswa samples inoshandiswa.
  • Self Shadow: inoona kana mesh yakareruka pachayo ichikanda mimvuri.
    Kuruboshwe: mesh yakareruka haipedzi mumvuri, kurudyi: mesh yakareruka inokanda mumvuri kumashure.
  • Bitmask: runyoro rwema toggles anoshandiswa kusabatanidza iyi sosi yemwenje kubva kune mamwe maLightmap Mapoka.
  • Bake kune indirect: kana ikagoneswa, ipapo mwenje wakazara (zvese zvakananga uye zvisina kunanga mupiro) kubva kune ichi mwenje unozobikwa muIsina kunanga kana Shadowmask render mode. Aya ndiwo maitiro akasarudzika kune ese Chiedza Meshes, sezvo pasina chaiyo-nguva vhezheni yekuvatevedzera muKubatana.
  • Indirect intensity: isiri-yemuviri GI yekuwedzera yechiedza ichi. Inofanira kunge iri 1 yekuvhenekesa kwechisikigo, asi inogona kugadziridzwa kune mamwe masikirwo akashongedzwa.
  • Kana mesh zvinhu uye zvigadziriso zvemwenje zvisingaenderane, mabhatani maviri achaonekwa:
    - Batanidza chiedza kune zvinhu: kopira zvakajairwa zvigadziriso kubva kune unlit mesh zvinhu kana mwenje wenzvimbo kuenda kuBakery mwenje.
    - Matanidza zvinhu kuchiedza: kopira zvakajairika marongero kubva kuBakery mwenje kuti unlit mesh zvinhu kana nzvimbo mwenje.

Bakery Point Chiedza
Chiedza chekunongedza, hachina nzvimbo. Kunyangwe kusagoneka kwemuviri kunobatsira kumitambo uye ndiyo chete nzira yekufananidza poindi yeUnity uye mwenje wemavara. Settings:

  • Color: color.
  • Kusimba: linear color multiplier.
  • Shadow spread: mumvuri blurriness. Kunyangwe mapoinzi malights asina nzvimbo, inowanzodiwa kuti irambe iine mimvuri yakasviba kubva kwavari. Nechinangwa ichi mimvuri inofananidzwa sekunge yakakandwa kubva kune denderedzwa rechiedza. Iyi parameter inotsanangura radius yeiyo chaiyo sphere, inobata zvakananga kublurriness.
    kuvharika kwechivako chematombo chine pasi rematairiKuruboshwe: Shadow Spread = 0.5, kurudyi: Shadow Spread = 1.
  • Kudonha kwemuviri: kana ikagoneswa, ichashandisa Skyforge falloff formula kuenzanisa pakati peiyo inverse-squared falloff uye miganhu inoshanda. Zvikasadaro achaedza kutevedzera kudonha kweUnity. Dzidza zvakawanda muchikamu cheB akery Shader Tweaks pazasi.
  • Range: kana kudonha kwemuviri kwakaremara, zvakaenzana nechiedza cheUnity. Kana ikagoneswa, inongodzima zvishoma kudonha kwemuviri kumucheto.
  • Sampzvishoma: kunokanganisa mimvuri kunaka. Mamiriro chaiwo anobva pa1 kusvika pa512. Kugadzika sampLes to 0 ichaita kuti mimvuri kubva kuchiedza ichi iparare.
  • Projection mask: rudzi rwemask/cookie. Sarudzo: - Omni: hapana mask, yakaenzana neUnity's Point Chiedza.
    -Kuki: cookie texture projection. Zvimwe zvingasarudzwa:
    -Kugadzirwa kwecookie: 2D texture asset. Bakery inosanganisira yekutanga Unity's Spot Chiedza mameseji (inonzi ftUnitySpotTexture) yaunogona kushandisa kuitevedzera.
    -Angle: texture projection angle (yakafanana neUnity's Spot Light).
    -Cubemap: cubemap cookie projection. Zvimwe zvingasarudzwa:
    -Inofungidzirwa cubemap: cubemap asset.
    -IES: mwenje unogadziriswa neIES file data. Zvimwe zvingasarudzwa:
    – IES file: file with .es extension.
    kuvhara kwechiratidzo
    Kuruboshwe kuenda kurudyi: Omni, Cookie (default spot texture), Cubemap, IES.
  • Bitmask: runyoro rwema toggles anoshandiswa kusabatanidza iyi sosi yemwenje kubva kune mamwe maLightmap Mapoka.
  • Bake kune indirect: kana ikagoneswa, ipapo mwenje wakazara (zvese zvakananga uye zvisina kunanga mupiro) kubva kune ichi mwenje unozobikwa muIsina kunanga kana Shadowmask render mode. Haienderane neShadowmask cheki bhokisi.
  • Shadowmask: inobika yakaparadzana mumvuri mask yechiedza ichi, saka ine simba uye static mimvuri inogona kusanganiswa. Inoshanda chete kana render mode yakaiswawo kuShadowmask. Haienderani neBake To Indirect chekbox.
  • Indirect intensity: isiri-yemuviri GI yekuwedzera yechiedza ichi. Inofanira kunge iri 1 yekuvhenekesa kwechisikigo, asi inogona kugadziridzwa kune mamwe masikirwo akashongedzwa.
  • Kana chinhu chimwe chete chine zvese Unity neBakery light sources zvinogoneswa, uye zvisingaenderane, mabhatani maviri achaonekwa:
    - Match lightmapped kune chaiyo-nguva: tevedzera zvakajairika marongero kubva kuUnity mwenje kuenda kuBakery mwenje.
    -Matanidza chaiyo-nguva kune yakavhenekerwa: tevedzera zvakajairika marongero kubva kuBakery mwenje kune Unity mwenje.

Bakery Shader Tweaks

Bakery inopa sarudzo shader shanduko dzinogona kuiswa kune Unity shader kuvandudza magirafu. Shader tweaking menyu inogona kuwanikwa kuburikidza neBakery-> Shader Tweaks.
Idzi sarudzo dzinogadzira base Unity shader inosanganisira (kubva kuCGIncludes folda) iyo inoshandiswa nevakawanda vakavakirwa-mukati uye vechitatu bato shader. Kugadziridzwa kwese kuchakanganisa mapurojekiti ese akavhurwa neiyi vhezheni yemupepeti asi anogona zvakare kudzoserwa kumashure nyore.
● Shader Tweaks parizvino haishandi kuHDRP neLWRP.
Zvese zviripo zvinogadziridzwa zvinounzwa semabhatani. Dzvanya bhatani kuti uise shanduko, uye icharamba yakadzvanywa. Dzvanya bhatani kuti ubvise shanduko. Zvisarudzo zviripo parizvino:

  • Shandisa bicubic kududzira kune mwenje mepu: shandisa bicubic kududzira panzvimbo peiyo default bilinear. Iyi tweak inogadzirisa mipendero yakawanda yakakomberedzwa yeakadzika resolution lightmaps zvakanaka. Parizvino inongoshanda paDX11 uye yemazuva ano consoles, nepo mamwe mapuratifomu acharamba achishandisa bilinear kududzira.
    Bakery Shader Tweaks 1
  • Kuruboshwe: kusefa kwebilinear kunogara. Kurudyi: bicubic kusefa.
  • Shandisa kuwandisa kune shadowmask: sanganisa static uye dynamic mimvuri uchishandisa kuwanda pane kushoma. Nezvikonzero zvisingazivikanwe Unity yakasarudza kushandisa mashoma opareta nekukasira, uye inogadzira zvigadzirwa zvisiripo nekuwanda:
    Kuruboshwe: mimvuri miviri yakabikwa.
    Pakati: spherical shadow ine simba, uye mumwe mumvuri wakamira. Yakasanganiswa pamwe neiyi shader tweak.
    Kurudyi: zvakafanana nepakati, asi pasina tweak.
  • Shandisa mwenje wemuviri falloff (mberi): tsiva default attenuation ye-chaiyo-nguva poindi/marobhoti mwenje ine chaiwo inverse-squared. "Range" inongodzima zvishoma padyo nemupendero (inofananidza marambi eBakery nePhysical Falloff checkbox). Inongo kanganisa mutarisiri wemberi.
  • Shandisa mwenje wemuviri falloff (deferred): zvakafanana nepamusoro, asi zvinongokanganisa deferred renderer.
    Bakery Shader Tweaks 3Kuruboshwe: Kuparara kwekubatana. Kurudyi: kudonha kwemuviri.
    Cherechedza kuguma kusingadzivisiki kusingagoneki kwekupedzisira kweUnity falloff.
    Ramba uchifunga kuti falloff yemuviri inoita zvakasiyana. Panzvimbo yekuyera iwo chaiwo gradient kubva pakati kuenda kumacheto, kudonha kwemuviri kunonyanya kukanganiswa nekupenya kwechiedza. "Range" mune iyi kesi ingori optimization inodzima zvishoma padyo nemicheto. Inokurudzirwa zvakanyanya kugonesa tonemapper paunenge uchimisa mwenje ine falloff yemuviri.
    Bakery Shader Tweaks 4Mutsara wepamusoro: Unity falloff. Pazasi mutsetse: kudonha kwemuviri.
    Ziva kuti Kubatana kunoyera sei mwenje neyakasiyana parameter, nepo kudonha kwemuviri kuchingovharwa chete nerenji.
    Bakery Shader Tweaks 5
    Kuruboshwe: hapana tonemapping, kurudyi: neutral tonemapping inogoneswa.
    Ziva kuti mwenje unochengeta sei gradient yakapfava, kana tonemapping ichigoneswa, asi ichiri kupenya.

Maitiro Akanakisisa

Kuwedzera kunaka uye kuderedza kushandiswa kwendangariro:

  • Vhura mupakeji yako yekuenzanisira, usashandise "Gadzira UVs" muKubatana. Nekuti zvese zviri zviviri Kubatana neBakery zvinorongedza zvinhu zvisina kuputirwa mumaatlasi zvakangoita rectangles (hazvigone kushandura maUV panguva ino), uye chinhu chimwe nechimwe chisina kuputirwa chinogona kunge chakaparadza nzvimbo yeUV, nzvimbo ino inounganidza, uye iwe unobhadhara imwe ndangariro kuti igadziriswe zvishoma. Mu3dsmax, kunyangwe otomatiki Flatten Mepu yakanaka zvakakwana.
    -Seta Nzvimbo pakati peUV machati kusvika ku3 / lightmapResolution. Eg kana iwe uchiziva zvimwe zvinhu zvawakafukunura zvichaiswa muimwe 512 × 512 lightmap, isa spacing ku 3/512 = 0.005859375.
    -Edza kusunungura ese asingadzokorore geometry mune diki diki yeakaomesesa UV marongero. MuKubatana, gadzira uye ugovane Lightmap Boka asset kune yega yega dhizaini ine chaiyo resolution uye Nyore modhi.
    -Usasunungura inorema inodzokorora geometry mune imwechete atlas, kana iwe ucharasikirwa nekumisikidza
  • Shandisa kudonha kwemuviri. . Unity's falloff yakanaka chete kune isina-tonemapped isiri-HDR mitambo ine humbowo hwekuvhenekesa kwemwenje.
  • Usashande pasina tonemapping. Kusimba kwemwenje chaiko BRIGHT. Kushanda nechiitiko pasina tonemapper kwakafanana nekutarisa isina kunyorwa RAW file kubva pakamera pane kushandisa maziso ako. Kubatana kwakavakirwa-mukati Neutral tonemapping ndiko kutanga kwakanaka. Kupenya kwakakodzera kwemwenje kunovimbisa kupenya kwepasirese kuchave kwakajeka zvakakwana pasina kunyepedzera kusimba kwayo.

Musiyano pakati peChiedza Mesh uye emissive zvinhu
Emissive zvinhu:

  • Inoparadzira mwenje panguva yekuverenga kweGI, saka "yemahara", zvisinei kuti mameshe mangani ari kubuda.
  • Zviedza zvidiki uye zvinopenya zvinogona kupa zvisina kunaka mhedzisiro ine ruzha, zvichienderana neGI sample count.
  • Inofanirwa kutora nzvimbo mumepu yemwenje nekuda kwenzira iyo GI muBakery inoshanda, saka pamwe kuiparadza. Zvakare zvinoreva kuti zvinhu zvinobuda zvinoda maUV uye zvine "Cast mimvuri" inogoneswa ..

Light mesh:

  • Kuvhenekera kunoverengerwa kwakaparadzana kune imwe neimwe mwenje, saka inononoka pane emissive zvinhu.
  • Yakagadzirirwa kupa mibairo yakachena yezviedza zvidiki uye zvinopenya, kunyangwe kure kure nazvo.
  • Haitore nzvimbo mumamepu emwenje.

Vertex Lightmap manotsi
Zvinhu zvinogona kubikwa pa-per-vertex level pane kuve nemavara, kana ivo kana mubereki wavo aine Lightmap Group Selector chikamu chine Lightmap Group asset yakaiswa kuVertex mode. Vertex lightmaps inoenderana ne shadowmasks, pamwe neDominant Direction uye SH modhi.
● Zvinokurudzirwa kudzima vertex compression yeTEXCOORD2 neTEXCOORD3 muPlayer Settings kana ukashandisa directional vertex lightmaps.
Pane zvakanakira nekuipira kushandisa vertex lightmaps.
Zvazvakanakira:

  • Hapana UVs inodiwa. Inokodzera kuomarara geometry izvo zvisingabviri kuvhura zvakanaka.
  • Hapana nzvimbo yakaraswa - padding uye nzvimbo dzisina chinhu mune lightmap haisi dambudziko.
    Cons 
  • Zviripachena kududzirwa kwe vertex hakuna kujeka pane kududzira texel.
  • Normal texture compression maitiro haashande.
  • Modified shader inodiwa (Bakery inosanganisira shader dzakadaro).
  • Denoising haina kushandiswa.
    Iyo data inochengetwa mune inotevera vertex hunhu:
  • Mesh.colors inochengeta mepu yemavara (kana yekutanga coefficient yeSH lightmap).
  • Mesh.uv2 inogona kuchengeta yakarongedzwa inotungamira nzira, shadowmask uye chikamu cheSH data.
  • Mesh.uv3 inogona kuchengeta imwe data yeSH.

Shader kuenderana

Kuita kuti kuvhenekera kwepasirese kushande, Bakery inoda kuburitsa ruzivo rwezvinhu.
Pamberi pev1.1 yaingotarisa kune akajairwa shader paramita mazita akadai _MainTex, _Color, _EmissionMap, uye _EmissionColor uye yakashandisa iwayo.
Sezvo v1.1 Bakery inotsigira GI kubva kune yakajairwa shaders nekushandisa yavo iripo Meta Pass, saka inofanirwa kushanda zvakangofanana neyakavakwa-mukati malightmappers. Yakajairwa, HDRP uye LWRP shader yatove neyakakodzera Meta Passcode, pamwe nechero tsika shader yepamusoro. Kune yakazara tsika (isina-yepamusoro) shaders iwe unozofanirwa kunyora Meta Pass iwe (tarisa kuUnity manual) kana kuvimba neBakery's legacy maitiro (uchishandisa shader parameter mazita). Parizvino, Bakery inongotora albedo uye emission kubva kuMeta Pass. Mamepu eOpacity achiri kutorwa nemazita (_MainTex kana _BaseColorMap alpha chiteshi) kuchengetedza kugadzirisa kwavo.

Yakabikwa Normal Mepu maitiro
MuBaked Normal Mepu inotungamira modhi, zvakajairwa zvinotorwa kubva kune zvinhu nemazita uye zvinofanirwa kunzi _BumpMap. Tiling uye offset inotorwa kubva ku_MainTex_ST. Izvo zvakadaro zvinogoneka kugadzira mashedhi akazara ane epamberi akajairwa mepu maficha (semuenzaniso kusanganisa akawanda akaturikidzana) anoenderana. Nekuti yakajairwa Unity Meta Pass haitumire kunze ruzivo rwakajairwa, yakakosha yakawedzera Bakery Meta Pass inofanirwa kuwedzerwa kune yako shader. Bakery inosanganisira 2 example shaders inoshandisa iyi Meta Pass. Unogona kuvawana mukati
Assets/Bakery/exampzvishoma / shaders. Heino runyorwa rwemisiyano uchienzanisa neyakajairika Meta Pass:

  • Kupfuura kunofanirwa kunzi "META_BAKERY".
  • Bakery/BakeryMetaPass.cginc inoda kuverengerwa.
  • Kana unity_MetaFragmentControl.z musiyano usiri 0, shader inofanirwa kudzoka pasirese-nzvimbo zvakajairika.
  • Zvakadzoserwa zvakajairika zvinofanirwa kukodha uchishandisa BakeryEncodeNormal.

Bakery Shader

Sezvo v1.4 Bakery inosanganisira yayo shaders nerutsigiro rwevertex lightmapping, pamwe neRNM uye SH nzira dzekutungamira. Inobvumirawo fungidziro yakabikwa yakabikwa kuti iverengerwe kubva kune inotungamira data.
Bakery shader haidiwe kune yenguva dzose mavara emwenje mepu, masiki emumvuri uye Dominant Direction.
modhi, sezvo aya maficha achitsigirwa nevakawanda Unity shader zvakadaro.
Parizvino, pane 4 mamwe shaders:

  • Bakery / Yakajairwa: inowedzera yakajairwa Standard shader. Dzimwe sarudzo dziripo:
    -Bvumira Vertex Lightmaps: inobvumira chinhu ichi kuti chishandiswe ne vertex lightmapping.
    -Bvumira RNM Lightmaps: inobvumira ichi chinyorwa kuti chishandiswe neRNM yekutungamirira maitiro.
    - Bvumira SH Lightmaps: inobvumira ichi chinyorwa kuti chishandiswe neSH nzira yekutungamira.
    ● Zvose "Bvumira" toggles inobvumira imwe nzira yekodhi mu shader. Zvinokurudzirwa kushandisa imwe chete "bvumira" sarudzo mune chinhu nekuda kwezvikonzero zvekuita.
    -Gonesa Lightmap Specular: inoverengera yakabikwa yakasarudzika uchishandisa dhata kubva kuDominant Direction, RNM kana SH nzira dzekutungamira. Ziva kuti nekuda kwekushaikwa kweruzivo, mhedzisiro yacho inofungidzirwa chaizvo. Kana iwe wakamboshandisa zvakabikwa zvakabikwa muUnity 4, zvinofanirwa kufananidzwa. Inotaridzika zvakanyanya pamwe chete neanovhiringika akajairwa mepu, kwete yakanyanya kunaka panzvimbo yakati sandara.
    -Gonesa VertexLM inotungamira: kana vertex lightmaps aripo, inotsanangura kuti Dominant Direction data inochengetwa mumavertices uye inofanirwa kushandiswa.
    -Gonesa VertexLM SH: kana vertex lightmaps aripo, inotsanangura kuti SH data inochengetwa mumavertices uye inofanirwa kushandiswa.
    -Gonesa VertexLM Shadowmask: kana vertex lightmaps iripo, inotsanangura kuti mumvuri mask inochengetwa mumavertices uye inofanirwa kushandiswa.
    -Isina-mutsara SH: muSH nzira yekunongedza iyi sarudzo inogona kuwedzera mutsauko (pedyo nepasi chokwadi), asi inoita kuti shader iite zvishoma.
    -Simbisa Bicubic Sefa: inogonesa bicubic kusefa kune ese mamwe mamepu. Kuti uwane yakazara bicubic kusefa (kusanganisira yekutanga mepu yemavara) inokurudzirwa kuti uigonese muShader Tweaks.
  • Bakery/Standard Specular: zvakafanana ne Standard, asi kune yakasarudzika mafambiro ebasa.
  • HDRenderPipeline/Bakery Lit: inowedzera HDRP Lit shader. Parizvino inongova nesarudzo imwe chete yekuwedzera, inoti Bvumira SH Lightmaps.
  • HDRP mapurojekiti uye anogona kuwanikwa mumaseti/Bakery/shader/BakeryHDRPShader.zip, kana pagithub.
  • LightweightPipeline/Bakery Standard (Pamuviri Yakavakirwa): inowedzera LWRP yakajairwa PBR shader. Parizvino inongova nesarudzo mbiri chete: Bvumira RNM Lightmaps, uye Bvumira SH Lightmaps. . Shader iyi inogona kuwanikwa muAssets/Bakery/shader/BakeryLWRPShader.zip.
    Mazhinji Unity shaders HDRP & LWRP shaders Bakery Standard Bakery HDRP

    Bakey LWRP

    HDR mavara emwenje mepu Ehe Ehe Ehe Ehe Ehe
    Shadowmask Ehe Ehe Ehe Ehe Ehe
    Dominant Direction Ehe Ehe Ehe Ehe Ehe
    RNM Aihwa Aihwa Ehe Aihwa Ehe
    SH Aihwa Aihwa Ehe Ehe Ehe
    Lightmap specular Aihwa Aihwa Ehe Aihwa Aihwa
    Bicubic kusefa Ehe neShader Tweaks Aihwa Ehe neShader Tweaks Aihwa Aihwa
    Vertex lightmaps Aihwa Aihwa Ehe Aihwa AIHWA

● Zvose kunze kwezviedza zvemavara zvenguva dzose zvinoda zvishoma Shader Model 3.0 kuti ishande.
● Vertex Lightmaps ine SH modhi inoda zvishoma Shader Model 4.0 nekuda kweiyo interpolator muganhu.

FAQ

Mubvunzo: Iyo ine realtime GI?
A: Kwete.

Mubvunzo: Zvakadini nemwenje wakavhenganiswa?
A: Hongu! Bakery inotsigira kubheka zvisina kunanga zvakasiyana kushandisa nemwenje-chaiyo-nguva, uye zvakare kubika static mimvuri (shadowmask) uye nekuisanganisa neine simba.

Mubvunzo: Handikwanise kuwana shadowmask kushanda
A: Tarisa zvinhu zvinotevera:
-Bakery's Render Mode yakaiswa kuShadowmask
-Masked lights ane zvese Unity uye Bakery light components paari.
-Masked Bakery light components ane "shadowmask" checkbox inogoneswa pavari.

Mubvunzo: Ndakapa mashadowmasks, asi mimvuri yese ine simba
A: Uri Kure Shadowmask modhi, inotarisirwa

- Verenga nezve musiyano:
https://docs.unity3d.com/Manual/LightMode-Mixed-Shadowmask.html  https://docs.unity3d.com/Manual/LightMode-Mixed-DistanceShadowmask.html 
-Kuchinja pakati pemamodhi maviri, unogona kushandisa "Distance Shadowmask" cheki bhokisi muBakery main hwindo.
- Kana iwe uri pa5.6, enda kuHwindo-> Kuvhenekera-> Yakasanganiswa Mwenje-> Kuvhenekera Modhi kuti uchinje modhi.

Mubvunzo: Ndeapi mapuratifomu anotsigirwa?
A: Unogona kutumira mitambo neBakery lightmaps pane chero chikuva. Asi pakushandisa Bakery iwe uchada 64-bit Windows (7+) muchina une Nvidia (6xx kana nyowani) kadhi.

Mubvunzo: Zviri kufambira mberi here? Inoratidza lightmap updates munguva chaiyo?
A: Kwete.

Mubvunzo: Ndinoita sei prefab ine lightmapped?
A: Bakery v1.45:
-Ona L yakareruka Prefab chikamu
Bakery v1.4 kana kupfuura:

  • Gadzira chiitiko che prefab yako
  • Gadzira isina chinhu GameObject inonzi !ftraceLightmaps
  • Bika chiitiko
  • Iwe unofanirwa kuona ikozvino chikamu chakawedzerwa pane chinhu chisina chinhu. Isa mukati me prefab uye chengetedza.
    Prefab yakadaro inogara yakavhenekerwa. Ziva, kuti kubika chiitiko chakasanganiswa chine akawanda prefabs seaya haatsigirwe.

Mubvunzo: Ndinoshandisa sei git/collab/imwe vhezheni yekudzora sisitimu neBakery?
A: Bakery v1.45 uye Unity 2017.1 kana nyowani:

Zvose zvinofanira kungoshanda. Ita shuwa kuti michina yese ine vhezheni yakafanana yeUnity uye Bakery.
Iwe unongofanirwa kuita purojekiti yako chete files uye usatarise maforodha eBakery (Assets/Bakery and Assets/Editor/x64/Bakery). Kana, nokuda kwechimwe chikonzero, ukafunga kuisa maforodha eBakery, wobva waita shuwa kuti hautarise A sets/Bakery/ftLocalStorage.asset, uye A sets/Bakery/ftGlobalStorage.asset kudzivirira kuwana malightmaps kubva mukuwiriraniswa.

Bakery v1.4 kana yekare / Unity shanduro dzakakura kupfuura 2017.1:
Kana iwe uri kushandisa "Gadzirisa UV padding" sarudzo (iyo iripo nekusarudzika), panogona kuve nekunetsekana neshanduro kuwiriranisa pamakina ese, sezvo iyi sarudzo post-maitiro UVs pamhando dziripo. Pane idzi vhezheni kunze kwechiitiko chako unofanirwa kusunda ftGlobalStorage.asset, uko kunochengeterwa modhi yekugadzirisa mafambiro. Kana maUVs achiri kutaridzika kunge akatyoka pane mumwe muchina, edza kutsiva ftGlobalStorage nemaoko (kwete kuburikidza neshanduro control) uye kudzorera modhi kuburikidza nekurudyi-tinya.
Mubvunzo: Ndinogovera sei chiitiko nemunhu asina Bakery yakaiswa?
A: Kunze kwechiitiko uye mepu dzayo dzemwenje iwe unofanirwawo kusanganisira zvinyorwa zvishoma, zvinoti: - ftLightmaps.cs.
– ftLightmapsStorage.cs
– ftLocalStorage.cs
– ftGlobalStorage.cs
– ftModelPostProcessor.cs
Q: Ndinobika sei ndichishandisa zvangu maUVs pasina kana shanduko kwavari?
A: Tarisa Lightmap Mapoka.

Mubvunzo: Pese pandinobika iwo modhi yakafanana muchiitiko A, maUV ayo anove asina basa pachiitiko B uye zvichipesana, ndinogadzirisa sei izvozvo?
A: Chikonzero pano iU V padding gadziriso. Inogadzirisa maUV mukati meiyo asset, saka nzvimbo pakati pemachati eUV yakakwana, zvichireva kuti haife yakadonhedza pamusoro peumwe neumwe uye hapana nzvimbo yakaraswa yakawanda. Kubatana kune bhuku rePack Margin sarudzo pamhando yemidziyo, asi inogumira sezvo inoshandisa iyo chaiyo kukosha kwese meshes mukati me modhi, nepo mesh yega yega inogona kuwana hukuru hwakasiyana mune yekupedzisira mepu yemwenje zvichienderana nenzvimbo yayo.
Naizvozvo Bakery inoipfuura neyakaverengerwa otomatiki p er-mesh (panzvimbo ye-per-model) padding. Nekudaro, nekuti "zvakakwana" zvinosiyana zvichienderana nekugadziriswa kwekubikira, zvinogona kunetsa kushandisa zvakare asset yakafanana munzvimbo dzakasarudzika dzine saizi yemepu yemwenje. Pane nzira dzakawanda dzekugadzirisa:

a) Gadzira yako wega yakakwana UVs. Kugadziriswa kweUV padding kunongoshanda kumamodheru ane otomatiki-anogadzirwa UV marongero (aka "Gadzira Lightmap UVs" cheki bhokisi) uye haambobata tsika data. b) Shandisa UV padding: wedzera cheki bhokisi uye tanga wabika iyo yakaderera resolution chiitiko, wozotevera zvimwe.
c) Ingodzima UV padding gadziriso.
d) Shandisa mamodheru maviri akasiyana kune akasiyana magadziriso emepu, saka imwe neimwe inowana yakanyanya kunaka seti yeUVs.
e) Bika zviitiko zvese pamwechete.

Mubvunzo: Denoiser inokanda kukanganisa 505.
A: Chengetedza vatyairi.

Mubvunzo: Ndingatanga sei kubheka kuburikidza nekunyora?
A: Pane matanho matatu anobatanidzwa:
- Tora iyo render marongero chinhu:
ftLightmapsStorage kuchengetedza = ftRenderLightmap.FindRenderSettingsStorage();
- Shandura marongero. Runyoro ruzere runogona kuonekwa mu ftLightmapsStorage.cs. Sezvo exampLe, heino maitiro aungaita kudzikisira huwandu hwemabhanzi uye kuseta iyo inobuda folda:
storage.renderSettingsBounces = 2; storage.renderSettingsOutPath = “MyFolder”;
-Gadzira Bakery muenzaniso, rodha zvigadziriso uye bika:
ftRenderLightmap bakery = itsva ftRenderLightmap(); bhekari.LoadRenderSettings(); bhekari.RenderButton();

Kuzivisa tsikidzi
Kana ukasangana nematambudziko neBakery, ndapota:

  • Ndibate chero kupi, zvirinani paUnity forum.
  • Tora zvidzitiro zvechero zvikanganiso kana tsikidzi.
  • Kana iri kukanganisa/kuparara:
  • Tora zvakare skrini yeUnity console ine info/yambiro/kukanganisa kutema miti inogoneswa
  • Rangarira kuti chii chaive chinyorwa chekupedzisira kuratidzwa pahwindo rekufambira mberi, sezvo ichizotaura kuti nderipi basa chairo rakaitika dambudziko.

Bakery GPU Lightmapper Manual - Dhaunirodha [yakagadziridzwa]
Bakery GPU Lightmapper Manual - Download

References

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