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Documentation lights in cheetah 3d
Documentation lights in cheetah 3d






They are mainly useful for increasing brightness in dark areas without needing to adjust all of the lighting within a Scene.īaked Lights are also the only Light type for which dynamic GameObjects cannot cast shadows on other dynamic GameObjects. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Baked Lights do not change in response to actions taken by the player, or events which take place in the Scene A Scene contains the environments and menus of your game. More info See in Glossary (see Wikipedia: Specular highlight for more information). A GameObject’s functionality is defined by the Components attached to it. Baked Lights cannot emit specular lighting, even on dynamic GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary (to illuminate dynamic Light GameObjects). A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. Unity bakes direct and indirect lighting from baked Lights into light maps (to illuminate static GameObjects) and Light Probes Light probes store information about how light passes through space in your scene. This means that there is no run-time overhead for baked Lights. Unity pre-calculates the illumination from these Lights before run time, and does not include them in any run-time lighting calculations. Use Baked mode for Lights used for local ambience, rather than fully featured Lights. Baked Lights are Light components which have their Mode property set to Baked.








Documentation lights in cheetah 3d