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  • unity lighting management

    lighting management in game development involves creating and controlling lighting to enhance realism and mood. it includes the use of various light types such as directional, point, spot and area light to simulate different lightings. I often balance between real time lighting and baked lighting. even the shadows and ambient occlusion is crucial for adding depth and realism by simulating how light interacts with objects. I use the post processing effects like bloom, color grading, tone mapping, depth of field, motion blur, vignette to refine the visual atmosphere.

    well, I have created a prototype for better understanding about unity global illumination. I feature a scene with realism by how bounces between surfaces. another scene with no bounces between surfaces.

    I created a scene to demonstrate the indirect lighting - here the single point light bounces across the environment

    I created a scene to demonstrate the direct lighting - here the single point light emit light without bounces

    unity provides multiple render pipelines that offer flexibility and performance optimization based on the needs of the game or project. I choose the one that best fits target platform and environment. there are three main render pipelines in unity like built-in render pipeline, universal render pipeline (URP) and high-Definition render pipeline. I personally prefer the URP; it provides optimized performance while offering good visual fidelity for wide range of platform from mobile to consoles.


    URP INTERIOR SCENE

    In this scene, created using Unity's Universal Render Pipeline (URP), I implemented a single directional light to simulate natural sunlight, enhancing the realism of the room. The environment was constructed using asset from the Unity Asset Store. global illumination and Indirect lighting were employed to simulate light bouncing off surfaces, creating a soft, natural illumination throughout the space. To elevate the visual quality, I applied post-processing effects like tone mapping to adjust color balance, bloom to enhance light intensity, and depth of field to give the scene a realistic focus, especially around objects in the foreground and background. This approach effectively captures a warm, inviting atmosphere in the interior setting.

    the final render, after adding global illumination and baked lighting

    The before render, before adding global illumination and bake lighting

    URP EXTERIOR SCENE

    In this exterior scene created using Unity's Universal Render Pipeline (URP), I utilized a single directional light to simulate the sunlight and achieved realistic lighting results. The environment was constructed using asset from the sketchfab, with global illumination and indirect lighting techniques applied to simulate light bouncing off surfaces, adding depth and realism. To enhance lighting reflection, a reflection probe was added, improving how surfaces interact with light. A well-chosen skybox was incorporated to provide realistic sunlight, and fog was added for realistic atmospheric effects. Post-processing techniques like tone mapping and bloom were also used to refine the visual experience, enhancing the overall clarity and ambiance of the scene.

    The final render, after global illumination and baked light

    The before render, before adding global illumination and bake lighting 

    DAY/NIGHT LIGHTING


    In this daylight forest environment scene created using Unity's Universal Render Pipeline (URP), I applied level design skills along with Unity's terrain system to craft the natural surroundings. The lighting setup consists of a single directional light simulating the sun, complemented by global illumination and indirect lighting, which allows light to bounce off surfaces for a realistic lighting effect. To enhance the natural ambiance, I incorporated a high-quality skybox for vibrant sunlight and applied linear fog to add depth and realism to the distant elements of the environment. Post-processing effects such as bloom, color adjustment, vignette, lift gamma gain, and depth of field were added to improve the overall visual quality, making the scene more immersive and visually appealing.

    The final render output of day lighting environment

    In this nighttime forest environment scene, created using Unity's Universal Render Pipeline (URP) and level design skills, I utilized Unity's terrain system to form the landscape. The lighting setup features a single directional light representing the moon, enhanced by global illumination and indirect lighting, which simulates the light bouncing off surfaces for a more realistic nighttime effect. A skybox with reduced intensity was applied to simulate natural moonlight, and linear fog was added to achieve a misty, atmospheric night scene. Post-processing effects such as bloom, color adjustment, vignette, lift gamma gain, and depth of field further enhance the visual depth and mood of the environment.

    The final render output of night lighting environment


    This is a breakdown of day, night lighting scene. 
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