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Ciro Continisio
Technical Evangelist
Unity Technologies
Lighting and GI
Progressive Lightmapper
Introduced in 5.6 - Now feature complete
Progressive Lightmapper
Progressive Lightmapper
Soft shadows
Area lights
and emissive
Prioritize View
Prioritize View
• Will start baking what is framed in the Scene View first
• Once it’s done, it will bake the rest
Force Stop
Force Stop
• Gathers all the data baked so far, and finalises it
• Filtering
• Baking light probes and reflection probes
• If you bake again, Unity resumes where you left!
Samples and Lightmap Resolution
Texel Resolution
• Start with a very low resolution to iterate quickly (10-15)
• Don’t inspect the game with the eyes of a creator…
• … but think of how the player will see it!
• You always need a lower resolution than you think!
Texel Resolution
Texel Resolution per object
Higher res
in foreground
Very low res
in background
Per object (or prefab)
Samples
• Each texel will shoot these many samples
Direct Samples
Emitted
Finds light
Indirect Samples
Bounces x times
EmittedFinds skybox
Light Bounces
Light bounces
Even softer shadows
Light recessesDark areas
How many bounces?
1 Bounce
3 min
2 Bounces
5 min
Filtering
Filtering
Filtering is an operation that smooths out the result of the bake.
• Happens after the bake
• Happens even if Force Stop is pressed
• Can be None, Auto or Advanced
• If you want to change filtering, you don’t need to bake again!
Filtering
Samples 10/300 - No filtering
3:48
Samples 3/100 - Advanced filtering
1:45
• In Advanced: choose between Gaussian and the new A-Trous
• Gaussian smooths A LOT
• A-Trous is edge-aware: preserves hard edges and AO better
Filtering
Filtering comparison
Gaussian A-Trous
UV Charts
UV Charts
Objects are broken down into charts, based on their normals.
• Created when the bake starts, based on the normals of the object
• NOT the same as the ones used by Enlighten for Realtime GI!
UV Charts
UV Charts
Limits of filtering
UV Charts
• You can redo your normals in your modelling package
• Or ask Unity to generate them:
UV Charts
Light Probes
Light Probes
• They allow to capture baked lights to be used for moving objects
• Lay them out in pyramids
Light Probes usage
Dark areas
Area lights
and emissives
Coloured lights
Light Probes debugging
Light Probes trick
Mixed Modes
Mixed Modes
Mixed Lighting is not an option you turn on/off.
Choose the type:
• Baked Indirect
• Shadowmask
• Subtractive
And then use lights marked as Mixed.
Subtractive
• Cheapest of all, but least appealing
Baked Indirect
• Bakes indirect light, rest is realtime. CPU expensive, but dynamic
Shadowmask
• Most lighting is baked into lightmaps. Cheap and flexible.
Distance Shadowmask
• Realtime shadows up close, baked in big environments
Various Tips
Compression settings
• Iterate faster by keeping probes and lightmaps uncompressed
• Once you are happy with your bake, compress them again
Fixing seams
Irregular lighting on a surface, or between adjacent objects which
should be parallel
• They can be particularly annoying in modular 3D art
• Seams can depend on many factors
Seams
???
Seams
Vertex normals
UV overlapping
Thank you!
Ciro Continisio
@CiroContns
connect.unity.com/u/Ciro
Technical Evangelist
Unity Technologies

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