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์ˆœ ์„œ
1. Lighting in Stingray
2. Stingray 1.2 ์—…๋ฐ์ดํŠธ
์ง€๋‚œ ๋ชจ์ž„ ๋ฐœํ‘œ ๋‚ด์šฉ (2์›” 24์ผ)
1. ์ŠคํŒ…๋ ˆ์ด ๋น„์ฃผ์–ผ ์Šคํฌ๋ฆฝํŒ… (Flow)
2. ์ŠคํŒ…๋ ˆ์ด ๋จธํ„ฐ๋ฆฌ์–ผ
3. ์ŠคํŒ…๋ ˆ์ด ํ”Œ๋Ÿฌ๊ทธ์ธ ๊ฐœ๋ฐœ
์ง€๋‚œ ๋ฐœํ‘œ ์ž๋ฃŒ๋Š” ์ŠคํŒ…๋ ˆ์ด ์นดํŽ˜์— ๊ฒŒ์‹œ๋ฉ๋‹ˆ๋‹ค.
http://cafe.naver.com/stingraykorea
Lighting in Stingray
Stingray Editor ์‚ฌ์šฉ๋ฒ•์„ ์ค‘์‹ฌ์œผ๋กœ
Agenda
1. Global Lighting Settings
2. Light Sources
3. Light Baking
4. Reflection
5. Shadows
Shading Environment
โ€ข ๋ผ์ดํŒ…, ๋ Œ๋”๋ง, ํฌ์Šค
ํŠธ ํ”„๋กœ์„ธ์‹ฑ์— ๊ด€๋ จ
๋œ ๊ธ€๋กœ๋ฒŒ ์„ค์ • ๋ชจ์Œ
โ€ข 12๊ฐœ์˜ ์ปดํฌ๋„ŒํŠธ๋กœ
๊ตฌ์„ฑ
โ€ข ์ผ๋ถ€ ์„ค์ • ๊ฐ’์€
Story Editor์—์„œ
์• ๋‹ˆ๋ฉ”์ด์…˜ ์„ค์ •
๊ฐ€๋Šฅ (1.2 new)
Global Lighting
โ€ข Skydom Texture
โ€“ Equirectangular Projection Image
โ€“ Width:Height = 2:1
์Šค์นด์ด๋”์˜ ๋ฐ๊ธฐ๋งŒ
๊ฒฐ์ •ํ•˜๊ณ ,
๋‹ค๋ฅธ ๋ฌผ์ฒด์˜ ๋ฐ๊ธฐ์—
๋Š” ์˜ํ–ฅ์„ ๋ฏธ์น˜์ง€
์•Š๋Š”๋‹ค.
Global Lighting
โ€ข ํ๋ธŒ๋งต ๋งŒ๋“ค๊ธฐ
Window > Lighting > Bake Reflection Probes
๊ฐ„์ ‘๊ด‘์— ์ฃผ๋ณ€ ํ™˜๊ฒฝ์˜ ์˜ํ–ฅ์„
๋ฐ˜์˜ํ•˜๋Š”๋ฐ ์‚ฌ์šฉ๋˜๋Š” ํ๋ธŒ๋งต.
๊ฐ„์ ‘๊ด‘์„ ๋ผ์ดํŠธ๋งต์œผ๋กœ ๊ตฌ์šด
๋ฌผ์ฒด์— ๋Œ€ํ•ด์„œ๋Š” ์ ์šฉ๋˜์ง€
์•Š๋Š”๋‹ค.
๊ฐ„์ ‘๊ด‘ ์ค‘์—์„œ ์ŠคํŽ˜ํ˜๋Ÿฌ
๋ผ์ดํŠธ์— ์ ์šฉ๋˜๋Š” ํ๋ธŒ๋งต.
๋ฌผ์ฒด์˜ ๋จธํ„ฐ๋ฆฌ์–ผ์˜ Metallic
์ด ํด์ˆ˜๋ก ์˜ํ–ฅ์ด ํฌ๋‹ค.
Global Lighting
Global diffuse map๊ณผ
Lightmap์— ์ ์šฉ๋˜๋Š”
์ƒ‰๊น”๊ณผ ๋ฐ๊ธฐ.
๋งต์„ ๊ตฌ์šธ ๋•Œ๋„ ์˜ํ–ฅ์„ ์ค€๋‹ค.
Global Lighting
Global diffuse map๊ณผ
Lightmap์— ์ ์šฉ๋˜๋Š”
์ƒ‰๊น”๊ณผ ๋ฐ๊ธฐ.
๋งต์„ ๊ตฌ์šธ ๋•Œ๋„ ์˜ํ–ฅ์„ ์ค€๋‹ค.
Global specular map,
์ถ”๊ฐ€์ ์ธ ๋ฆฌํ”Œ๋ ‰์…˜ ํ”„๋กœ๋ธŒ,
Screen space reflections
์— ์ ์šฉ๋˜๋Š” ์ƒ‰๊น”๊ณผ ๋ฐ๊ธฐ.
Global Lighting
Global diffuse map๊ณผ
Lightmap์— ์ ์šฉ๋˜๋Š”
์ƒ‰๊น”๊ณผ ๋ฐ๊ธฐ.
๋งต์„ ๊ตฌ์šธ ๋•Œ๋„ ์˜ํ–ฅ์„ ์ค€๋‹ค.
Global specular map,
์ถ”๊ฐ€์ ์ธ ๋ฆฌํ”Œ๋ ‰์…˜ ํ”„๋กœ๋ธŒ,
Screen space reflections
์— ์ ์šฉ๋˜๋Š” ์ƒ‰๊น”๊ณผ ๋ฐ๊ธฐ.ํŒŒํ‹ฐํด ์ดํŽ™ํŠธ์— ์˜ํ•ด ์ƒ์„ฑ๋œ
๋ฐœ๊ด‘ ํŒŒํ‹ฐํด์˜ ๋ฐ๊ธฐ ์กฐ์ ˆ
Light Sources
โ€ข Directional light
โ€ข Omni-directional light
โ€ข Spotlight
โ€ข Box light โ€“ ์ฐฝ์ด๋‚˜ ๋ฌธ์„ ํ†ตํ•ด ๋“ค์–ด์˜ค๋Š” ๋น›
Light Material
โ€ข Output ๋…ธ๋“œ๋ฅผ Standard Base ๋Œ€์‹  Light
Base๋ฅผ ์‚ฌ์šฉํ•œ๋‹ค.
โ€ข Shader Graph Editor์—์„œ Light Vector ๋…ธ
๋“œ๋Š” ์›”๋“œ ์ขŒํ‘œ๊ณ„์—์„œ ๋น›์˜ ๋ฐฉํ–ฅ ๋ฒกํ„ฐ์ด๋‹ค.
๊ทธ๋Ÿฌ๋ฏ€๋กœ, ๊ด‘์›์˜ ์œ„์น˜๋กœ ์˜คํ”„์…‹๋˜๊ณ  ๋…ธ๋ง
๋ผ์ด์ฆˆ๋œ ์ขŒํ‘œ์ด๋‹ค. (UV๋กœ ์‚ฌ์šฉ)
โ€ข Directional light์—๋Š” ์ ์šฉ๋˜์ง€ ์•Š๋Š”๋‹ค.
(UV์ขŒํ‘œ๋ฅผ ์ ์šฉํ•  ์œ„์น˜ ์ •๋ณด๊ฐ€ ์—†๋‹ค)
Light Material
Light Baking
โ€ข Beast ๋˜๋Š” Stingray Baker(1.2 new)
โ€“ ๋‚ด๋ถ€ ์•Œ๊ณ ๋ฆฌ์ฆ˜ ๋‹ค๋ฅด๋‚˜, ์‚ฌ์šฉ๋ฒ•์€ ๋น„์Šท
โ€ข Lightmap์€ uv1 ์‚ฌ์šฉํ•œ๋‹ค. (uv0์€ ์ปฌ๋Ÿฌ๋งต
์ด ์‚ฌ์šฉ) ๋ทฐํฌํŠธ์—์„œ ํ™•์ธ ๊ฐ€๋Šฅ
โ€ข Stingray Editor์—์„œ uv1์„ ์–ธ๋žฉํ•  ์ˆ˜ ์žˆ์ง€
๋งŒ ์ตœ์ ํ™”๋Š” ํ•˜์ง€ ์•Š๋Š”๋‹ค. (๊ฐ ๋ฉ”์‹œ ๋ณ„๋กœ
Unit Editor์—์„œ ์„ค์ •) DCCํˆด์—์„œ ์ƒ์„ฑํ•˜
๋ฉด ์ตœ์ ํ™”ํ•  ์ˆ˜ ์žˆ๋‹ค.
Lightmap Baking Settings
โ€ข Window > Lighting > Bake Lightmaps
โ€ข Property Editor
โ€“ Per unit: Beast โ€“ Enabled
โ€“ Per mesh: Beast Mesh Settings 3๊ฐœ
โ€“ Per light: Beast โ€“ Enabled, Light โ€“ Baked,
Beast Light Settings โ€“ Indirect Intensity(only
Beast)
โ€“ Global lighting settings: Baked Diffuse Tint
(and intensity) ๋ผ์ดํŠธ๋งต์„ ์–ผ๋งˆ๋‚˜ ์ ์šฉํ• ์ง€
Bake Lightmaps
Reflections
โ€ข Physics Based Rendering ๋จธํ„ฐ๋ฆฌ์–ผ์—์„œ
๋ฐ˜์‚ฌ ์ฒ˜๋ฆฌ
โ€ข Metallic : ๋ฐ˜์‚ฌ๊ด‘์˜ ์–‘์„ ๊ฒฐ์ •
โ€ข Roughness : ๋ฐ˜์‚ฌ๊ด‘์ด ์–ผ๋งˆ๋‚˜ ์„ ๋ช…ํ• ์ง€
โ€ข ๊ธˆ์†ํ‘œ๋ฉด์€ ๋ฐ˜์‚ฌ๊ด‘์˜ ์ƒ‰๊น”์„ ๋ฐ”๊พธ์ง€๋งŒ,
๋น„๊ธˆ์†ํ‘œ๋ฉด์€ ๋ฐ”๊พธ์ง€ ์•Š๋Š”๋‹ค.
โ€ข 3๊ฐ€์ง€ ํ…Œํฌ๋‹‰ ์‚ฌ์šฉ (global specular light,
local reflection probes, screen space
reflection)
Global Specular Light
โ€ข Global Specular Map (in Global Lighting)
Global Specular Light
โ€ข ๋ชจ๋“  ๋ฌผ์ฒด์— ์ ์šฉ๋˜๋ฏ€๋กœ ์ด์ƒํ•  ๋•Œ๋„ ์žˆ๋‹ค.
Placed Reflection Probes
โ€ข ๋ ˆ๋ฒจ์— reflection probes๋ฅผ ์ถ”๊ฐ€์ ์œผ๋กœ ๋ฐฐ์น˜
โ€ข reflection probe ์ฃผ๋ณ€ ์ผ์ • ๋ฒ”์œ„ ์•ˆ์—์„œ๋Š”
global specular map ๋Œ€์‹  ๊ทธ ํ”„๋กœ๋ธŒ์—์„œ ๊ตฌ
์šด ํ๋ธŒ๋งต์„ ์‚ฌ์šฉ
โ€ข ์—ฌ๋Ÿฌ ๊ฐœ์˜ ํ”„๋กœ๋ธŒ ์˜์—ญ์ด ๊ฒน์น˜๋Š” ๊ณณ์—์„œ๋Š”
๊ฐ ํ๋ธŒ๋งต์„ ๋ณด๊ฐ„ํ•ด์„œ ์ ์šฉ
โ€ข ๋‹จ์ : ์ฃผ๋ณ€ ํ™˜๊ฒฝ์ด ๋ณ€ํ•ด๋„ ํ๋ธŒ๋งต์€ ๊ตฌ์šธ ๋•Œ
ํ™˜๊ฒฝ์„ ๋ฐ˜์˜ (static)
โ€ข ๋ณ€ํ™”๊ฐ€ ์˜ˆ์ธก ๊ฐ€๋Šฅํ•˜๋ฉด ๋ณ€ํ™” ์ „ํ›„๋กœ ํ”„๋กœ๋ธŒ
์ง‘ํ•ฉ์„ ๋‚˜๋ˆ ์„œ ๊ตฌ์šด ํ›„์— ๋Ÿฐํƒ€์ž„์— ๋ฐ”๊ฟ”์น˜๊ธฐ
Settings for Reflection Probes
์ด ๋ฒ”์œ„ ์•ˆ์— ์žˆ๋Š” ๋ฌผ์ฒด๋งŒ
์ด ํ”„๋กœ๋ธŒ๊ฐ€ ๊ตฌ์šด ํ๋ธŒ๋งต์˜
์˜ํ–ฅ์„ ๋ฐ›๋Š”๋‹ค.
Settings for Reflection Probes
์ด ๋ฒ”์œ„ ์•ˆ์— ์žˆ๋Š” ๋ฌผ์ฒด๋งŒ
์ด ํ”„๋กœ๋ธŒ๊ฐ€ ๊ตฌ์šด ํ๋ธŒ๋งต์˜
์˜ํ–ฅ์„ ๋ฐ›๋Š”๋‹ค.
ํ๋ธŒ๋งต ์˜ํ–ฅ ๋ฒ”์œ„ ๊ฐ€์žฅ์ž๋ฆฌ๋กœ
๊ฐˆ ๋•Œ ๋ฐ˜์‚ฌ๊ฐ€ ํ๋ฆฟํ•ด์ง€๋Š” ๋ฒ”์œ„
Settings for Reflection Probes
์ด ๋ฒ”์œ„ ์•ˆ์— ์žˆ๋Š” ๋ฌผ์ฒด๋งŒ
์ด ํ”„๋กœ๋ธŒ๊ฐ€ ๊ตฌ์šด ํ๋ธŒ๋งต์˜
์˜ํ–ฅ์„ ๋ฐ›๋Š”๋‹ค.
ํ๋ธŒ๋งต ์˜ํ–ฅ ๋ฒ”์œ„ ๊ฐ€์žฅ์ž๋ฆฌ๋กœ
๊ฐˆ ๋•Œ ๋ฐ˜์‚ฌ๊ฐ€ ํ๋ฆฟํ•ด์ง€๋Š” ๋ฒ”์œ„
์‹œ์ฐจ ๋ณด์ • ๋ฒ”์œ„: ์‹ค์ œ ๋ฐ˜์‚ฌ๋ฉด์˜
์œ„์น˜์™€ reflection probe ์œ„์น˜๊ฐ€
๋‹ฌ๋ผ์„œ ์ƒ๊ธฐ๋Š” ์ฐจ์ด๋ฅผ ๋ณด์ •ํ•˜๊ธฐ
์œ„ํ•œ ์„ค์ •.
๋ฐ˜์‚ฌ๋  ๋ฌผ์ฒด๊ฐ€ ๋”ฑ ํฌํ•จ๋˜๋„๋ก
ํฌ๊ธฐ๋ฅผ ๋งž์ถ˜๋‹ค.
Screen Space Reflections
โ€ข ์‹ค์‹œ๊ฐ„ ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ ์ดํŽ™ํŠธ
โ€ข Depth buffer ์ด์šฉ ๋ฐ˜์‚ฌ๋˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ๋ฌผ์ฒด๊ฐ€
์ด ๊ฐ’๋ณด๋‹ค ๋” ๋‘๊บผ์›Œ์•ผ ํ•œ๋‹ค.
์ด ๊ฐ’์ด ์ปค์ง€๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๋Š”๋‹ค.
Screen Space Reflections
โ€ข ์‹ค์‹œ๊ฐ„ ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ ์ดํŽ™ํŠธ
โ€ข Depth buffer ์ด์šฉ ๋ฐ˜์‚ฌ๋˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ๋ฌผ์ฒด๊ฐ€
์ด ๊ฐ’๋ณด๋‹ค ๋” ๋‘๊บผ์›Œ์•ผ ํ•œ๋‹ค.
์ด ๊ฐ’์ด ์ปค์ง€๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๋Š”๋‹ค.
Max ๊ฐ’์— ๋Œ€ํ•œ ๋‘๊ป˜ ํ…Œ์ŠคํŠธ๋ฅผ
์ด ๊ฑฐ๋ฆฌ ๊ฐ„๊ฒฉ์œผ๋กœ ํ•œ๋‹ค.
๋ฌผ์ฒด๊ฐ€ ์Šคํฌ๋ฆฐ์ŠคํŽ˜์ด์Šค์—์„œ
์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๋Š˜๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๊ณ ,
๋‘ ๋ฌผ์ฒด๊ฐ€ ์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๊นŒ์šฐ๋ฉด
๊ตฌ๋ถ„๋˜์ง€ ์•Š๋Š”๋‹ค.
Screen Space Reflections
โ€ข ์‹ค์‹œ๊ฐ„ ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ ์ดํŽ™ํŠธ
โ€ข Depth buffer ์ด์šฉ ๋ฐ˜์‚ฌ๋˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ๋ฌผ์ฒด๊ฐ€
์ด ๊ฐ’๋ณด๋‹ค ๋” ๋‘๊บผ์›Œ์•ผ ํ•œ๋‹ค.
์ด ๊ฐ’์ด ์ปค์ง€๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๋Š”๋‹ค.
Max ๊ฐ’์— ๋Œ€ํ•œ ๋‘๊ป˜ ํ…Œ์ŠคํŠธ๋ฅผ
์ด ๊ฑฐ๋ฆฌ ๊ฐ„๊ฒฉ์œผ๋กœ ํ•œ๋‹ค.
๋ฌผ์ฒด๊ฐ€ ์Šคํฌ๋ฆฐ์ŠคํŽ˜์ด์Šค์—์„œ
์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๋Š˜๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๊ณ ,
๋‘ ๋ฌผ์ฒด๊ฐ€ ์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๊นŒ์šฐ๋ฉด
๊ตฌ๋ถ„๋˜์ง€ ์•Š๋Š”๋‹ค.๋ฐ˜์‚ฌ๊ฐ ๋•Œ๋ฌธ์— ํ™”๋ฉด ๊ฐ€์žฅ์ž๋ฆฌ์—
ํ™”๋ฉด ๋ฐ–์˜ ๋ฌผ์ฒด๊ฐ€ ๋ฐ˜์‚ฌ๋  ์ˆ˜ ์žˆ์œผ๋‚˜
์Šคํฌ๋ฆฐ ์ŠคํŽ˜์ด์Šค ๋ฆฌํ”Œ๋ ‰์…˜์€
ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ์ด๋ฏ€๋กœ ๊ทธ๊ฒƒ์„ ์ฒ˜๋ฆฌ
ํ•  ์ˆ˜ ์—†๋‹ค. (๋‹ค์Œ ์Šฌ๋ผ์ด๋“œ ์ฐธ์กฐ)
Border Bending Enabled
Screen Space Reflections
โ€ข ์‹ค์‹œ๊ฐ„ ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ ์ดํŽ™ํŠธ
โ€ข Depth buffer ์ด์šฉ ๋ฐ˜์‚ฌ๋˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ๋ฌผ์ฒด๊ฐ€
์ด ๊ฐ’๋ณด๋‹ค ๋” ๋‘๊บผ์›Œ์•ผ ํ•œ๋‹ค.
์ด ๊ฐ’์ด ์ปค์ง€๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๋Š”๋‹ค.
Max ๊ฐ’์— ๋Œ€ํ•œ ๋‘๊ป˜ ํ…Œ์ŠคํŠธ๋ฅผ
์ด ๊ฑฐ๋ฆฌ ๊ฐ„๊ฒฉ์œผ๋กœ ํ•œ๋‹ค.
๋ฌผ์ฒด๊ฐ€ ์Šคํฌ๋ฆฐ์ŠคํŽ˜์ด์Šค์—์„œ
์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๋Š˜๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๊ณ ,
๋‘ ๋ฌผ์ฒด๊ฐ€ ์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๊นŒ์šฐ๋ฉด
๊ตฌ๋ถ„๋˜์ง€ ์•Š๋Š”๋‹ค.๋ฐ˜์‚ฌ๊ฐ ๋•Œ๋ฌธ์— ํ™”๋ฉด ๊ฐ€์žฅ์ž๋ฆฌ์—
ํ™”๋ฉด ๋ฐ–์˜ ๋ฌผ์ฒด๊ฐ€ ๋ฐ˜์‚ฌ๋  ์ˆ˜ ์žˆ์œผ๋‚˜
์Šคํฌ๋ฆฐ ์ŠคํŽ˜์ด์Šค ๋ฆฌํ”Œ๋ ‰์…˜์€
ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ์ด๋ฏ€๋กœ ๊ทธ๊ฒƒ์„ ์ฒ˜๋ฆฌ
ํ•  ์ˆ˜ ์—†๋‹ค. (๋‹ค์Œ ์Šฌ๋ผ์ด๋“œ ์ฐธ์กฐ)
ํ™”๋ฉด ๊ฐ€์žฅ์ž๋ฆฌ ์˜์—ญ์˜ ๋‘๊ป˜๋ฅผ ์ง€์ •ํ•˜๋Š” ๊ฐ’.
์ด ๊ฐ’์ด ํฌ๋ฉด Border Bending ์˜ํ–ฅ ๋ฐ›๋Š”
์˜์—ญ์ด ๋„“์–ด์ง„๋‹ค.
Reflection Sources ์šฐ์„ ์ˆœ์œ„
โ€ข ์„ธ ๊ฐ€์ง€ ๋™์‹œ์— ์‚ฌ์šฉ ๊ฐ€๋Šฅ
โ€ข ๊ฐ ํ”ฝ์…€๋งˆ๋‹ค ์šฐ์„  ์ˆœ์œ„์— ๋”ฐ๋ผ ๊ฒฐ์ •
1. Screen space reflection ์žˆ์œผ๋ฉด ์ ์šฉ
2. Reflection probe ์ฃผ๋ณ€์ด๋ฉด ๋กœ์ปฌ ํ๋ธŒ๋งต
3. Reflection probe ๋ฐ”์šด๋”ฉ ๋ณผ๋ฅจ ๊ฒฝ๊ณ„์—ฌ์„œ
reflection influence๊ฐ€ 1 ๋ฏธ๋งŒ์ด๊ฑฐ๋‚˜, ๊ทผ์ฒ˜
์— reflection probe๊ฐ€ ์—†์œผ๋ฉด global
specular map ์ ์šฉ
Shadows
โ€ข Shadow maps: ๊ด‘์›์œผ๋กœ๋ถ€ํ„ฐ depth map
โ€ข Cascaded shadow map: ์นด๋ฉ”๋ผ๋กœ๋ถ€ํ„ฐ ๊ฑฐ
๋ฆฌ์— ๋”ฐ๋ผ ๋‹ค๋ฅธ shadow map ์‚ฌ์šฉ
โ€“ ์ฒซ ๋ฒˆ์งธ directional light์—๋งŒ ์ ์šฉ
โ€ข ๊ด‘์›, ๋ฉ”์‰ฌ๋งˆ๋‹ค Cast Shadows ์„ค์ •ํ•ด์„œ
๊ทธ๋ฆผ์ž๋ฅผ ์ƒ์„ฑํ• ์ง€ ๊ฒฐ์ •
โ€“ ๊ด‘์›: Property Editor
โ€“ ๋ฉ”์‰ฌ: Unit Editor
Cascaded Shadow Mapping
โ€ข In shading environment
์นด๋ฉ”๋ผ๋กœ๋ถ€ํ„ฐ ์ด ๊ฑฐ๋ฆฌ ์•ˆ์— ์žˆ๋Š”
๋ฌผ์ฒด์— ๋Œ€ํ•ด ๊ทธ๋ฆผ์ž๋ฅผ ๊ทธ๋ฆฐ๋‹ค.
์ด ๊ฐ’์ด ์ž‘์œผ๋ฉด ๋‚ ์นด๋กœ์šด ๊ทธ๋ฆผ์ž,
์ด ๊ฐ’์ด ํฌ๋ฉด ๋ถ€๋“œ๋Ÿฌ์šด ๊ทธ๋ฆผ์ž
(๋‹ค์Œ ์Šฌ๋ผ์ด๋“œ ์ฐธ์กฐ)
Log/Linear Blend
Shadow Bias
โ€ข Shadow Bias (Light Property) (1.2 new)
โ€“ ๋‹ค์Œ๊ณผ ๊ฐ™์€ ์ด์ƒ ํ˜„์ƒ์ด ๋ฐœ์ƒํ•˜๋ฉด ์กฐ์ ˆ
โ€“ ๊ทธ๋ฆผ์ž ๊นœ๋นก์ž„, ์ค„๋ฌด๋Šฌ, ๋ฌผ๊ฒฐ๋ฌด๋Šฌ -> ์ฆ๊ฐ€์‹œํ‚ด
Shadow Bias
โ€ข Shadow Bias (Light Property)
โ€“ โ€œpeter panโ€ ํ˜„์ƒ ->๊ฐ์†Œ์‹œํ‚ด

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Lighting in Stingray

  • 1. ์ˆœ ์„œ 1. Lighting in Stingray 2. Stingray 1.2 ์—…๋ฐ์ดํŠธ ์ง€๋‚œ ๋ชจ์ž„ ๋ฐœํ‘œ ๋‚ด์šฉ (2์›” 24์ผ) 1. ์ŠคํŒ…๋ ˆ์ด ๋น„์ฃผ์–ผ ์Šคํฌ๋ฆฝํŒ… (Flow) 2. ์ŠคํŒ…๋ ˆ์ด ๋จธํ„ฐ๋ฆฌ์–ผ 3. ์ŠคํŒ…๋ ˆ์ด ํ”Œ๋Ÿฌ๊ทธ์ธ ๊ฐœ๋ฐœ ์ง€๋‚œ ๋ฐœํ‘œ ์ž๋ฃŒ๋Š” ์ŠคํŒ…๋ ˆ์ด ์นดํŽ˜์— ๊ฒŒ์‹œ๋ฉ๋‹ˆ๋‹ค. http://cafe.naver.com/stingraykorea
  • 2. Lighting in Stingray Stingray Editor ์‚ฌ์šฉ๋ฒ•์„ ์ค‘์‹ฌ์œผ๋กœ
  • 3. Agenda 1. Global Lighting Settings 2. Light Sources 3. Light Baking 4. Reflection 5. Shadows
  • 4. Shading Environment โ€ข ๋ผ์ดํŒ…, ๋ Œ๋”๋ง, ํฌ์Šค ํŠธ ํ”„๋กœ์„ธ์‹ฑ์— ๊ด€๋ จ ๋œ ๊ธ€๋กœ๋ฒŒ ์„ค์ • ๋ชจ์Œ โ€ข 12๊ฐœ์˜ ์ปดํฌ๋„ŒํŠธ๋กœ ๊ตฌ์„ฑ โ€ข ์ผ๋ถ€ ์„ค์ • ๊ฐ’์€ Story Editor์—์„œ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์„ค์ • ๊ฐ€๋Šฅ (1.2 new)
  • 5. Global Lighting โ€ข Skydom Texture โ€“ Equirectangular Projection Image โ€“ Width:Height = 2:1 ์Šค์นด์ด๋”์˜ ๋ฐ๊ธฐ๋งŒ ๊ฒฐ์ •ํ•˜๊ณ , ๋‹ค๋ฅธ ๋ฌผ์ฒด์˜ ๋ฐ๊ธฐ์— ๋Š” ์˜ํ–ฅ์„ ๋ฏธ์น˜์ง€ ์•Š๋Š”๋‹ค.
  • 6.
  • 7. Global Lighting โ€ข ํ๋ธŒ๋งต ๋งŒ๋“ค๊ธฐ Window > Lighting > Bake Reflection Probes ๊ฐ„์ ‘๊ด‘์— ์ฃผ๋ณ€ ํ™˜๊ฒฝ์˜ ์˜ํ–ฅ์„ ๋ฐ˜์˜ํ•˜๋Š”๋ฐ ์‚ฌ์šฉ๋˜๋Š” ํ๋ธŒ๋งต. ๊ฐ„์ ‘๊ด‘์„ ๋ผ์ดํŠธ๋งต์œผ๋กœ ๊ตฌ์šด ๋ฌผ์ฒด์— ๋Œ€ํ•ด์„œ๋Š” ์ ์šฉ๋˜์ง€ ์•Š๋Š”๋‹ค. ๊ฐ„์ ‘๊ด‘ ์ค‘์—์„œ ์ŠคํŽ˜ํ˜๋Ÿฌ ๋ผ์ดํŠธ์— ์ ์šฉ๋˜๋Š” ํ๋ธŒ๋งต. ๋ฌผ์ฒด์˜ ๋จธํ„ฐ๋ฆฌ์–ผ์˜ Metallic ์ด ํด์ˆ˜๋ก ์˜ํ–ฅ์ด ํฌ๋‹ค.
  • 8. Global Lighting Global diffuse map๊ณผ Lightmap์— ์ ์šฉ๋˜๋Š” ์ƒ‰๊น”๊ณผ ๋ฐ๊ธฐ. ๋งต์„ ๊ตฌ์šธ ๋•Œ๋„ ์˜ํ–ฅ์„ ์ค€๋‹ค.
  • 9. Global Lighting Global diffuse map๊ณผ Lightmap์— ์ ์šฉ๋˜๋Š” ์ƒ‰๊น”๊ณผ ๋ฐ๊ธฐ. ๋งต์„ ๊ตฌ์šธ ๋•Œ๋„ ์˜ํ–ฅ์„ ์ค€๋‹ค. Global specular map, ์ถ”๊ฐ€์ ์ธ ๋ฆฌํ”Œ๋ ‰์…˜ ํ”„๋กœ๋ธŒ, Screen space reflections ์— ์ ์šฉ๋˜๋Š” ์ƒ‰๊น”๊ณผ ๋ฐ๊ธฐ.
  • 10. Global Lighting Global diffuse map๊ณผ Lightmap์— ์ ์šฉ๋˜๋Š” ์ƒ‰๊น”๊ณผ ๋ฐ๊ธฐ. ๋งต์„ ๊ตฌ์šธ ๋•Œ๋„ ์˜ํ–ฅ์„ ์ค€๋‹ค. Global specular map, ์ถ”๊ฐ€์ ์ธ ๋ฆฌํ”Œ๋ ‰์…˜ ํ”„๋กœ๋ธŒ, Screen space reflections ์— ์ ์šฉ๋˜๋Š” ์ƒ‰๊น”๊ณผ ๋ฐ๊ธฐ.ํŒŒํ‹ฐํด ์ดํŽ™ํŠธ์— ์˜ํ•ด ์ƒ์„ฑ๋œ ๋ฐœ๊ด‘ ํŒŒํ‹ฐํด์˜ ๋ฐ๊ธฐ ์กฐ์ ˆ
  • 11. Light Sources โ€ข Directional light โ€ข Omni-directional light โ€ข Spotlight โ€ข Box light โ€“ ์ฐฝ์ด๋‚˜ ๋ฌธ์„ ํ†ตํ•ด ๋“ค์–ด์˜ค๋Š” ๋น›
  • 12. Light Material โ€ข Output ๋…ธ๋“œ๋ฅผ Standard Base ๋Œ€์‹  Light Base๋ฅผ ์‚ฌ์šฉํ•œ๋‹ค. โ€ข Shader Graph Editor์—์„œ Light Vector ๋…ธ ๋“œ๋Š” ์›”๋“œ ์ขŒํ‘œ๊ณ„์—์„œ ๋น›์˜ ๋ฐฉํ–ฅ ๋ฒกํ„ฐ์ด๋‹ค. ๊ทธ๋Ÿฌ๋ฏ€๋กœ, ๊ด‘์›์˜ ์œ„์น˜๋กœ ์˜คํ”„์…‹๋˜๊ณ  ๋…ธ๋ง ๋ผ์ด์ฆˆ๋œ ์ขŒํ‘œ์ด๋‹ค. (UV๋กœ ์‚ฌ์šฉ) โ€ข Directional light์—๋Š” ์ ์šฉ๋˜์ง€ ์•Š๋Š”๋‹ค. (UV์ขŒํ‘œ๋ฅผ ์ ์šฉํ•  ์œ„์น˜ ์ •๋ณด๊ฐ€ ์—†๋‹ค)
  • 14. Light Baking โ€ข Beast ๋˜๋Š” Stingray Baker(1.2 new) โ€“ ๋‚ด๋ถ€ ์•Œ๊ณ ๋ฆฌ์ฆ˜ ๋‹ค๋ฅด๋‚˜, ์‚ฌ์šฉ๋ฒ•์€ ๋น„์Šท โ€ข Lightmap์€ uv1 ์‚ฌ์šฉํ•œ๋‹ค. (uv0์€ ์ปฌ๋Ÿฌ๋งต ์ด ์‚ฌ์šฉ) ๋ทฐํฌํŠธ์—์„œ ํ™•์ธ ๊ฐ€๋Šฅ โ€ข Stingray Editor์—์„œ uv1์„ ์–ธ๋žฉํ•  ์ˆ˜ ์žˆ์ง€ ๋งŒ ์ตœ์ ํ™”๋Š” ํ•˜์ง€ ์•Š๋Š”๋‹ค. (๊ฐ ๋ฉ”์‹œ ๋ณ„๋กœ Unit Editor์—์„œ ์„ค์ •) DCCํˆด์—์„œ ์ƒ์„ฑํ•˜ ๋ฉด ์ตœ์ ํ™”ํ•  ์ˆ˜ ์žˆ๋‹ค.
  • 15. Lightmap Baking Settings โ€ข Window > Lighting > Bake Lightmaps โ€ข Property Editor โ€“ Per unit: Beast โ€“ Enabled โ€“ Per mesh: Beast Mesh Settings 3๊ฐœ โ€“ Per light: Beast โ€“ Enabled, Light โ€“ Baked, Beast Light Settings โ€“ Indirect Intensity(only Beast) โ€“ Global lighting settings: Baked Diffuse Tint (and intensity) ๋ผ์ดํŠธ๋งต์„ ์–ผ๋งˆ๋‚˜ ์ ์šฉํ• ์ง€
  • 17. Reflections โ€ข Physics Based Rendering ๋จธํ„ฐ๋ฆฌ์–ผ์—์„œ ๋ฐ˜์‚ฌ ์ฒ˜๋ฆฌ โ€ข Metallic : ๋ฐ˜์‚ฌ๊ด‘์˜ ์–‘์„ ๊ฒฐ์ • โ€ข Roughness : ๋ฐ˜์‚ฌ๊ด‘์ด ์–ผ๋งˆ๋‚˜ ์„ ๋ช…ํ• ์ง€ โ€ข ๊ธˆ์†ํ‘œ๋ฉด์€ ๋ฐ˜์‚ฌ๊ด‘์˜ ์ƒ‰๊น”์„ ๋ฐ”๊พธ์ง€๋งŒ, ๋น„๊ธˆ์†ํ‘œ๋ฉด์€ ๋ฐ”๊พธ์ง€ ์•Š๋Š”๋‹ค. โ€ข 3๊ฐ€์ง€ ํ…Œํฌ๋‹‰ ์‚ฌ์šฉ (global specular light, local reflection probes, screen space reflection)
  • 18. Global Specular Light โ€ข Global Specular Map (in Global Lighting)
  • 19. Global Specular Light โ€ข ๋ชจ๋“  ๋ฌผ์ฒด์— ์ ์šฉ๋˜๋ฏ€๋กœ ์ด์ƒํ•  ๋•Œ๋„ ์žˆ๋‹ค.
  • 20. Placed Reflection Probes โ€ข ๋ ˆ๋ฒจ์— reflection probes๋ฅผ ์ถ”๊ฐ€์ ์œผ๋กœ ๋ฐฐ์น˜ โ€ข reflection probe ์ฃผ๋ณ€ ์ผ์ • ๋ฒ”์œ„ ์•ˆ์—์„œ๋Š” global specular map ๋Œ€์‹  ๊ทธ ํ”„๋กœ๋ธŒ์—์„œ ๊ตฌ ์šด ํ๋ธŒ๋งต์„ ์‚ฌ์šฉ โ€ข ์—ฌ๋Ÿฌ ๊ฐœ์˜ ํ”„๋กœ๋ธŒ ์˜์—ญ์ด ๊ฒน์น˜๋Š” ๊ณณ์—์„œ๋Š” ๊ฐ ํ๋ธŒ๋งต์„ ๋ณด๊ฐ„ํ•ด์„œ ์ ์šฉ โ€ข ๋‹จ์ : ์ฃผ๋ณ€ ํ™˜๊ฒฝ์ด ๋ณ€ํ•ด๋„ ํ๋ธŒ๋งต์€ ๊ตฌ์šธ ๋•Œ ํ™˜๊ฒฝ์„ ๋ฐ˜์˜ (static) โ€ข ๋ณ€ํ™”๊ฐ€ ์˜ˆ์ธก ๊ฐ€๋Šฅํ•˜๋ฉด ๋ณ€ํ™” ์ „ํ›„๋กœ ํ”„๋กœ๋ธŒ ์ง‘ํ•ฉ์„ ๋‚˜๋ˆ ์„œ ๊ตฌ์šด ํ›„์— ๋Ÿฐํƒ€์ž„์— ๋ฐ”๊ฟ”์น˜๊ธฐ
  • 21. Settings for Reflection Probes ์ด ๋ฒ”์œ„ ์•ˆ์— ์žˆ๋Š” ๋ฌผ์ฒด๋งŒ ์ด ํ”„๋กœ๋ธŒ๊ฐ€ ๊ตฌ์šด ํ๋ธŒ๋งต์˜ ์˜ํ–ฅ์„ ๋ฐ›๋Š”๋‹ค.
  • 22. Settings for Reflection Probes ์ด ๋ฒ”์œ„ ์•ˆ์— ์žˆ๋Š” ๋ฌผ์ฒด๋งŒ ์ด ํ”„๋กœ๋ธŒ๊ฐ€ ๊ตฌ์šด ํ๋ธŒ๋งต์˜ ์˜ํ–ฅ์„ ๋ฐ›๋Š”๋‹ค. ํ๋ธŒ๋งต ์˜ํ–ฅ ๋ฒ”์œ„ ๊ฐ€์žฅ์ž๋ฆฌ๋กœ ๊ฐˆ ๋•Œ ๋ฐ˜์‚ฌ๊ฐ€ ํ๋ฆฟํ•ด์ง€๋Š” ๋ฒ”์œ„
  • 23. Settings for Reflection Probes ์ด ๋ฒ”์œ„ ์•ˆ์— ์žˆ๋Š” ๋ฌผ์ฒด๋งŒ ์ด ํ”„๋กœ๋ธŒ๊ฐ€ ๊ตฌ์šด ํ๋ธŒ๋งต์˜ ์˜ํ–ฅ์„ ๋ฐ›๋Š”๋‹ค. ํ๋ธŒ๋งต ์˜ํ–ฅ ๋ฒ”์œ„ ๊ฐ€์žฅ์ž๋ฆฌ๋กœ ๊ฐˆ ๋•Œ ๋ฐ˜์‚ฌ๊ฐ€ ํ๋ฆฟํ•ด์ง€๋Š” ๋ฒ”์œ„ ์‹œ์ฐจ ๋ณด์ • ๋ฒ”์œ„: ์‹ค์ œ ๋ฐ˜์‚ฌ๋ฉด์˜ ์œ„์น˜์™€ reflection probe ์œ„์น˜๊ฐ€ ๋‹ฌ๋ผ์„œ ์ƒ๊ธฐ๋Š” ์ฐจ์ด๋ฅผ ๋ณด์ •ํ•˜๊ธฐ ์œ„ํ•œ ์„ค์ •. ๋ฐ˜์‚ฌ๋  ๋ฌผ์ฒด๊ฐ€ ๋”ฑ ํฌํ•จ๋˜๋„๋ก ํฌ๊ธฐ๋ฅผ ๋งž์ถ˜๋‹ค.
  • 24. Screen Space Reflections โ€ข ์‹ค์‹œ๊ฐ„ ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ ์ดํŽ™ํŠธ โ€ข Depth buffer ์ด์šฉ ๋ฐ˜์‚ฌ๋˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ๋ฌผ์ฒด๊ฐ€ ์ด ๊ฐ’๋ณด๋‹ค ๋” ๋‘๊บผ์›Œ์•ผ ํ•œ๋‹ค. ์ด ๊ฐ’์ด ์ปค์ง€๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๋Š”๋‹ค.
  • 25. Screen Space Reflections โ€ข ์‹ค์‹œ๊ฐ„ ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ ์ดํŽ™ํŠธ โ€ข Depth buffer ์ด์šฉ ๋ฐ˜์‚ฌ๋˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ๋ฌผ์ฒด๊ฐ€ ์ด ๊ฐ’๋ณด๋‹ค ๋” ๋‘๊บผ์›Œ์•ผ ํ•œ๋‹ค. ์ด ๊ฐ’์ด ์ปค์ง€๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๋Š”๋‹ค. Max ๊ฐ’์— ๋Œ€ํ•œ ๋‘๊ป˜ ํ…Œ์ŠคํŠธ๋ฅผ ์ด ๊ฑฐ๋ฆฌ ๊ฐ„๊ฒฉ์œผ๋กœ ํ•œ๋‹ค. ๋ฌผ์ฒด๊ฐ€ ์Šคํฌ๋ฆฐ์ŠคํŽ˜์ด์Šค์—์„œ ์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๋Š˜๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๊ณ , ๋‘ ๋ฌผ์ฒด๊ฐ€ ์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๊นŒ์šฐ๋ฉด ๊ตฌ๋ถ„๋˜์ง€ ์•Š๋Š”๋‹ค.
  • 26. Screen Space Reflections โ€ข ์‹ค์‹œ๊ฐ„ ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ ์ดํŽ™ํŠธ โ€ข Depth buffer ์ด์šฉ ๋ฐ˜์‚ฌ๋˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ๋ฌผ์ฒด๊ฐ€ ์ด ๊ฐ’๋ณด๋‹ค ๋” ๋‘๊บผ์›Œ์•ผ ํ•œ๋‹ค. ์ด ๊ฐ’์ด ์ปค์ง€๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๋Š”๋‹ค. Max ๊ฐ’์— ๋Œ€ํ•œ ๋‘๊ป˜ ํ…Œ์ŠคํŠธ๋ฅผ ์ด ๊ฑฐ๋ฆฌ ๊ฐ„๊ฒฉ์œผ๋กœ ํ•œ๋‹ค. ๋ฌผ์ฒด๊ฐ€ ์Šคํฌ๋ฆฐ์ŠคํŽ˜์ด์Šค์—์„œ ์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๋Š˜๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๊ณ , ๋‘ ๋ฌผ์ฒด๊ฐ€ ์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๊นŒ์šฐ๋ฉด ๊ตฌ๋ถ„๋˜์ง€ ์•Š๋Š”๋‹ค.๋ฐ˜์‚ฌ๊ฐ ๋•Œ๋ฌธ์— ํ™”๋ฉด ๊ฐ€์žฅ์ž๋ฆฌ์— ํ™”๋ฉด ๋ฐ–์˜ ๋ฌผ์ฒด๊ฐ€ ๋ฐ˜์‚ฌ๋  ์ˆ˜ ์žˆ์œผ๋‚˜ ์Šคํฌ๋ฆฐ ์ŠคํŽ˜์ด์Šค ๋ฆฌํ”Œ๋ ‰์…˜์€ ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ์ด๋ฏ€๋กœ ๊ทธ๊ฒƒ์„ ์ฒ˜๋ฆฌ ํ•  ์ˆ˜ ์—†๋‹ค. (๋‹ค์Œ ์Šฌ๋ผ์ด๋“œ ์ฐธ์กฐ)
  • 28. Screen Space Reflections โ€ข ์‹ค์‹œ๊ฐ„ ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ ์ดํŽ™ํŠธ โ€ข Depth buffer ์ด์šฉ ๋ฐ˜์‚ฌ๋˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ๋ฌผ์ฒด๊ฐ€ ์ด ๊ฐ’๋ณด๋‹ค ๋” ๋‘๊บผ์›Œ์•ผ ํ•œ๋‹ค. ์ด ๊ฐ’์ด ์ปค์ง€๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๋Š”๋‹ค. Max ๊ฐ’์— ๋Œ€ํ•œ ๋‘๊ป˜ ํ…Œ์ŠคํŠธ๋ฅผ ์ด ๊ฑฐ๋ฆฌ ๊ฐ„๊ฒฉ์œผ๋กœ ํ•œ๋‹ค. ๋ฌผ์ฒด๊ฐ€ ์Šคํฌ๋ฆฐ์ŠคํŽ˜์ด์Šค์—์„œ ์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๋Š˜๋ฉด ๋ฐ˜์‚ฌ๋˜์ง€ ์•Š๊ณ , ๋‘ ๋ฌผ์ฒด๊ฐ€ ์ด ๊ฑฐ๋ฆฌ๋ณด๋‹ค ๊ฐ€๊นŒ์šฐ๋ฉด ๊ตฌ๋ถ„๋˜์ง€ ์•Š๋Š”๋‹ค.๋ฐ˜์‚ฌ๊ฐ ๋•Œ๋ฌธ์— ํ™”๋ฉด ๊ฐ€์žฅ์ž๋ฆฌ์— ํ™”๋ฉด ๋ฐ–์˜ ๋ฌผ์ฒด๊ฐ€ ๋ฐ˜์‚ฌ๋  ์ˆ˜ ์žˆ์œผ๋‚˜ ์Šคํฌ๋ฆฐ ์ŠคํŽ˜์ด์Šค ๋ฆฌํ”Œ๋ ‰์…˜์€ ํฌ์ŠคํŠธ ํ”„๋กœ์„ธ์‹ฑ์ด๋ฏ€๋กœ ๊ทธ๊ฒƒ์„ ์ฒ˜๋ฆฌ ํ•  ์ˆ˜ ์—†๋‹ค. (๋‹ค์Œ ์Šฌ๋ผ์ด๋“œ ์ฐธ์กฐ) ํ™”๋ฉด ๊ฐ€์žฅ์ž๋ฆฌ ์˜์—ญ์˜ ๋‘๊ป˜๋ฅผ ์ง€์ •ํ•˜๋Š” ๊ฐ’. ์ด ๊ฐ’์ด ํฌ๋ฉด Border Bending ์˜ํ–ฅ ๋ฐ›๋Š” ์˜์—ญ์ด ๋„“์–ด์ง„๋‹ค.
  • 29. Reflection Sources ์šฐ์„ ์ˆœ์œ„ โ€ข ์„ธ ๊ฐ€์ง€ ๋™์‹œ์— ์‚ฌ์šฉ ๊ฐ€๋Šฅ โ€ข ๊ฐ ํ”ฝ์…€๋งˆ๋‹ค ์šฐ์„  ์ˆœ์œ„์— ๋”ฐ๋ผ ๊ฒฐ์ • 1. Screen space reflection ์žˆ์œผ๋ฉด ์ ์šฉ 2. Reflection probe ์ฃผ๋ณ€์ด๋ฉด ๋กœ์ปฌ ํ๋ธŒ๋งต 3. Reflection probe ๋ฐ”์šด๋”ฉ ๋ณผ๋ฅจ ๊ฒฝ๊ณ„์—ฌ์„œ reflection influence๊ฐ€ 1 ๋ฏธ๋งŒ์ด๊ฑฐ๋‚˜, ๊ทผ์ฒ˜ ์— reflection probe๊ฐ€ ์—†์œผ๋ฉด global specular map ์ ์šฉ
  • 30. Shadows โ€ข Shadow maps: ๊ด‘์›์œผ๋กœ๋ถ€ํ„ฐ depth map โ€ข Cascaded shadow map: ์นด๋ฉ”๋ผ๋กœ๋ถ€ํ„ฐ ๊ฑฐ ๋ฆฌ์— ๋”ฐ๋ผ ๋‹ค๋ฅธ shadow map ์‚ฌ์šฉ โ€“ ์ฒซ ๋ฒˆ์งธ directional light์—๋งŒ ์ ์šฉ โ€ข ๊ด‘์›, ๋ฉ”์‰ฌ๋งˆ๋‹ค Cast Shadows ์„ค์ •ํ•ด์„œ ๊ทธ๋ฆผ์ž๋ฅผ ์ƒ์„ฑํ• ์ง€ ๊ฒฐ์ • โ€“ ๊ด‘์›: Property Editor โ€“ ๋ฉ”์‰ฌ: Unit Editor
  • 31. Cascaded Shadow Mapping โ€ข In shading environment ์นด๋ฉ”๋ผ๋กœ๋ถ€ํ„ฐ ์ด ๊ฑฐ๋ฆฌ ์•ˆ์— ์žˆ๋Š” ๋ฌผ์ฒด์— ๋Œ€ํ•ด ๊ทธ๋ฆผ์ž๋ฅผ ๊ทธ๋ฆฐ๋‹ค. ์ด ๊ฐ’์ด ์ž‘์œผ๋ฉด ๋‚ ์นด๋กœ์šด ๊ทธ๋ฆผ์ž, ์ด ๊ฐ’์ด ํฌ๋ฉด ๋ถ€๋“œ๋Ÿฌ์šด ๊ทธ๋ฆผ์ž (๋‹ค์Œ ์Šฌ๋ผ์ด๋“œ ์ฐธ์กฐ)
  • 33. Shadow Bias โ€ข Shadow Bias (Light Property) (1.2 new) โ€“ ๋‹ค์Œ๊ณผ ๊ฐ™์€ ์ด์ƒ ํ˜„์ƒ์ด ๋ฐœ์ƒํ•˜๋ฉด ์กฐ์ ˆ โ€“ ๊ทธ๋ฆผ์ž ๊นœ๋นก์ž„, ์ค„๋ฌด๋Šฌ, ๋ฌผ๊ฒฐ๋ฌด๋Šฌ -> ์ฆ๊ฐ€์‹œํ‚ด
  • 34. Shadow Bias โ€ข Shadow Bias (Light Property) โ€“ โ€œpeter panโ€ ํ˜„์ƒ ->๊ฐ์†Œ์‹œํ‚ด