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Unity遊戲程式設計(09) 3D物件與光源設定

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Unity遊戲程式設計(09) 3D物件與光源設定

  1. 1. 電子工程系應 用 電 子 組 電 腦 遊 戲 設 計 組 Unity遊戲程式設計(09) 3D物件與光源設定 吳錫修 March 7, 2017
  2. 2. shapethefuture  選單命令GameObject>3D Object內可找到內建3D物件  Cube 立方體  Sphere 球體  Capsule 膠囊  Cylinder 圓柱體  Plane 平面  Quad 四邊形 內建3D物件 2 Wu, ShyiShiou Dept. of E.E., NKUT Plane Quad Cylinder Capsule Cube Sphere
  3. 3. shapethefuture  選單命令Assets> Import Package> Effects  勾選LightCookies  勾選LightFlares 滙入光源素材 3 Wu, ShyiShiou Dept. of E.E., NKUT
  4. 4. shapethefuture  由Transform屬性調整物件位置 (Position)、角度 (Rotation)、及大 小 (Scale) 場景3D座標系統 4 Wu, ShyiShiou Dept. of E.E., NKUT
  5. 5. shapethefuture  光源決定遊戲場景明暗與氛圍,使場景中的物體呈現出正確的顏色, 及產生陰影效果  選單命令GameObject>Light內可找到光源物件  Directional Light 方向光  Point Light 點光源  Spotlight 聚光燈  Area Light 區域光  場景預設會加入方向光 設置光源 1/5 5 Wu, ShyiShiou Dept. of E.E., NKUT
  6. 6. shapethefuture  Directional Light (方向光)  ⼀個在無限遠處的光源,平行的照射在場景中,會影響場景中的所有物 件,類似自然界中日光的照明效果  最不耗費圖形處理器資源的光源  因為是無限遠處的光源,Position屬性不會影響照射效果 設置光源 2/5 6 Wu, ShyiShiou Dept. of E.E., NKUT
  7. 7. shapethefuture  Point Light (點光源)  ⼀個向四面八方發出光線,影響其範圍內的所有物件,類似燈泡的照明 效果  點光源較耗用圖形處理器資源 設置光源 3/5 7 Wu, ShyiShiou Dept. of E.E., NKUT
  8. 8. shapethefuture  Spotlight (聚光燈)  朝某⼀方向在錐形範圍照射光線,位於錐形範圍內的物件會受到光線照 射,類似舞台上的探照燈  聚光燈較耗用運算資源 設置光源 4/5 8 Wu, ShyiShiou Dept. of E.E., NKUT
  9. 9. shapethefuture  Area Light (區域光)  Area Light,俗稱面燈。由矩形單⼀面射出光線  不能產生即時光照的效果,僅能用於光影貼圖烘焙 (Light baking) 設置光源 5/5 9 Wu, ShyiShiou Dept. of E.E., NKUT
  10. 10. shapethefuture  Type 選擇光源類型  Spot 聚光燈  Directional 方向光  Point 點光源  Area (baked only) 區域光  Baking 光照計算方式  Realtime 即時計算光照效果  Baked 執行光影貼圖時計算光照效果  Mixed 混用  Range 光線照射距離,適用點光源與聚光燈  Spot Angle 聚光燈角度 (1~179),控制光源錐形範圍,適用聚光燈 光源屬性 1/5 10 Wu, ShyiShiou Dept. of E.E., NKUT
  11. 11. shapethefuture  Color 燈光顏色,預設為白光  Intensity 光源強度,聚光燈與點光源預設 值為1,方向光預設值為0.5  Cookie 光源加上⼀個有 Alpha 通道的紋 理光罩  Cookie Size 縮放Cookie光罩,適用方向光 光源屬性 2/5 11 Wu, ShyiShiou Dept. of E.E., NKUT
  12. 12. shapethefuture  Shadow Type 陰影類型  No Shadow 關閉陰影  Hard Shadow 輪廓清晰的影子  Soft Shadow 柔邊輪廓的影子,較耗運算資源  Strength 陰影強度,1最明顯,0消失  Resolution 陰影解析度  Use Quality Settings 套用Edit>Project Settings>Quality設定  Low Resolution 低解析度  Medium Resolution 中解析度  High Resolution 高解析度  Very High Resolution 超高解析度 光源屬性 3/5 12 Wu, ShyiShiou Dept. of E.E., NKUT
  13. 13. shapethefuture  Bias 微調陰影的位置與陰影定義點,避免產生shadow acne情 形。太大的Bias值可能導致GameObject附近的陰影區域 被錯誤地點亮,而造成⼀個斷開的陰影,使GameObject 看起来好像是離開地面  Normal Bias 微調陰影的位置與陰影定義點  Shadow Near Plane 設定渲染陰影光源距離,光距離GameObjects 小於設定值時不會投射陰影 光源屬性 4/5 13 Wu, ShyiShiou Dept. of E.E., NKUT shadow acne bias值太大
  14. 14. shapethefuture  Draw Halo 開啟光源之光暈效果  Flare 設定光源眩光效果  Render Mode 光源渲染模式  Auto 根據附近燈光的亮度和專案Quality設定,在運行時 決定渲染方式  Important 逐像素進行渲染,可以得到最明顯的視覺效果  Not Important 快速渲染  Culling Mask 設定光源影響的圖層 光源屬性 5/5 14 Wu, ShyiShiou Dept. of E.E., NKUT
  15. 15. shapethefuture  新增場景,檔名Lighting  Directional Light  Intensity = 0.3  Main Camera  Position (x, y ,z) = (0, 2, -9)  Rotation (x, y, z) = (5, 0, 0)  選單命令GameObject>3D Object>Plane  Position (x, y, z) = (0, -1, 0)  選單命令GameObject>3D Object>Sphere  Position (x, y, z) = (0, 0, 0)  Scale (x, y, z) = (2, 2, 2) 光源設定練習 1/3 15 Wu, ShyiShiou Dept. of E.E., NKUT
  16. 16. shapethefuture  選單命令GameObject>Light>Point Light  Position (x, y, z) = (4, 3, 0)  Color = red  選單命令GameObject>Light>Spotlight  Position (x, y, z) = (4, 4, 0)  Rotation (x, y, z) = (125, -90, 0)  Spot Angle = 50  Intensity = 2  Shadow Type = Soft Shadows 光源設定練習2/3 16 Wu, ShyiShiou Dept. of E.E., NKUT
  17. 17. shapethefuture  測試結果 光源設定練習3/3 17 Wu, ShyiShiou Dept. of E.E., NKUT
  18. 18. shapethefuture  新增場景,檔名Flare  Directional Light  Intensity = 0.3  Flare = Sun  Main Camera  Position (x, y ,z) = (0, 2, -9)  Rotation (x, y, z) = (5, 0, 0)  選單命令GameObject>3D Object>Plane  Position (x, y, z) = (0, -1, 0)  選單命令GameObject>3D Object>Sphere  Position (x, y, z) = (0, 0, 0)  Scale (x, y, z) = (2, 2, 2) 眩光效果練習 1/4 18 Wu, ShyiShiou Dept. of E.E., NKUT
  19. 19. shapethefuture  選單命令GameObject>Light>Point Light  Position (x, y, z) = (4, 3, 0)  Color = red  Flare = 50mmZoom  選單命令GameObject>Light>Spotlight  Position (x, y, z) = (4, 4, 0)  Rotation (x, y, z) = (125, -90, 0)  Spot Angle = 50  Intensity = 2  Shadow Type = Soft Shadows  Flare = FlareSmall 眩光效果練習 2/4 19 Wu, ShyiShiou Dept. of E.E., NKUT
  20. 20. shapethefuture  Main Camera加入腳本程式 public class CameraControl : MonoBehaviour { public float x; public float y; public float xSpeed = 1; public float ySpeed = 1; private Quaternion rotationEuler; void LateUpdate() { x += Input.GetAxis ("Mouse X") * xSpeed ; y -= Input.GetAxis ("Mouse Y") * xSpeed ; rotationEuler = Quaternion.Euler (y, x, 0); transform.rotation = rotationEuler; } } 眩光效果練習 3/4 20 Wu, ShyiShiou Dept. of E.E., NKUT
  21. 21. shapethefuture  測試結果 眩光效果練習 4/4 21 Wu, ShyiShiou Dept. of E.E., NKUT
  22. 22. shapethefuture  光影貼圖是⼀種增加靜態場景光照效果的技術  事先將光影效果經由計算產生貼圖,渲染到場景中的靜態物件,減 少遊戲執行階段的燈光照明計算,在遊戲執行時以較少的處理器資 源就能使靜態場景看起來更真實 光影貼圖 22 Wu, ShyiShiou Dept. of E.E., NKUT
  23. 23. shapethefuture  場景物件 光影貼圖練習 1/7 23 Wu, ShyiShiou Dept. of E.E., NKUT Sphere Plane Area Light - Left Area Light - Middle Area Light - Right Directional Light
  24. 24. shapethefuture 光影貼圖練習 2/7 24 Wu, ShyiShiou Dept. of E.E., NKUT 光影貼圖前 光影貼圖後 光影貼圖後(關閉方向光源)
  25. 25. shapethefuture  新增場景,檔名Light baking  Directional Light  Rotation (x, y, z) = (50, -30, 0)  Intensity = 0.4  Main Camera  Position (x, y ,z) = (0, 4, -10)  Rotation (x, y, z) = (12, 0, 0) 光影貼圖練習 3/7 25 Wu, ShyiShiou Dept. of E.E., NKUT
  26. 26. shapethefuture  選單命令GameObject>3D Object>Sphere  Position (x, y, z) = (0, 1.5, 0)  Scale (x, y, z) = (3, 3, 3)  選單命令GameObject>3D Object>Plane  Position (x, y, z) = (0, 0, 0)  Scale (x, y, z) = (1, 1, 1)  選單命令GameObject>Light>Area Light  Position (x, y, z) = (5, 2, -3)  Rotation (x, y, z) = (0, 0, 0)  Width=5, Height=5  Color = Red 光影貼圖練習 4/7 26 Wu, ShyiShiou Dept. of E.E., NKUT
  27. 27. shapethefuture  選單命令GameObject>Light>Area Light  Position (x, y, z) = (0, 2, -3)  Rotation (x, y, z) = (0, 0, 0)  Width=5, Height=5  Color = Green  選單命令GameObject>Light>Area Light  Position (x, y, z) = (-5, 2, -3)  Rotation (x, y, z) = (0, 0, 0)  Width=5, Height=5  Color = Blue 光影貼圖練習 5/7 27 Wu, ShyiShiou Dept. of E.E., NKUT
  28. 28. shapethefuture  將要烘焙的物件 (Shpere及Plane) 設定為Static  將要加入光影貼圖運算的光源Baking屬性設定為Baked 光影貼圖練習 6/7 28 Wu, ShyiShiou Dept. of E.E., NKUT
  29. 29. shapethefuture  選單命令Window>Lighting  取消勾選Auto  點擊Build按鈕 光影貼圖練習 7/7 29 Wu, ShyiShiou Dept. of E.E., NKUT

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