5/2/2024 0 Comments Lower brightness unity![]() The engine will write the UV coordinates for the lightmap into the second UV channel of the model. Unity generates the coordinates and the lightmap, using the regular light baking functionality. Re-baking lights changes these coordinates each time. All you need is the lightmap texture and the UV coordinates, both of which are created by Unity during the light baking process.ĭuring the light baking, process Unity creates a new set of UV coordinates (which point to the lightmap texture) and an offset and scale for the individual mesh. Take a close look at how light baking works in Unity and you’ll see that rendering a light baked mesh is really just applying another texture to it, and brightening, darkening (or sometimes colorizing) the mesh a bit. Each modular piece is light baked and will then be loaded into the game when needed. The best approach to achieve a solid pipeline that handles light baked Prefabs is to create the Prefabs in a different, separate scene (multiple scenes, in fact) and then load them into the main game when needed. Unfortunately there is no easy way to copy the data of which lightmap to use, its coordinates, and scale into a Prefab. The only solution to this problem is to store all relevant light-baking data inside the Prefab instead of the scene. This is usually done by instantiating Prefabs wherever the player decides to build something. Instead it is largely assembled dynamically and on-the-fly by the player’s decision of what to build and where to build it. In a city building game, the world isn’t pre-created. Obviously, this doesn’t work when you create levels dynamically. You can prebake the lighting and be done. This is not a problem if you have individual levels and pre-built scenes and only a handful of dynamic objects. Light-baking data in Unity is stored and directly associated with the scene data. Therefore, we faced a number of problems that arise when baking lights for highly modular scenes. Simply hitting the Bake buttton will not work when you have a dynamic world which can be constantly changed by the player. The fact that new regions are constantly being discovered, new buildings added or existing ones upgraded, prevents any kind of efficient light baking. But overall you will gain a tremendous speed boost.īut for our game this was not an option, since the game world is built in real-time by the player. You will also lose some space because your meshes will need lightmap UVs and get a bit bigger. The tradeoff here is that you will have to ship some extra lightmap textures, which will increase your build size and require some extra texture memory at runtime. Rendering things this way is fast because all the expensive and slow light calculations have been done offline, and at runtime the renderer (shader) just needs to look the result up in a texture. The renderer then knows where to make a model lighter or darker, creating the illusion of light. ![]() The process of light baking is the precalculation of highlights and shadows for a (static) scene the information for which is then stored in a lightmap. To avoid this you can bake every light that doesn’t cast realtime shadows. If you constantly push the hardware’s limits, the phone will run hot–and consequently, throttle down to protect itself. So, you don’t want to drain your users’ phone batteries more than necessary by having too many fancy lights in your scene. We want an easy and maintainable production pipeline.We want nice looking lights and shadows.We want to run fast on cheaper and/or older mobile devices.We want huge maps with a high amount of buildings.This is what our goal list looked like when we started building our pipeline: While smaller colonies might only have a dozen buildings, larger ones can easily have hundreds of them. In our game, Galactic Colonies, players colonize alien planets and build huge colonies made up from a large number of individual buildings. Those are all potential customers you don’t want to exclude. But this will result in locking out a huge amount of potential players, as there are still many older devices in use. Achieving solid 60fps in a large-scale 3D environment on an older mobile device can be a challenge.Īs developers, we could just target high-end phones and assume that most players will have hardware sufficient to run our game smoothly. As powerful as mobile devices are today, it’s still difficult to run large and good looking game environments at a solid frame rate.
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