[Unity] Unity 5.6 Light Mode Comparison (2017)

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  • Опубликовано: 14 дек 2024

Комментарии • 7

  • @Bonfi96
    @Bonfi96 7 лет назад +2

    Hey, great video! It helped me a lot, really worth sharing. What would you suggest for mobile? Subtractive and shadowmask look promising performance-wise

    • @UIMotionEffects
      @UIMotionEffects  7 лет назад +2

      It depends. What I can say is that Real-time GI is not yet quite optimized for mobile. Although the Subtractive mode, which is similar to 'Modulated Shadow' of UE4, is relatively cheap, the color matching issue can be a problem. My choice would be Shadowmask.

    • @Bonfi96
      @Bonfi96 7 лет назад +1

      Thanks!

  • @cwidd1929
    @cwidd1929 7 лет назад

    How are you experimenting with Shadowmask and Distance Shadowmask when both modes are not supported in the current beta version of the Progressive Lightmapper? Do you have an example project?

    • @UIMotionEffects
      @UIMotionEffects  7 лет назад +2

      Well, I used Enlighten as lightmapper in this test.

  • @eobet
    @eobet 7 лет назад

    I'm still confused by one thing. If I want to have those objects moving, but fold away the entire ceiling during runtime, what lighting mode can I use? If I want to have the room itself the player is in change significantly, I can't bake any lights, can I?

    • @UIMotionEffects
      @UIMotionEffects  7 лет назад

      As far as I understand, your ceiling is not a static object but a dynamic one. In that case, 'Real-Time GI' is the safest solution. If you can allow some sort of discrepancy outside shadow distance, Both 'Distance Shadowmask' and "Baked Indirect' can work.