Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-lighting-and-shadows.md

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2024-08-26 13:07:20 -07:00
# Convert lighting and shadows
HDRP uses [physical Light units](Physical-Light-Units.md) to control the intensity of Lights. These units don't match the arbitrary units that the Built-in render pipeline uses.
For light intensity units, Directional Lights use [Lux](Physical-Light-Units.md#Lux) and all other Light types can use [Lumen](Physical-Light-Units.md#Lumen), [Candela](Physical-Light-Units.md#Candela), [EV](Physical-Light-Units.md#EV), or simulate Lux at a certain distance.
To set up lighting in your HDRP Project:
1. To add the default sky [Volume](understand-volumes.md) to your Scene and set up ambient lighting go to **GameObject** > **Volume** > **Sky and Fog Global Volume**.
2. Set the [Environment Lighting](Environment-Lighting.md) to use this new sky:
1. Open the Lighting window (menu: **Window** > **Rendering** > **Lighting Settings**).
2. In the **Environment** tab, set the **Profile** property to the same [Volume Profile](create-a-volume-profile.md) that the Sky and Fog Global Volume uses.
3. Set the **Static Lighting Sky** property to **PhysicallyBasedSky**.
4. Optionally, if you don't want Unity to re-bake the Scene's lighting when you make the rest of the changes in this section, you can disable the **Auto Generate** checkbox at the bottom of the window.
3. Currently, the shadows are low quality. To increase the shadow quality:
1. Create a new **Global Volume** GameObject (menu: **GameObject** > **Volume** > **Global Volume**) and name it **Global Settings**.
2. To create a new Volume Profile for this Global Volume:
1. Open the Global Volume's Inspector window and go to the **Volume** component.
2. Go to **Profile** and select **New**.
3. To add a **Shadows** override:
1. Go to **Add Override** > **Shadowing** > **Shadows**.
2. Enable **Max Distance**.
3. Set **Max Distance** to 50.
4. Configure your Sun Light GameObject.
1. Select your Light GameObject that represents the Sun in your Scene to view it in the Inspector.
2. Go to **Emmision** and set the **Intensity** to **100000**.
3. Set **Light Appearance** to **Color**.
4. Set **Color** to white.
5. To see the sun in the sky, go to **Shape** and set **Angular Diameter** to **3**.
5. The Scene is now over-exposed. To fix this:
1. Select the **Global Settings** GameObject you created in step **3**.
2. Add an **Exposure** override to its Volume component (menu: **Add Override** > **Exposure**).
3. Enable **Mode** and set it to **Automatic**.
4. To refresh the exposure, go to the Scene view and enable **Always Refresh**.
![](Images/UpgradingToHDRP2.png)
7. HDRP supports colored light cookies, whereas the Built-in light cookies use a texture format that only contains alpha. To correct the Light cookie:
1. In the Project window, select your Light cookie from your **Assets** folder.
2. In the Inspector, change the import type from **Cookie** to **Default**.
3. Set the **Wrap Mode** to **Clamp**.
8. Correct spot lights:
1. In the Hierarchy, select a Spot Light and view the Light component in the Inspector.
2. Go to **Emission** and set **Intensity** to 17000 **Lumen** to represent two 8500 Lumen light bulbs.
3. In the **Emission**, select the More menu (⋮) and enable [additional properties](expose-all-additional-properties.md).
4. Enable **Reflector** checkbox. This simulates a reflective surface behind the spot Light to adjust the visual intensity.
9. Make the light bulb Material emissive:
1. In the Project window, select **Assets/ExampleAssets/Materials/Lightbulb_Mat.mat**.
2. In the Inspector, go to **Emission Inputs** and enable **Use Emission Intensity**.
3. Set **Emissive Color** to white, and set the **Emission Intensity** to **8500 Luminance**.
10. If you disabled **Auto Generate** in step **2**, go to the Lighting window and press the **Generate Lighting** button. You can also re-enable **Auto Generate**.