Lighting & Rendering In Unity | Spatial Game Dev Academy
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 Published On Aug 1, 2023

In this session of Spatial Game Dev Academy "Lighting & Rendering In Unity" hosts Jake Steinerman & Jack Neri are joined by Technical Artist Wonkee Kim, where they discuss the importance of lighting in game development and provide tips and insights on creating visually appealing environments in Unity. 🎮💡

They emphasize the need for a combination of technical knowledge and artistic skills, as well as understanding real-time engines and rendering. The speakers also discuss the challenges of explaining lighting concepts concisely, the role of a technical artist, and the use of the Universal Render Pipeline (URP) in Unity. They cover topics such as shaders, physically based rendering (PBR), specular highlights, and different lighting techniques, including light maps, reflection probes, and baking lighting. The speakers also provide recommendations for optimizing lighting for performance on mobile devices, adjusting HDR images, and controlling the indirect multiplier for lights.

00:00:00 - Introduction of Wonkee Kim, an engineer at Spatial knowledgeable about lighting in Unity. Importance of lighting in games and the need for technical and artistic skills.

00:05:00 - Challenges of explaining lighting and environment development concisely. Wonkee's experience in creating realistic environments with coding and shaders.

00:10:00 - Role of a technical artist and the need for optimization in real-time rendering. Challenges with using assets from stores.

00:15:00 - Solution for using the Universal Render Pipeline (URP) in Unity. Importance of Shader Graph for visually appealing graphics.

00:20:00 - Workaround for issues with Shader in Unity. Introduction to physically-based rendering (PBR) and Unity's Standard Shader.

00:25:00 - Different lighting models and energy conservation in PBR. Importance of specular highlights and their influence on the environment.

00:30:00 - Various lighting options in Unity and their impact on the scene. Use of light maps, light probes, and reflection probes.

00:35:00 - Explanation of light map and reflection probe usage for static and dynamic objects.

00:40:00 - Process of baking lighting in Unity and finding good image references. Importance of GPU for performance.

00:45:00 - Compression options for mobile devices. Importance of the right Skybox and ambient lighting. Use of HDR images for realistic lighting.

00:50:00 - Indirect multiplier for lights and controlling compression settings for light maps. Use of Crunch DXT5 compression.

01:00:00 - 02:00:00 - Various lighting and rendering settings and techniques in Unity. Use of compression settings, ambient light, main lights, and post-processing effects.

01:55:00 - Impact of transparent and double-sided objects on rendering performance in Unity.

02:00:00 - 02:10:00 - Importance of optimizing scene rendering by keeping the patch number low and balancing main and ambient light. Maintaining brightness in the sky and caution regarding post-processing effects. Conclusion and preview of upcoming topics.
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