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Baked lightmaps are used mostly for the terrain and a few other assets, but we preferred to use a combination of light probes and occlusion probes for all the rocks and cliffs in the project, as they provide better results for objects with sharp angles and crisp normal maps.
Lighting a dense forest is something tricky to achieve in real-time. Using a single light probe per tree would give it uniform lighting from the bottom to the top.
Once it is set up, you will need to bake the lighting of the whole scene. The occlusion probes will be baked during that process. Each probe in the 3D grid samples sky visibility by shooting rays in the upper hemisphere, and stores it as an 8bit value going from fully occluded 0 to fully visible 1.
Probes unlucky enough to have landed inside trunks or rocks will be fully black. To avoid that darkness from leaking out, they are marked as invalid and overwritten by neighboring valid probes.
Since the probes sample how much of the sky is visible, they should only attenuate direct sky contribution. For this reason, the lightmapper is set up to exclude the direct light contribution from regular light probes, and then probe lighting is composed as light probe plus direct sky probe occluded by occlusion probes.
This way we can have tons of cheap occlusion probes sampling small details of how foliage occludes the sky, bring depth to the image, and very few more expensive light probes sampling slower changing indirect light.
If you want to have a clearer picture of how they affect the scene, you can also use the SkyOcclusion Debug view. The occlusion probe API for baking occlusion probes and excluding direct sky contribution from light probes has been added to Unity We ported and re-used the Atmospheric Scattering solution that we originally developed for the Blacksmith demo.
Our Senior Programmer Lasse Jon Fuglsang Pedersen has extended it to make use of temporal supersampling, resulting in a much smoother look.
It allows you to have materials with sub-surface scattering, or—like used for all our vegetation in this project—a more simple translucent material with only light transmission.
Note: Our team added additional sliders to control separately the direct and the indirect transmission to have more control over the final result.
Their function is to drive object properties depending on the position of the Main Camera object. Several objects, including the Directional Light, the Atmospheric Scattering, Auto Focus and the WindControl have their properties driven by Area Volumes, so if you want to change the current lighting setup, for example, you will need to do that in the corresponding Area Volume.
It is a really useful tool when you have some objects that are not rendering correctly or any other visual bug.
It will help you pinpoint the source of the issue a lot faster. The best part if that is that those debug views are generated automatically from your shaders, and coders are able to create new debug views quite easily.
Some of the debug views available through the Render Pipeline Debug window. I even used those debug views to create the tree billboards that are used in the background of the scene.
I just placed my assets on an empty scene and took screenshots with the albedo, roughness, normal gbuffer layers visible, and used those to create my texture maps.
While a big part of the optimization resides on the code side, it is also important that your assets and scenes are set up properly if you want to have a decent framerate.
Here are some of the ways the content was optimized for this project:. Note: Using Object Space normal map instead of Tangent Space normal map will reduce the precision of the normal map.
Stay tuned for the next blog post in the series. You can follow our YouTube channel to keep up to date on when that video is released.
More information on Book of the Dead. All of that is crypted into the 3rd uv layer as float3…. Why different color values for each lvl A branch?
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