Ambient light, also known as diffuse environmental light, is light that is present all around the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More
info Show Ambient light can be useful in a number of cases, depending upon your chosen art style. An example would be bright, cartoon-style rendering where dark shadows may be undesirable or where lighting is perhaps hand-painted into
textures. Ambient lightLight that doesn’t come from any specific direction, and contributes equal light in all directions to the Scene. More info Ambient light settings can be found in the Lighting window. In this article, we will discuss the basic lighting settings for scenes created in Unity.
SampleThis is a sample that reflects the content explained in this article. In STYLY STUDIO, you can create a STYLY scene by uploading a prefab or scene from Unity. by uploading the entire scene from Unity, you can use the lighting of the entire scene as a STYLY scene, allowing you to create a production that is more in line with your intentions. Create an object. Create an objectTo see how the scene will look, we will prepare a simple object. Create a 3D object Right click on the Hierarchy window and select 3D Object to create a Plane and a Cube. Set the Scale of the Plane Setting the Scale of a Cube We will create a simple cube placed on a wide horizon. Creating a Material We will also create a material to check the reflective settings later on. Right-click on the project > Create > Material. Set up the material Set Metalic to 1 and Smoothness to 1. Rename the material for clarity. Since we will be applying it to a cube, we will use cube. Applying the created material to the cube Drag the material you created onto the object you want to apply it to (the Cube). This will allow us to set reflections only on the cube later. Setting up the SkyboxThere are several Skyboxes available in STYLY STUDIO, but in Unity, you can choose from a wide variety of Skyboxes. A variety of Skyboxes Changing the Skybox can change the overall atmosphere of the scene, and can also be used as a source of lighting. How to set up a SkyboxDisplay the Lighting window Skyboxes can be configured in the Lighting window, which can be found by selecting Window > Rendering > Lighting from the navigation bar if the Lighting window is not already on the screen. You can place the window anywhere you like, but it is easier to use if it is next to the Inspector window. Setting up the Skybox You can set up any Skybox by dragging it to the Skybox Material under Environment. Skyboxes can be obtained from the asset store or you can create your own, but it is recommended to look for them in the asset store first. Some are free, but “All Sky” is a convenient package of 200 high quality Skyboxes for $10. Please read this article for an explanation of All Sky, if you want to use it. All Skyboxes in All Sky are available in two versions, one with the name as it is and the other with “Equirect” after the name. In this article, I will use “Epic_GloriousPink Equirect” from All Sky, but you can use any one you like. You can check it out by simply dragging it around, so try different ones to find the right Skybox for you. (Note that All Sky is a heavy asset, so if you know which Skybox you want to use in advance, it is recommended to import only that one.) Lighting settings for ambient lightLet’s proceed with the lighting settings related to ambient light. Setting up ambient light in Lighting In addition to the Skybox, the Lighting window allows you to set the lighting settings for your scene. First, let’s take a look at Environment Lighting and Environment Reflections, which are used to set the ambient light settings. Environment LightingThese settings are the source of the lighting for the entire scene. Select the source light in Source, and set how bright it should be in Intensity Multipiler. You can select from three types of Source: Skybox, Gradient, and Color. Skybox settings The default setting is Skybox, which is the source of the ambient light, so the colors will look natural. Gradient settings Gradient is an ambient light source that uses a gradient to represent the colors of the three light sources: sky, air, and ground. You can create scenes with a strong impact. Color settings Color expresses ambient light in a single color, so it can create a very vivid impression. The basic setting is Skybox, but depending on what you want to express, you can create a more distinctive scene by setting it to Color. Changing the brightness with the Intensity Multipiler With the Intensity Multipiler, you can set the degree of brightness by increasing or decreasing the slider. The higher the value, the brighter the scene. Environment ReflectionsSet Skybox as Source This is a setting for the reflection of light in the entire scene. Roughly speaking, you can select either Skybox or Custom as the reflection effect in Source, and set the brightness of the reflected light in Intensity Multipiler. Setting the Source to Skybox When the Source is set to Skybox, the Skybox will be reflected, because the Plane reflects the color of the Skybox lightly and the material applied to the Cube is set to be reflected, so the Cube will be reflected more clearly. Setting the Source to Custom If you set Source to Custom, a new setting named Cubemap will appear. By dragging any Cubemap to this item, you can reflect your own effect. Changing the brightness with Intensity Multipiler By increasing or decreasing the value of the Intensity Multiplier slider, you can set the degree of reflection. Default Lighting Settings The Environment Reflections Intensity Multipiler is set to 1 by default, which is why the scene is not completely darkened when the Directional Light is turned off. This is why turning off the Directional Light does not completely darken the scene; you can set it to 0 if you want to darken the scene completely, and to 1 normally. In the GIF above, the slider was moved with Directional Light turned off so that you can easily see the effect. With Directional Light turned back on and Intensity Multiplier set appropriately With Directional Light turned back on, the Environment Lighting brightness set to 0.3, and the Environment Reflections brightness set to 1. Setting Other SettingsHere are the settings for Fog, Halo, and Flare, which are classified as “Other” in the Lighting settings. Fog Settings When the Fog checkbox is checked, the Fog settings will appear. Color setting for Fog Color allows you to set the color of the fog. Mode setting for Fog Mode is the setting for the density of the Fog, and there are three modes available: Liner, Exponential, and Exponential Squared. Mode setting for Fog (Liner) Liner is a mode in which the fog is drawn in a straight line. This mode can be set by entering a numerical value for the distance at which the fog is generated (Start) and the distance at which it disappears (End). Set Density to 1 The Exponential and Exponential Squared modes increase the density of the fog exponentially by increasing the Density slider between 0 and 1. In this case, I set it to 0.05. Check the Draw Halo checkbox. Halo is the setting for the halo around the sun. To use this setting, first check the “Dawn Halo” checkbox in the Light Inspector and apply it. Fixing the Halo Increase the Halo Strengh slider from 0 to 1 to increase the size of the halo drawn around the light. Create a Game Object Flare” is the setting for lens flare. The lens flare can be rendered
in the scene by creating a Game Object to generate the flare and adding a component to the Main Camera, so if you want to use it, you need to set it up first. Add the Lens Flare component to the Game Object Select Add Component from the Game Object inspector and add the Lens Flare component. You can find it easily by typing “flare” in the search bar. With Flare, you can select the lens flare you want to set. Click the button next to the selection bar to display a list of flares that can be set. In this case, I selected “Sun” from Standard Assets. Since the flare will not be drawn in the Game View as it is, we will add a Flare Layer component to Camera. Changing the Color of the Flare You can change the color of the flare in Color. Click on the red frame to display the color palette, and set the color to your liking. Modify the Brightness of the flare Brightness allows you to change the brightness of the flare. The default setting is quite bright, so you may want to set it to about 0.1. The following items, Fade Speed and Ignore Layers, can be left as they are. Flare will be drawn from the point where the Game Object is located. If you uncheck the Directional checkbox, the lens flare will be generated from the point where the Game Object is located. Changing Rotation of Skybox When Directional is checked, the lens flare will be positioned at infinity, so it will look more natural. If the position of the lens flare is different from that of the Skybox, you can change the Rotation in the Skybox inspector to align the lens flare with the position of the sun drawn in the Skybox to make it look more natural. That’s all for now, let’s upload the image to STYLY and check it. Upload to STYLYLet’s actually upload the scene to STYLY and use it. Creating STYLY account How to create STYLY account Introduction to NEWVIEW SCHOOL ONLINENEWVIEW SCHOOL ONLINE is now open! Learn the basics of Unity and PlayMaker, necessary for creating VR/AR content, and learn the process (and creation techniques) for developing attractive content available on STYLY.
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