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Mastering Unity 5.x

You're reading from   Mastering Unity 5.x Create amazing games with brilliant game play features using Unity 5.x

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781785880742
Length 592 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (9) Chapters Close

Preface 1. Preparation and Asset-Configuring FREE CHAPTER 2. Level Design and Structure 3. Player Controls - Movement 4. Player Controls - Typing and Health 5. Enemies and Artificial Intelligence 6. Project Management and Version Control 7. Persistent Data - Load and Save Game States 8. Performance, Optimization, Mobiles, and More

Level lighting - preparation


Reaching this far you've now made a complete scene in terms of meshes representing the first level, composed from modular environment pieces (corridor sections). Presently, the level features no lighting, navigation meshes, music or audio, and Occlusion Data; but, we'll add these soon. Let's start with lighting. In Unity, there are three main lighting types or systems, which exist on a spectrum:

  • Baked lighting

  • Real-time lighting

  • Precomputed global illumination

These are discussed in detail further here.

Baked lighting

Baked lighting is the optimal lighting method, but it can only be used under specific circumstances. With Baked lighting, all lighting data (highlights, shadows, and so on) are precalculated and saved to a texture (lightmap). The lightmap is then applied to scene geometry using a second UV channel (Lightmap UVs), on top of their standard materials, using multiplicative blending. This makes geometry appear illuminated by scene lights. This approach...

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