Understanding Charts

Verificado com a versão: 5.5


Dificuldade: Intermediário

In Unity’s Precomputed Realtime GI, a Chart is an area of a lightmap texture to which we map the lightmap UVs of a given Scene object. We can think of this as a small tile containing an image of the lighting affecting that object. A Chart is made up of two parts: irradiance (lighting) and directionality (encoding the dominant light direction).

When the Precomputed Realtime GI is generated, lighting is calculated for every texel that is included in a Chart. Large numbers of Charts in a Scene can be one of the biggest detriments to precompute times so it is important to understand how Charts work and how we can manage them in order to optimize lighting precompute times.


Illustration showing a UV Chart of a minimum 4x4 texel size. Lightmap UVs are always clamped to within half a texel of the outside of the Chart in order to prevent bleed caused by texture filtering.

By default, each Chart is a minimum of 4x4 texels. A Chart therefore requires a minimum of 16 texels regardless of the scale of the object within the world or the size of the corresponding UV shell. So, for example, if an object is 1x1 meter, the object has 1 Chart and our indirect resolution is 1, 16 texels are required for the object. This minimum size enables Unity to stitch Charts together for seamless lighting across geometry edges. Unity requires at least 4 texels along a Chart edge in order to uniquely identify it before the corresponding partner can be found and stitched.

Note that no padding is needed for realtime GI because Unity clamps the lightmap UVs to give a half texel border inside the Chart during the packing stage of the mesh import pipeline. This means that Charts can be right next to each other and still be bilinearly interpolated without cross bleeding, saving valuable lightmap space.

Imagine the same 1x1 meter object we discussed earlier had 50 Charts. Unity would create 800 texels for the object, despite it being relatively small. This demonstrates how having a large number of Charts can quickly drive up the number of texels. More texels means more lighting calculations and more data to compute, compress and store. All of this adds up in complex Scenes and can result in lengthy precomputes and reduced performance at run time.

Inappropriate Charting is the major culprit for lighting precomputes not completing or taking too long. With this in mind, many of our obvious strategies for reducing precompute times are to reduce the number of Charts we have in our Scene.


  1. Introduction to Lighting and Rendering
  2. Choosing a Lighting Technique
  3. The Precompute Process
  4. Choosing a Rendering Path
  5. Choosing a Color Space
  6. High Dynamic Range (HDR)
  7. Reflections
  8. Ambient Lighting
  9. Light Types
  10. Emissive Materials
  11. Light Probes
  1. Introduction to Precomputed Realtime GI
  2. Realtime Resolution
  3. Understanding Charts
  4. Starting the precompute process
  5. Probe lighting
  6. Unwrapping and Chart reduction
  7. Optimizing Unity's auto unwrapping
  8. Understanding Clusters
  9. Fine tuning with Lightmap Parameters
  10. Summary - Precomputed Realtime GI
  1. Lighting Overview
  2. Lights
  3. Materials
  4. The Standard Shader
  5. Textures
  6. Using Skyboxes
  7. A Gentle Introduction to Shaders
  8. Using detail textures for extra realism close-up
  9. Frame Debugger
  1. Cameras
  2. Image Effects: Overview
  1. Meshes
  2. Mesh Renderers and Mesh Filters
  1. Where to Start?
  2. Preparing Unity Render Settings
  3. Lighting Strategy
  4. Modeling
  5. Standard Shader/Material PBS and texturing
  6. Lighting and Setup
  7. Understanding Post Process Features
  8. Dynamically Lit Objects
  9. Sample Project File
  1. Using Cameras
  2. Using Lights
  3. Fun with Lasers!
  4. The Particle System
  5. Cinematic Explosions - PIT
  6. Cinematic Composition - PIT
  7. Image Effects: Overview
  8. Fun with Explosions!
  9. Exploring the Blacksmith Environment
  1. Turning it up to 11: Making Unity 5 look Awesome!
  1. Substance - Introduction
  2. Substance - Understanding PBR
  3. Substance - Working with PBR in Unity
  4. Substance - Using Substance materials in Unity
  5. Substance - Optimization for Substance materials
  6. Substance - Creating rock shapes
  7. Substance - Creating rock material, Pt 1
  8. Substance - Creating rock material, Pt 2
  9. Substance - Creating the dirt ground material
  10. Substance - Creating the rock ground material, Pt 1
  11. Substance - Creating the rock ground material, Pt 2
  12. Substance - Publishing the Substance
  13. Substance - Creating a blocking scene
  14. Substance - Creating the ground model
  15. Substance - Modelling the rock assets
  16. Substance - Texturing the upper body
  17. Substance - Exporting textures from Substance Painter
  18. Substance - Creating a scene in Unity, Pt 1
  19. Substance - Creating a scene in Unity, Pt 2
  1. Introduction and Goals
  2. Flame Particles Overview
  3. Particle Emission and Color
  4. Adding Movement To Particles With Noise
  5. Creating The Ember Particles
  6. Adding Lighting To Particles
  7. Creating Sparks With Particle Trails
  8. Particle Question and Answers
  1. Introduction and Goals
  2. Adding a Second Camera
  3. Adding Minimap Icons
  4. Render Textures and UI
  5. Adding A UI Mask and Border Image
  6. Questions and Answers
  1. Session Introduction
  2. Rendering In Unity
  3. Anatomy Of An Unlit Shader
  4. The Vertex Function
  5. The Fragment Function and Color Tint
  6. Making A Transparent Shader
  7. Displacing Vertices and Clipping Pixels
  8. Questions and Answers
  1. Introduction and Session Goals
  2. The VideoPlayer Component
  3. Texturing Objects With Video
  4. Playing and Pausing
  5. Playing A New Clip
  6. Displaying Current Time and Clip
  7. Animated Playhead
  8. Questions and Answers
  1. Overview and Goals
  2. Tonemapping and Color Grading
  3. Camera Movement & Animation
  4. Post Processing Volumes
  5. Timeline & Cinemachine
  6. Questions and Answers