Light Probes

Проверено с версией:: 5.1


Сложность: Базовая

Only static objects are considered by Unity’s Baked or Precomputed Realtime GI systems. In order for dynamic objects such as interactive scene elements or characters to pick up some of the rich bounced light that our static geometry receives, we need to record this lighting information into a format which can be quickly read and used in our lighting equations during gameplay.

We do this by placing sample points in the world and then capturing light from all directions. The color information these points record is then encoded into a set of values (or ‘coefficients’) which can be quickly evaluated during gameplay. In Unity, we call these sample points, ‘Light Probes’.

description Scene using Light Probes. Notice how they have been placed in greater density around areas of lighting change - such as shadows or color transition.

Light Probes allow moving objects to respond to the same complex bounced lighting which is affecting our lightmaps regardless of whether Baked GI or Precomputed Realtime GI is used. An object’s mesh renderer will look for the Light Probes around its position and blend between their values. This is done by looking for tetrahedrons made up by the position of Light Probes, and then deciding which tetrahedron the object’s pivot falls into. This allows us to place moving characters in scenes and have them appear properly integrated. Without Light Probes, dynamic objects would not receive any global illumination and would appear darker than surrounding, lightmapped geometry.

By default there are no Light Probes in a scene so these will need to be placed using a Light Probe Group (GameObjects>Light>Light Probe Group).

If the ‘Auto’ box is checked at the bottom of your scene precompute settings (Lighting>Scene>Auto), Light Probes will update whenever changes are made to the scene lighting or static geometry. Otherwise they will be updated when the Build button is clicked.

Further Reading

In this document we have given an overview of the considerations which need to be made prior to setting up a scene for lighting. We have also briefly looked at the tools available for creating various lighting effects. However, there is still a lot which we haven’t yet covered.

For a more in-depth look at optimizing your Scenes for Unity's Precomputed Realtime GI please see our tutorial here.


  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