- This section covers lighting both direct and indirect.
- We take a look at different light types.
- How to use baked lighting.
- We create a cave scene for Global Illumination.
- Explain light intensity.
- Differentiate light types by feature.
- Infer lighting setting by visual indicators.
- Revision of basic lighting.
- Define Culling Mask.
- Light cookies and where to find them.
- Halos effects.
- Configuring and applying lens flares.
- Assess shadow types.
- Enabling shadows for meshes.
- Shadow mapping and resolution quality.
- Shadow acne and “Bias” settings.
- Normal Bias and “Peter Panning”.
- Near Shadow Planes.
- Explain Light Baking.
- Lightmap static objects.
- Revision of direct illumination.
- Introduction to indirect illumination.
- Creating a globally illuminated scene.
- Explain Light Baking.
- Precomputed Realtime GI vs Baked GI.
- Baked light modes.
- Triggering manual baking.
- Texels per unit, Baked Resolution and Final Gather.
- Explain Generate Lightmap UV settings.
- Understanding UV unwrapping for lightmaps.
- The process for building a lit scene.
- Explain lighting settings.
- GI for dynamics objects.
- How to use light probes.
- Layout light probes in a scene.
- Creating reflections on objects.
- Reflection probes vs light probes.
- Explain lighting settings.
- Direction vs Non-directional lightmaps.
- Fog and when to use it.
- Skyboxes for reflection and ambient light.
- Adding custom Skyboxes.