プログレッシブライトマッパーはパストレーシングに基づく高速のライトマッパーシステムで、エディターで段階的に更新されるベイクしたライトマップとライトプローブを提供します。これは、面積と角度の誤差が小さく重複しない UV を必要とし、チャート間に十分なパディングを必要とします。
プログレッシブライトマッパーは短い準備手順でジオメトリとインスタンスの更新を処理し、G バッファとチャートマスクを生成します。その後、大幅に改善されたインタラクティブライティングのワークフローのために、すぐに出力が生成され、経時的に段階的に精錬します。さらに、プログレッシブライトマッパーはベイクしている間に予定時間を提示するため、ベイク時間の予測がはるかに容易になりました。
プログレッシブライトマッパーは、アップサンプリング手法や放射キャッシュやその他のグローバルデータ構造に頼ることなく、ライトマップの解像度 (個々のテクセルごとに) でグローバルイルミネーション (GI) をベイクします。これによりプログレッシブマッパーはしっかりと安定し、ライトマップの選択した部分をベイクすることができます。これにより、シーンをテストしイテレーションを行う早さが増します。
In Development - Progressive Lightmapper (YouTube) のビデオは、インタラクティブなワークフローを詳しく紹介しています。
To use the Progressive CPU Lightmapper, go to Window > Rendering > Lighting Settings, navigate to Lightmapping Settings, and set Lightmapper to Progressive CPU. See Lightmapping Settings for more information about this window.
Setting | Description | |
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Lightmapper | Use this to specify which internal lighting calculation software to use to calculate lightmaps in the Scene. The options are: Progressive CPU Progressive GPU Enlighten (deprecated) The default value is Progressive CPU. |
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Prioritize View | Enable this to make the Progressive Lightmapper apply changes to the texels that are currently visible in the Scene View, then apply changes to the out-of-view texels. | |
Multiple Importance Sampling | Enable this to use multiple importance sampling for sampling the environment. This generally leads to faster convergence when generating lightmaps, but can lead to noisier results in certain low frequency environments. This is disabled by default. | |
Direct Samples | The number of samples (paths) shot from each texel. This setting controls the number of samples Progressive Lightmapper uses for direct lighting calculations. Increasing this value can improve the quality of lightmaps, but increases the baking time. | |
Indirect Samples | The number of samples (paths) shot from each texel. This setting controls the number of samples Progressive Lightmapper uses for indirect lighting calculations. For some Scenes, especially outdoor Scenes, 100 samples should be enough. For indoor Scenes with emissive geometry, increase the value until you see the result you want. | |
Environment Samples | Define the number of samples the lightmapper uses for environment lighting calculations. Higher values can improve the quality of the lightmaps, but increase the time required for baking to complete. This is set to 500 by default. | |
Bounces | Use this value to specify the number of indirect bounces to do when tracing paths. For most Scenes, two bounces is enough. For some indoor Scenes, more bounces might be necessary. | |
Filtering | Configure the way the Progressive Lightmapper applies post-processing to lightmaps to limit noise. For lightmap post-processing, the lightmap is split into Direct, Indirect and Ambient Occlusion targets that Unity applies post-processing to individually, before it composites them together into a single lightmap. - Direct: Any light that arrives directly from a Light to a sensor (usually the Camera). - Indirect: Any light that arrives indirectly from a Light to a sensor. This most commonly applies to light that reflects off other GameObjects. - Ambient Occlusion: Any ambient light that the lighting system calculates. See Ambient Occlusion for more information. |
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None | Select this to use no filter or denoising for the lightmap. | |
Auto | Select this to use a platform-dependent preset for post-processing the lightmap. If your development machine fulfils the requirements to run OptiX (the NVIDIA OptiX AI-Accelerated Denoiser), the Progressive Lightmapper uses the denoiser with a Gaussian filter that has a 1-texel radius for all targets. If your development machine cannot run OptiX, the Progressive Lightmapper uses a Gaussian filter that has a 1-texel radius for Direct, 5-texel radius for Indirect, and 2-texel radius for Ambient Occlusion. |
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Advanced | Select Advanced to manually configure options for each type of lightmap target. The targets types are Direct, Indirect and Ambient Occlusion. For more information, see Advanced Filtering settings, below. | |
Indirect Resolution | Use this to specify the number of samples the lightmapper uses for indirect lighting calculations. Higher values can improve the quality of the lightmaps, but increase the time it takes to bake them. | |
Lightmap Resolution | Use this to specify the number of texels per unit to use for lightmaps. Increasing this value improves lightmap quality, but also increases bake times. Note that doubling this value causes the number of texels to quadruple (because the value refers to both the height and width of the lightmap). See the Occupied texels count in the statistics area at the bottom of the Lighting window. | |
Lightmap Padding | Use this to specify the separation (in texel units) between separate shapes in the baked lightmap. The default value is 2. | |
Lightmap Size | The size (in pixels) of the full lightmap texture, which incorporates separate regions for the individual GameObject textures. The default value is 1024. | |
Compress Lightmaps | A compressed lightmap requires less storage space, but the compression process can introduce unwanted visual effects into the texture. Tick this checkbox to compress lightmaps, or untick it to keep them uncompressed. The checkbox is ticked by default. | |
Ambient Occlusion | Tick this checkbox to open a group of settings which allow you to control the relative brightness of surfaces in ambient occlusion. Higher values indicate a greater contrast between the occluded and fully lit areas. This only applies to the indirect lighting calculated by the GI system. This setting is enabled by default. | |
Max Distance | Set a value to control how far the lighting system casts rays in order to determine whether or not to apply occlusion to an object. A larger value produces longer rays and contributes more shadows to the lightmap, while a smaller value produces shorter rays that contribute shadows only when objects are very close to one another. A value of 0 casts an infinitely long ray that has no maximum distance. The default value is 1. | |
Indirect Contribution | Use the slider to scale the brightness of indirect light as seen in the final lightmap (that is, ambient light, or light bounced and emitted from objects) from a value between 0 and 10. The default value is 1. Values less than 1 reduce the intensity, while values greater than 1 increase it. | |
Direct Contribution | Use the slider to scale the brightness of direct light from a value between 0 and 10. The default value is 0. The higher this value is, the greater the contrast applied to the direct lighting. | |
Directional Mode | You can set the lightmap up to store information about the dominant incoming light at each point on the objects’ surfaces. See documentation on Directional Lightmapping for further details. The default mode is Directional. | |
Directional | In Directional mode, Unity generates a second lightmap to store the dominant direction of incoming light. This allows diffuse normal mapped materials to work with the GI. Directional mode requires about twice as much storage space for the additional lightmap data. Directional lightmaps cannot be decoded on SM2.0 hardware or when using GLES2.0. They fall back to Non-Directional lightmaps. | |
Non-directional | Non-directional mode disables Unity’s ability to generate a second lightmap to store the dominant direction of incoming light. | |
Indirect Intensity | Use this slider to control the brightness of indirect light stored in realtime and baked lightmaps, from a value between 0 and 5. A value above 1 increases the intensity of indirect light while a value of less that 1 reduces indirect light intensity. The default value is 1. | |
Albedo Boost | Use this slider to control the amount of light Unity bounces between surfaces, from a value between 1 and 10. To do this, Unity intensifies the albedo of materials in the Scene. Increasing this draws the albedo value towards white for indirect light computation. The default value of 1 is physically accurate. | |
Lightmap Parameters | Unity uses a set of general parameters for the lightmapping in addition to properties of the Lighting window. A few defaults are available from the menu for this property but you can also create your own lightmap parameter file using the Create New option. See the Lightmap Parameters page for further details. The default value is Default-Medium. |
設定 | 説明 | |
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Advanced | Set Filtering to Advanced to manually configure options for each type of lightmap target. The target types are: - Direct: Any light that arrives directly from a Light to a sensor (usually the Camera). - Indirect: Any light that arrives indirectly from a Light to a sensor. This most commonly applies to light that reflects off other GameObjects. - Ambient Occlusion: Any ambient light that the lighting system calculates. See Ambient Occlusion for more information. |
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Denoiser | Select a denoiser to use for the lightmap target. The options are: Optix: The NVIDIA Optix denoiser is an AI accelerated denoiser that reduces noise in baked lightmaps. It requires an NVIDIA GPU with 4GB+ VRAM and driver version 390+, and is only supported on the Windows platform. - OpenImageDenoise: The Intel Open Image denoiser is an AI accelerated denoiser that reduces noise in baked lightmaps. - None: Do not use a denoiser. |
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Filter | ライトマップターゲットに使用するフィルターを選択します。 - Gaussian: ライトマップターゲットにガウシアンフィルターを使用します。ガウシアンフィルターは、ライトマップにバイラテラルガウシアンフィルターを適用します。これにより、ライトマップがぼやけ、目に見えるノイズが減少します。 - A-Trous: ライトマップターゲットに A-Trous フィルターを使用します。A-Trous フィルターは、ライトマップの目に見えるノイズを取り除き、ぼかしの量を最小限に抑えます。 - None*: ライトマップターゲットのすべてのフィルタリングを無効にします。 |
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Radius | このオプションは、Filter が Gaussian に設定されている場合にのみ使用できます。Radius 値を使用して、ガウシアンフィルターのカーネルの半径をテクセル単位で設定します。Radius を大きくすると、ぼかしの強さが増し認識できるノイズが減少しますが、ライティングのディテールが失われる場合があります。 | |
Sigma | このオプションは、Filter が A-Trous に設定されている場合にのみ使用できます。Sigma の値を使用して、ディテールを維持する量やライティングをぼかす量を調整します。Sigma の値を高くするとぼかしの強さが増し、認識できるノイズが減少しますが、ライティングのディテールが失われる場合があります。 |
Auto Generate と Generate Lighting オプションの下にあるパネルには、以下を含むライトマッピングに関する統計情報が表示されます。
Auto モードでは、Unity は自動的にライトマップとライトプローブを計算します。 Auto を無効にしている場合は、Build ボタンを押してベイクを開始する必要があります。
プログレッシブライトマッパーは、必要な場合に、進行中のベイクを監視し停止するためのオプションを提供します。
Unity がライトマップをベイクしている間に表示されるプログレスバーは、「完了までの予定時間」(ETA と表示されます) を提供します。これは、現在のベイクが完了するまでの推定時間 (秒) です。これにより、ベイク時間を予測することがより容易になり、現在のライティング設定でベイクする時間がどれだけかかるかがすぐにわかります。
手動でベイクするときは、いつでも Force Stop をクリックしてベイク処理を停止できます。これにより、満足な結果とわかったらすぐに処理を停止することができます。
プログレッシブライトマッパーは 2018.1 で追加 NewIn20181
2018–11–27 Page amended