By default, the main camera in Unity renders its view to the screen. An example would be bright, cartoon-style rendering The process of drawing graphics to the screen (or to a render texture). It can be an important contributor to the overall look and brightness of a scene.Īmbient light can be useful in a number of cases, depending upon your chosen art style. More info See in Glossary and doesn’t come from any specific source object. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces.
Think of each unique Scene file as a unique level. To learn more about AO, see Wikipedia: Ambient Occlusion.Ambient light, also known as diffuse environmental light, is light that is present all around the Scene A Scene contains the environments and menus of your game. It is not realistic, but it can be useful for artistic purposes.įor a modern implementation of real-time ambient occlusion, see documentation on the Ambient Occlusion post-processing effect. The higher you set the slider value, the darker the appearance of the Scene’s creases, holes, and close surfaces are when lit by direct light.īy default, AO does not affect direct lighting. Use this to control how much the AO affects direct light. It’s more realistic to only apply AO to indirect lighting. The higher you set the slider value, the darker the appearance of the creases, holes, and close surfaces are when lit by indirect light. Use this to control how much the AO affects indirect light.
Use this to set a value for how far the rays are traced before they are terminated. Tick the Baked Global Illumination checkbox if it is unchecked, then in Lightmapping Settings tick the Ambient Occlusion checkbox to enable baked AO. Shadowmasks and light probes occlusion get generated for baked shadows. Indirect lighting gets baked into lightmaps and light probes. To view and enable baked AO, open the Lighting window (menu: Window > Rendering > Lighting Settings) and navigate to the Mixed Lighting A Light Mode for creating indirect lighting, shadowmasks and subtractive lighting. Tick the Baked GI checkbox if it is unchecked, then tick the Ambient Occlusion checkbox to enable baked AO. See in Glossary > Lighting Settings) and navigate to the Baked GI section. To view and enable baked AO, open the Lighting window (menu: Window > Rendering The process of drawing graphics to the screen (or to a render texture). We recommend using a real-time ambient occlusion post effect, which has much more detail and results in higher quality lighting. When using only precomputed real-time GI (see documentation on Using precomputed lighting), the resolution for indirect lighting doesn’t capture fine details or dynamic objects.
These areas occlude (block out) ambient light, so they appear darker. It darkens creases, holes and surfaces that are close to each other. See in Glossary (AO) approximates how much ambient lighting (lighting not coming from a specific direction) can hit a point on a surface. Ambient occlusion A method to approximate how much ambient lighting (lighting not coming from a specific direction) can hit a point on a surface.