《创造高清3D虚拟世界:Unity引擎HDRP高清渲染管线实战》PDF电子书免费下载

作者:  杨栋

出版社: 电子工业出版社

出版年: 2021年08月

ISBN: 9787121416590

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内容简介

目录

第1章 HDRP入门......................................................................................................1
1.1 摘要 .................................................................................................................................1
1.2 离线渲染和实时渲染 .....................................................................................................8
1.2.1 建模功能(ProBuilder、ProGrid和PolyBrush套件).....................................8
1.2.2 Timeline(非线编工具)................................................................................9
1.2.3 Cinemachine(智能摄像机系统)..................................................................9
1.2.4 HD.Post.Processing.Effect(HDRP专用后期特效模块)...............................9
1.2.5 可视化着色器编程工具Shader.Graph. .............................................................9
1.2.6 高级特效开发工具Visual.Effect.Graph............................................................9
1.2.7 视频和动画输出工具Unity.Recorder..............................................................9
1.2.8 HDRP针对不同材质的模拟......................................................................... 10
1.3 在DCC软件中准备模型资产 .......................................................................................10
1.3.1 在DCC软件中使用的尺寸单位要与Unity统一. ........................................... 10
1.3.2 只在需要的地方使用三角面......................................................................... 11
1.3.3 纹理制作........................................................................................................ 11
1.3.4 支持FBX、USD和Alembic格式的资产导入. ................................................ 11
1.3.5 Unity.Reflect支持导入Autodesk.Revit资产.................................................. 11
1.4 Unity HDRP项目设置 ..................................................................................................12
1.4.1 创建一个基于高清渲染管线(HDRP)的Unity项目................................. 12
1.4.2 通过示例项目了解HDRP相关的概念和模块.............................................. 16
1.5 学习渠道 .......................................................................................................................52
1.6 本章总结 .......................................................................................................................53
XVI |  创造高清3D虚拟世界:Unity引擎HDRP高清渲染管线实战
第2章 实现市政厅办公室场景....................................................................................54
2.1 摘要 ...............................................................................................................................54
2.2 实战项目详解 ...............................................................................................................55
2.2.1 使用Volume框架设置环境............................................................................ 58
2.2.2 添加屏幕后处理效果.................................................................................... 62
2.2.3 添加光源、Light.Probe(光照探针)和Reflection.Probe(反射探针)..........64
2.2.4 烘焙光照贴图................................................................................................ 69
2.3 本章总结 .......................................................................................................................74
第3章 HDRP配置文件和Volume框架详解. .................................................................75
3.1 摘要 ...............................................................................................................................75
3.2 HDRP配置文件(HDRP Asset)介绍 ........................................................................75
3.2.1 Frame.Settings(帧设置)............................................................................. 75
3.2.2 Volume框架................................................................................................... 77
3.2.3 针对不同平台使用不同的HDRP配置文件.................................................. 94
3.3 Volume框架详解 ..........................................................................................................96
3.3.1 Exposure(曝光控制).................................................................................. 99
3.3.2 Fog(雾效制作).........................................................................................110
3.3.3 Lighting(光照)..........................................................................................121
3.3.4 Material(材质)..........................................................................................121
3.3.5 Shadowing(阴影处理)..............................................................................122
3.3.6 Sky(天空).................................................................................................122
3.3.7 Post-processing(后处理)..........................................................................126
3.3.8 Ray.Tracing(实时光线追踪)....................................................................126
3.3.9 Local.Volume(本地Volume)使用示例.....................................................126
3.4 本章总结 .....................................................................................................................130
第4章 HDRP光照系统详解.....................................................................................131
4.1 摘要 .............................................................................................................................131
4.2 Sponza_Day_Lighting场景打光步骤解析 .................................................................131
4.2.1 步骤1:启用Scene.Settings.Volume..............................................................134
4.2.2 步骤2:启用Directional.Light(平行光)...................................................136
目  录  | XVII
4.2.3 步骤3:启用Volume中的自动曝光控制......................................................138
4.2.4 步骤4:启用所有灯笼模型和点光源..........................................................139
4.2.5 步骤5:启用场景中所有反射探针(Reflection.Probe)............................140
4.2.6 步骤6:启用场景中的光照探针组(Light.Probe.Group).........................143
4.2.7 步骤7:完成整个场景的光照烘焙..............................................................145
4.2.8 步骤8:增强间接光强度..............................................................................150
4.2.9 步骤9:处理阴影和环境光遮蔽..................................................................154
4.2.10 步骤10:添加雾效. .....................................................................................166
4.2.11 步骤11:画面抗锯齿处理..........................................................................168
4.2.12 步骤12:添加后处理Volume组件. .............................................................171
4.3 Sponza_Night_Lighting场景打光步骤解析 ..............................................................173
4.3.1 修改Directional.Light设置. ............................................................................173
4.3.2 修改Scene.Settings.Volume→HDRI.Sky设置...............................................174
4.3.3 修改Scene.Settings.Volume→Exposure(曝光)设置..................................174
4.3.4 修改Scene.Settings.Volume→Fog(雾效)设置..........................................175
4.3.5 修改Scene.Settings.Volume→Contact.Shadow(接触阴影)设置...............175
4.3.6 修改Post.Processing.Volume→Color.Adjustment(颜色调整)设置...........175
4.3.7 修改Post.Processing.Volume→White.Balance(白平衡)设置.....
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