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创造高清3D虚拟世界:Unity引擎HDRP高清渲染管线实战 读者对象:掌握了Unity引擎的基础知识,想要学习如何使用高清渲染管线HDRP的内容开发者。
全书共11章,不仅包含HDRP入门基础,更通过剖析优秀案例对高清渲染管线的主体框架和各种特性进行阐述,如完全基于物理的光照和材质系统、体积光与雾效设置、光照烘焙及实时后处理效果等。本书全方位讲解如何使用Unity HDRP高清渲染技术来制作高质量画面内容。读者不管是在开发游戏、影视动画,还是在开发VR游戏、互动应用,都可以从本书中找到所需的高画质内容制作技术。本书进阶部分包括HDRP在VR中的具体应用方法、Unity实时光线追踪的具体用法,以及如何使用Debug系统和Custom Pass高级应用等。书中包含两个完整的Unity项目及相关操作步骤,读者一边操作一边阅读,即可把书中学到的技术直接应用到自己的项目中。
杨栋目前担任Unity大中华区平台技术总监,负责管理技术讲师团队并参与Unity产品本地化等相关工作。他拥有丰富的Unity开发经验,致力于将Unity的最新技术推广给广大开发者。有十余年的Web端和移动端项目研发经验,多年的海外生活与工作经验,曾参与完美世界北美分公司后台数据平台研发,并作为技术项目经理主导了完美世界海外手游SDK研发工作。
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....................176 4.4 光源类型和模式 .........................................................................................................177 4.4.1 Unity中的光源类型有哪几种. ......................................................................177 4.4.2 Unity中的光照单位......................................................................................200 4.4.3 如何制作和使用Light.Cookie为灯光添加更多细节....................................201 4.4.4 光照相关的常见问题汇总............................................................................204 4.5 光源分层 .....................................................................................................................212 4.5.1 光源分层的作用...........................................................................................212 4.5.2 光源分层实例讲解.......................................................................................212 4.6 使用光照探针 .............................................................................................................217 4.6.1 为什么要使用光照探针. ...............................................................................217 4.6.2 使用光照探针的基本步骤............................................................................218 4.6.3 Mesh.Renderer组件中的Probes选项详解.....................................................223 4.6.4 如何使用Mesh.Renderer组件的Probes→Anchor.Override参数. ..................227 4.6.5 如果打开了Lighting窗口中Debug.Settings中的All.Probes.No.Cells选项,. 但是在Scene窗口看不到光照探针如何处理. ...............................................230 XVIII | 创造高清3D虚拟世界:Unity引擎HDRP高清渲染管线实战 4.7 使用Reflection Probe为场景提供反射信息 ..............................................................231 4.7.1 Screen.Space.Reflection(屏幕空间反射)..................................................231 4.7.2 Reflection.Probe(反射探针).....................................................................233 4.7.3 Sky.reflection(天空反射)..........................................................................242 4.8 阴影 .............................................................................................................................242 4.8.1 阴影的种类和三种光照模式........................................................................242 4.8.2 两种Shadowmask模式下的阴影表现. ...........................................................244 4.8.3 阴影的最大投射距离设置............................................................................248 4.8.4 Distance.Shadowmask和Shadowmask两种模式对性能的影响. .....................248 4.9 本章总结 .....................................................................................................................249 第5章 Lightmapping(光照烘焙)详解. ...................................................................250 5.1 摘要 .............................................................................................................................250 5.2 渐进式光照贴图烘焙对场景中的模型有什么要求 .................................................252 5.3 渐进式光照贴图烘焙对硬件的要求是什么?支持Unity的哪些渲染管线 ............257 5.4 进行渐进式光照贴图烘焙时烘焙出来的是什么 .....................................................257 5.5 渐进式光照贴图烘焙的CPU版本和GPU版本有什么区别 .....................................261 5.6 光照贴图烘焙界面参数详解 .....................................................................................261 5.7 不同显卡对GPU版本的烘焙效率有什么影响 .........................................................275 5.8 相同场景使用CPU烘焙需要多长时间 .....................................................................279 5.9 为什么GPU版本在烘焙的过程中,有时会自动切换成CPU版本 .........................279 5.10 如何避免GPU烘焙自动切换成CPU烘焙 ...............................................................280 5.11 如何解决光照贴图接缝问题 ...................................................................................282 5.12 如何整体地查看光照贴图的不同组成部分 ...........................................................283 5.13 如何查看场景中的模型在光照贴图中的位置? 如何调整模型在光照贴图中的占比大小 ...............................................................284 5.14 本章总结 ...................................................................................................................288 第6章 HDRP材质详解...........................................................................................289 6.1 摘要 .............................................................................................................................289 6.2 使用Lit着色器制作典型材质 ....................................................................................290 6.2.1 木头材质.......................................................................................................290 目 录 | XIX 6.2.2 冰箱材质.......................................................................................................298 6.2.3 陶瓷材质.......................................................................................................300 6.2.4 (普通)玻璃材质.......................................................................................306 6.2.5 (带折射的)玻璃材质. ...............................................................................312 6.2.6 半透明材质和次表面散射材质....................................................................317 6.2.7 自发光材质...................................................................................................327 6.2.8 Decal(贴花)的具体使用方法...................................................................330 6.3 渲染器和材质优先级 .................................................................................................339 6.4 使用HDRP自带的示例材质库 ..................................................................................340 6.4.1 金属箔材质...................................................................................................342 6.4.2 肥皂泡材质...................................................................................................345 6.5 本章总结 .....................................................................................................................348 第7章 Post.Processing后处理详解. ........................................................................350 7.1 摘要 .............................................................................................................................350 7.2 为场景添加后处理效果的步骤 .................................................................................351 7.3 后处理效果应用顺序和效果组合 .............................................................................351 7.4 HDRP中的后处理效果 ..............................................................................................352 7.4.1 Tonemapping(色调映射).........................................................................353 7.4.2 White.Balance(白平衡)............................................................................354 7.4.3 Bloom(泛光)............................................................................................354 7.4.4 Film.Grain(胶片颗粒)..............................................................................356 7.4.5 Depth.of.Field(景深)................................................................................357 7.4.6 Panini.Projection(帕尼尼投影)................................................................359 7.4.7 Lens.Distortion(镜头畸变).......................................................................360 7.4.8 Motion.Blur(运动模糊). ...........................................................................360 7.4.9 Chromatic.Aberration(色差).....................................................................362 7.4.10 Vignette(晕映)........................................................................................363 7.4.11 Lift、Gamma和Gain(颜色分级).............................................................364 7.4.12 Channel.Mixer(通道混合)......................................................................365 7.4.13 Color.Curve(颜色曲线).........................................................................366 7.4.14 Color.Adjustment(颜色调整).................................................................367 7.4.15 Split.Toning(分离调色)..........................................................................368 XX | 创造高清3D虚拟世界:Unity引擎HDRP高清渲染管线实战 7.4.16 Shadow、Midtones、Highlights(阴影、中间调、高光).......................369 7.5 本章总结 .....................................................................................................................370 第8章 HDRP.Debug窗口介绍................................................................................371 8.1 摘要 .............................................................................................................................371 8.2 Material(材质)相关的Debug窗口 .........................................................................372 8.3 Lighting(光照)相关的Debug窗口 ........................................................................374 8.4 Camera(相机)相关的Debug窗口 ..........................................................................376 8.5 MatCap显示模式的使用方法 ....................................................................................378 8.6 本章总结 .....................................................................................................................380 第9章 HDRP在VR中的应用...................................................................................381 9.1 摘要 .............................................................................................................................381 9.2 HDRP VR支持的平台 ................................................................................................381 9.2.1 系统要求.......................................................................................................381 9.2.2 支持的平台...................................................................................................382 9.3 配置HDRP项目以支持VR .........................................................................................382 9.4 可以应用到VR中的HDRP功能 .................................................................................387 9.5 将市政厅办公室场景转换成HDRP VR ....................................................................388 9.5.1 配置HDRP+VR...........................................................................................388 9.5.2 配置XR.Plug-in.Management......................................................................388 9.5.3 添加XR.Interaction.Toolkit..........................................................................388 9.5.4 创建XR.Rig、控制器和瞬移区域...............................................................389 9.5.5 创建转向系统...............................................................................................395 9.5.6 创建可交互物体...........................................................................................396 9.5.7 构建项目到设备...........................................................................................397 9.6 在VR设备中进行Debug .............................................................................................398 9.7 本章总结 .....................................................................................................................400 第10章 HDRP.Custom.Pass应用..........................................................................401 10.1 摘要 ...........................................................................................................................401 10.2 Custom Pass实例解析 ..............................................................................................401 目 录 | XXI 10.2.1 实例讲解1...................................................................................................402 10.2.2 实例讲解2...................................................................................................407 10.3 如何查看Custom Pass的渲染阶段 ..........................................................................408 10.4 本章总结 ...................................................................................................................409 第11章 HDRP实时光线追踪项目应用......................................................................410 11.1 摘要 ...........................................................................................................................410 11.1.1 运行光追应用所需的软硬件......................................................................411 11.1.2 Unity光追功能在编辑器中的位置.............................................................411 11.2 配置HDRP光追项目 ................................................................................................414 11.2.1 将普通HDRP项目升级到支持光追的HDRP项目....................................414 11.2.2 进一步设置HDRP配置文件(HDRP.Asset)启用相关的光追功能. .......417 11.2.3 在HDRP.Default.Settings界面启用相机的Frame.Settings中的光追功能.....421 11.2.4 在Scene窗口打开相机的抗锯齿功能和启用刷新设置..............................422 11.3 光追功能的使用方法 ...............................................................................................423 11.3.1 环境光遮蔽.................................................................................................424 11.3.2 屏幕空间反射.............................................................................................427 11.3.3 屏幕空间全局光.........................................................................................431 11.3.4 Light.Cluster的使用.....................................................................................433 11.3.5 屏幕空间阴影.............................................................................................439 11.3.6 次表面散射.................................................................................................443 11.3.7 递归式渲染.................................................................................................450 11.3.8 路径追踪.....................................................................................................453 11.4 本章总结 ...................................................................................................................457 附录A 基于物理的光照单位和参考数值(参考自Unity.HDRP官方文档).....................458 附录B 色温(Color.Temperature).......................................................................463 附录C 在Unity中制作高质量的光照效果...................................................................464
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