In this Video Tutorial, I will show you Step by Step process how I make Lighting and Post-Processing for my Low Poly Demo Scenes on Unity 5.5

This video is not about teaching you everything about lighting, but showing you how I achieve these results, and to help you to achieve them too. So I hope it will improve your lighting and Post-Processing skills in Unity ๐Ÿ™‚

 

Down below is the same Tutorial in Text and Pictures format with more Information and Explanations!

Learn:

  • Basics of the Lighting in Unity
  • Setup the Scene for Precomputed Realtime GI
  • Add Light Probes to use Precomputed Realtime GI on Dynamic (non-static) Objects
  • Change Lighting Settings/Colors
  • Import Images Effects from Unity Standard Assets
  • Set up Post Processing Image Effects for the Camera:
    • Ambient Occlusion
    • Global Fog
    • Depth of Field
    • Tonemapping
    • Antialiasing
    • Bloom
    • Color Correction Lookup Texture
    • Vignette and Chromatic Aberration
    • Tweak colors to get any mood for your scene

Software used:

  • Unity 5.5
  • Photoshop CC 2017

HOW I SETUP LIGHTING FOR MY LOW POLY DEMO SCENES

 

1. Make sure you are using PC, Mac & Linux Standalone!

Go to File > Build Settings and Select PC, Mac & Linux Standalone and hit Switch Platform button.

 

2. Enable Precomputed Realtime GI (Global illumination)

Go to Lighting and select Scene tab (If you can’t find Lighting tab, in top Unity menu go to Window > Lighting). Here you can see Precomputed Realtime GI tab. Enable it and set Realtime Resolution to 0.5 (less resolution you set, faster GI Precomputing will be. I recommend to set it even lower when you are working on the scene, and set to 0.5 or bigger for the final scene. 0.5 works really well for my low poly scenes) Set CPU Usage to Medium.What Realtime Resolution and CPU Usage does you can find HERE.

-Disable Baked GI

At the bottom you will see this:

Uncheck Auto – to Disable Auto Build.

 

3. Clean GI Cache! (I do it because sometimes the scene won’t bake as it should).

Go to Edit > Preferences Select Gi Cache tab and Press Clean Cache button!

 

4. Use Precomputed Realtime GI.

Inside the Hierarchy, I select My Terrain Assets and set them to Static (if you want to use Precomputed Realtime GI your assets should be Static. Or you can use Light Probes for non-static objects, I will show it in the next steps).

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Now inside Lighting tab Enable Auto Build. And wait until build is done(Blue loading bar). That’s it, at this point my terrain assets using Precomputed Realtime GI, or Bounced Lighting. I use Auto Build, so every time I change something, move the Terrain, for example, my Scene automatically Build Realtime GI.

 

5. Make sure that Color Space is set to Linear

To do that, go to Edit > Project Settings > Player

In the Other Settings tab, you will find Color Space set it to Linear. It gives you way better colors than Gamma, read more about Linear and Gamma Color Space in the links provided.

 

6. Change Lighting Settings

Grab and drag Directional Light(I named it to the Sun) to the Lighting tab SunWhen a procedural skybox is used, you can use this to specify a directional light object to indicate the direction of the โ€œsunโ€ (or whatever large, distant light source is illuminating your scene). If this is set to None then the brightest directional light in the scene will be assumed to represent the sun.

Also, change Ambient Source to Color and change the color to any color you like (I used #896262 color). It’s basically changing Ambient Light Color in the scene.

Now inside Hierarchy select the Sun(Directional Light), and rotate it by X and Y axis to change Time of the Day and Mood. Play with the light and shadows until you are happy with the result. I manage to get this result by changing only the Sun(Directional Light) rotation:

 

7. Add Light Probe Group

Light Probes used for non-static objects(moving objects) to let them get bounced light(Precomputed Realtime GI). I used light probes for all my trees, rocks, mushrooms in the scene, even if they don’t move it’s better to use light probes for smaller objects to save on Performance – memory, and GI build time.

Go to Hierarchy and Press Create > Light > Light Probe Group

Now I grab and move Light Probe Group where my Assets(Trees, rocks, etc..) are. And move bottom Light Probes under the Ground to make sure that everything will be affected by Precomputer Realtime GI.

With Light Probe Group selected, turn on Edit Light Probes mode.

And now you can edit your Light Probes, Or just press LEFTMOUSE on Light Probe(Yellow ball) to select it(it will automatically turn on Edit Light Probes mode). By holding SHIFT you can make multiple selections.

So, I selected all one side Light Probes and moved them to a very right where my assets(trees, rocks..) ends. I did it from all sides, so all my main Scene (non-static) Assets(trees, rocks..) will be inside that Light Probe Group. So they get bounced light from the ground by using Precomputed Realtime GI.

And by selecting the whole line of Light Probes from Orthographic View I duplicated(by pressing CTRL+SHIFT) and moved them a couple of times where my main scene non-static assets are.

After duplicating and moving Light Probes my whole Light Probe Group looks like this:

Yes, I could delete and move a lot of Light Probes in a different way, but this was made as quick as possible to make a quick demo scene. Now If I deselect Light Probe Group inside Hierarchy, Light Probes look like this:

At this point, I want to test how they work, how much light bounces off the ground to my rock assets for example. I usually Disable Light Probe Group Gizmo to see the scene better. To do that go to Gizmos and Disable LightProbeGroup:

And now I can test how my Light Probe Group works by Disabling/Enabling it in the Inspector. You can clearly see that the rocks get bounced green light from the ground. This is what Precomputed Realtime GI Do to the Terrain objects set to Static, and non-static objects using Light Probe Group.

 

HOW I SETUP POST-PROCESSING FOR MY LOW POLY DEMO SCENES

1. First, you need to import Image Effects to your project.

Go to Assets > Import Package > Effects

-If there are no Effects package to import, you need to download Standard Assets for your Unity build and install it!

So, after you pressed on Effects, select these folders:

  • Editor (and everything thatโ€™s inside that folder)

Inside Standard Assets > Effects select:

  • Image Effects

And Import.

 

2. Adding Post-Processing Image Effects to your Camera. (Add All Image Effects In The Same Sequence like I Show You! This way they work the best with each other). If you want to see how every camera effect change, the look of the scene watch Video Tutorial!

1) Add: Screen Space Ambient Occlusion – Select your Main Camera in the Hierarchy and inside Inspector you should see a big button Add Component, press on it and search for Screen Space Ambient Occlusion, press on it to add it on your Main Camera.

Now Play with Settings to get the best results for your scene. Mine Settings for this scene looks like this:

 

2) Add: Global Fog – Press Add Component and search for Global Fog.

Play with Settings to get the best results for your scene. Mine Settings for this scene looks like this:

Also, go to Lighting tab and down here you will find Fog, Enable it! Here you can change Global Fog Color and other Fog settings. Mine settings look like this (mine scene fog color code #767474FF):

 

3) Add: Depth of Field– Press Add Component and search for Depth of Field(Lens Blur, Scatter,..).

Play with Settings to get the best results for your scene, just think where is your main focus point of your scene. Mine Settings for this scene looks like this (I focused to the Bonfire):

 

4) Add: Tonemapping

These Settings works the best for myLow Poly Scenes:

 

5) Add: Antialiasing and leave Default Settings:

 

6) Add: Bloom

My Bloom settings (I usually just change Threshold to 0.6):

 

7) Add: Color Correction (3D Lookup..) and leave it for now.

 

8) Add: Vignette and Chromatic Aberration

Play with Settings to get the best results for your scene. Mine Settings for this scene looks like this:

 

3. Setting up Color Correction Lookup Texture.

Just take a screenshot of your Unity Screen with Game View on the screen just like this:

Now jump to Photoshop and paste that screenshot here. Then paly with image Adjustments to get your scene mood how you want. Play with all those settings. I usually change brightness/contrast a bit, and Color Balance:

After you are happy with the colors of your scene, you need to Import Color Lookup Texture to your Photoshop on top of that screenshot. You can find Color Lookup Texture inside your unity project. Just go to Assets > Standard Assets > Image Effects > Textures and inside you should find texture called Neautral3D16. If you can’t find it, make sure you imported Image Effects from Standard Assets as I showed before in step 1 of Post-Processing part.

Okey, so after you import Color Lookup Texture to your Photoshop, make sure that texture layer is under your Image Adjustment Effects:

Then make a selection, of Color Lookup Texture and by using Crop Tool crop it, so only this texture is left on the screen:

Go to File > Save As.. and Save it as a .PNG (you can use any name you want for it) to your Unity Project(you can create a folder for that texture).

Now open Unity, select your Main Camera in a Hierarchy, and inside Inspector open that Color Correction Lookup (Script). Now grab and drag your saved Color Lookup Texture to that square which says “None (Texture 2D)” and hit “Conver and Apply“.

 

THAT’S IT! HIT PLAY AND ENJOY!

 

ASSETS USED TO BUILD THE SCENE IN THIS VIDEO

Thank you for your time, and I hope that this step by step Tutorial Video helped you a bit ๐Ÿ™‚

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