Baked Indirect mode is a lighting mode shared by all Mixed Lights in a Scene. To set Mixed lighting to Baked Indirect, open the Lighting window (menu: Window > Rendering > Lighting Settings), click the Scene tab, navigate to Mixed Lighting and set the Lighting Mode to Baked Indirect. See documentation on Mixed lighting to learn more about this lighting mode, and see documentation on Light modes to learn more about the other modes available.
For Lights that are set to Baked Indirect mode, Unity only precomputes indirect lighting, and does not carry out shadow pre-computations. Shadows are fully real-time within the Shadow Distance (menu: Edit > Settings , then select the Quality category, and navigate to the Shadows section). In other words, Baked Indirect Lights behave like Realtime Lights with additional indirect lighting, but with no shadows beyond the Shadow Distance. You can use effects like the Post-processing fog effect to obscure the missing shadows past that distance.
适合使用 Baked Indirect 模式的一个很好的例子是,您想要在与走廊相连的房间内构建一个室内射击游戏或冒险游戏。此情况下的观察距离是有限的,因此可见的一切对象通常都应该在__阴影距离__内。此模式对于构建有雾的室外场景也很有用,因为您可以使用雾来隐藏远处缺失的阴影。
下表显示了使用 Baked Indirect 模式时静态和动态游戏对象如何投射和接受阴影:
动态阴影接受者 从另一个静态或动态游戏对象接受阴影的动态游戏对象 |
静态阴影接受者 从另一个静态或动态游戏对象接受阴影的静态游戏对象 |
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---|---|---|---|---|
在阴影距离内 | 超出阴影距离 | 在阴影距离内 | 超出阴影距离 | |
动态阴影投射物 投射阴影的动态游戏对象 |
阴影贴图 | - | 阴影贴图 | - |
静态阴影投射物 投射阴影的静态游戏对象 |
阴影贴图 | - | 阴影贴图 | - |
鉴于 Baked Indirect 模式的性能要求,该模式非常适合以中端 PC 和高端移动设备为目标的构建。Baked Indirect 模式最主要的优缺点如下:
2017–06–08 Page published with limited editorial review
在 5.6 版中添加了“光照模式”