Self Study 5


This self study is an introduction to lighting and shader graph in Unity. All these affects where also done within the Universal Render Pipeline instead of the default Unity renderer.

Monkey Light Room

Lighting Monkey

The above image was done by following the LIGHTING in Unity by Brackeys  tutorial.

Dissolving Monkey

Dissolving Monkey

This effect was done using shader graph by following the DISSOLVE using Unity Shader Graph by Brackeys tutorial.

Added lighting / post-processing

Added lighting / post-processing

Using the scene that was used in previous studies, I added the lighting techniques used above. The first change was a nicer looking skybox that blends better with the terrain. Next was turning on baked lighting and setting each of the larger objects to be static so that some of the lighting could be pre-calculated. Finally some lights were added inside the building, and a nice emission glow added to the health packs.

Interesting patterns

Interesting patterns
Lightmap baking didn't immediately work, and resulted in some really weird shading the first time around, but forcing lightmap UV generation on the imported models fixed most of the issues.

Dissolving building

Dissolving building
Finally I added the dissolve shader used above to the building itself, only modifying it so that material could pass through the base color to the shader. This means that separate materials are used for the building walls, clock-face, and stairs, but all use the same shader.

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