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Creating light shafts and sunbeams

From: Unity 4.3 Essential Training

Video: Creating light shafts and sunbeams

Image effects in Unity, provide a powerful way to, add This light, underneath building A is a building A ceiling light.

Creating light shafts and sunbeams

Image effects in Unity, provide a powerful way to, add some over all polish to your scene, and unify the look. What I've done so far, is to tune up some of the lighting in building A here. Moving the point lights closer to the ceiling. Making sure every thing was marked for the correct layer. Putting a light over the Emmas, and turning only the spots and the points for this building to Important. This way, they hit just what they need to, and I've added one more light in to hit the ceiling, that way the ceiling isn't being hit by five or six lights and trying to figure out whose the most important.

I'll scroll out and show whats going on here. This light, underneath building A is a building A ceiling light. It's got a big range and a fairly low intensity. And all it does is hit that roof object which is now on its own layer called roof AB. I made two new layers called roof AB and roof C. What these do then, is let me say, this ceiling light can only hit this piece. This roof will be hit underneath from that point light, and from the top by the suns. That way, the roof wont blow out. The ceiling will be softly lit inside the building and the building lights themselves don't have to worry about hitting the ceiling.

They'll take out any hotspots they have, leaving me a slightly dimmer than the walls, evenly lit ceiling in the building. Now I'll look at some of the image effects. What I'm going to do is import in a new package that's available for Unity Pro only. If you're using Unity Indie, you can watch this one, and try to approximate some of the effects either in your textures, or with some creative scripting. I'll right click in my Assets folder, choose Import Package, and Image Effects. Note that it's marked Pro only. In the important package dialogue, I'll import everything in.

There's a bunch of different image effects in here, and I want to be able to pick and choose. I'll click Import, Unity will take a minute, bring those image effects in, and then I'll start in on my Sun Shafts. My image effects are imported in. In the Standard Assets folder, there's now an image effects folder. And I've got all kinds of different image effects scripts. These are a mix of java script and C sharp, and there's all manner of neat things to put. And I want to offer a word of caution on that. It's very tempting to put on everything, blur and bloom, and flair and so on and so on.

And this will bog down your game, because these are image effects, they drastically multiply the number of draw calls you're making, because objects are first drawn, and then drawn seen through the image effect. Some of which have blurs with multiple iterations, and so very quickly you can see a tripling or quadrupling of number of draw calls going on, and watch your game slow down. I'm going to start out with my Sun Shaft putting them first on the main camera. I'll pick up First Person Controller, select the Main Camera, scroll down in the image effects, and grab the sunshafts and drag it across.

The sunshafts look to a transform of an object to originate. I'll use the sun, so that the directional light for the sun, the long sun beams on the floor and the sunshafts all match in angle. I'll click on the Pick button for transform. And up in the Scene section of the Select Transform dialog, I'll click Sun and pick my sun. Always adjust an effect when you put it on. Never use just the default effect. They look pretty decent. But remember, everybody has them. So you need to customize these, for your game, and make it look like you want.

What I'll do, is to bring up the intensity just a bit. I'll put it up to two, and see how it looks. Then I'll click on the shaft's color and add just a little warmth in, maybe a saturation of five, and a hue in the, I would say thirty-five range. A warm orange. I'll have to see how this looks. I may end up switching blending modes, and with this lets me do, is go from screen to add. Add is additive in luminance and tends to get very big, very white and very hot, very quickly. But if you need, if you're familiar with Nuke God Rays, that's actually the mode to use.

By the way, that is an actual filter in the compositing package Nuke, God Rays. It's what we use to put on, this phenomenon, crepuscular lighting, or dust in the sunbeams. I'll leave the resolution at normal. There's choices in here. Low, Normal, and High. And we can bring it up or down depending on the quality we need, versus the hit in performance we're taking. I will see how it looks once I get my other effects on, but first I will test out my Sun Shafts, I will click Play, Unity jumps into the game and I can just see a little bit of haze going on in the Sun Shafts on the floor.

We can see them coming in and they are very subtle. That's okay, because I'm going to put on some other effects that may boost them up. So I don't want to make those Sun Shafts absolutely giant for the moment. Also, keep in mind we actually want to see what's going on here. Subtlety is good, so just a little bit of emphasis in the Sun Shafts is more than enough. Here's that paining, by the way. I'll zoom over to it and get close enough. And we can just see that car, knock into the other, and knock it down. It's a 2D image, or 2D set of sprites, actually, that's functioning as a painting that we bumped into, which sprang to life and had an accident.

Now that I'm out of the game, I can adjust the Sun Shafts a little further, but I'll wait on the Sun Shafts until I get my other image effects on. Next I'll put on ambient occlusion, depth of field, motion blur, and a little bit of color correction to tie it all together.

Show transcript

This video is part of

Image for Unity 4.3 Essential Training
Unity 4.3 Essential Training

78 video lessons · 15602 viewers

Adam Crespi

Expand all | Collapse all
  1. 2m 57s
    1. Welcome
    2. What you should know before watching this course
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps

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