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Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows techniques used in game development with Unity and introduces the basics of scripting and game functionality. First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.
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.
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