Unity 4.3 Essential Training
Illustration by Mark Todd

Unity 4.3 Essential Training

with Adam Crespi

Video: Creating lit materials

Materials and shaders can go a long way Then I'll pull it over on the ceiling.
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  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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Watch the Online Video Course Unity 4.3 Essential Training
6h 49m Beginner Mar 10, 2014

Viewers: in countries Watching now:

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.

Topics include:
  • Designing the game
  • Creating and transforming objects
  • Importing and configuring models and textures
  • Setting properties in the Inspector
  • Creating the terrain geometry
  • Building materials and adding shaders
  • Creating GameObjects
  • Exploring physics
  • Animating objects
  • Lighting the scene
  • Creating 2D game elements
  • Adding special effects
3D + Animation Developer
Unity 3D Unity
Adam Crespi

Creating lit materials

Materials and shaders can go a long way in helping the lighting look correct in a scene. Beyond simply colored in the right way and shining, maybe with a reflection, we have a class of materials called self-illuminating, and what these do is look like they're giving off light. This is really important when we're trying to light a space that the light fixtures look like they're on. And they add a tremendous amount of believability if the lights that appear to be on are pretty close to illuminating the room. Or, at least so we think. I've made a can light, and it's a surface mount can.

What those are, are cans that are stuck to the ceiling versus recessed into it. We're going to put these all over the gallery and we need to get the materials dialed in so that they look like they're giving off light. Whether every one of them actually has a light or not is really up to us in how we light the space, but they need to look at least softly lit. I'll go into the Meshes folder in the Assets and there's Can Light Surface Mount. It comes in with a scale factor that needs tweaking as it's very, very small at the moment. I'll put this scale up to one and generate light map UVs.

Then I'll scroll down and change the material naming from the Base Texture Name to From Model's Material. This has two materials assigned, a bronze, and underneath, a gradient where it's supposed to look lit. By changing this over, I'll make sure I get both materials in. And I'll hit Apply, and let those changes take effect. Now in the materials folder, in the meshes where Unity creates automatically materials upon import, I've got a leftover from something or other, WhitewallCS and then Lit_Bulb and Bronze.

Actually this leftover was here from the initial import and then once I changed over how Unity was perceiving those materials, it was still there, it just created two new materials for me. I can delete the WhitewallCS by pressing Delete. And now I'm ready to adjust these lit materials. What I've also done, and I'll look in the texture folder to show this, is to update the white wall material. Here in the building textures is my WhitewallCS and I'll enlarge the preview and take a look at the alpha channel. Instead of merely black in the alpha, now it has a specular channel and what this does is gives the wall a little bit of a sheen.

The vent has a little bit more of a sheen, and the baseboard is a little shinier. Up in the top left we can see a gray and white gradient and that's actually what will determine how this light looks lit in that bulb section. The square to the right of it then is a brushed, shined surface that will give the bronze in there, whenever I use it, a little bit of a striping in the specular highlight. I'll jump back over to the Meshes directory. Pick that can light surface mount, and drag it into the scene. I'll pull it actually right into the scene view and this way I don't have to hunt for it.

Because we're going to place this object as a prefab, and then let it batch, or define once and just reference the definition, we can actually place it in verses actually taking the place it was in Maya, which is actually flung out into the lake somewhere. Now with this light in, I'll pull it up and snap it on to the ceiling. I'll zoom out in my scene view, switch over to a wire, and hide a few things to make it easier to see. I'll pick the oak, the plane and the terrain and the cattails and uncheck their visibility again.

Now I'll pick my can light surface mount. Press F to focus in on it. V to snap, and snap it up to the top of a wall. Then I'll pull it over on the ceiling. I'm not sure where it's going to land yet, but at least want it up on the ceiling in the right place. I'll switch back to a textured view. And there's the start of my can light. Here's how the materials will work. With that can selected, I can see I've got two materials, lit bulb and bronze. I'll take the lit bulb material, which is just applied to the faces inside that can, and change its shader, choosing Self Illumine and Diffuse.

I don't really need this to shine and it's going to look totally lit, so it wouldn't really show a specular highlight or reflection. So a diffuse is the simplest possible shader to use here. By changing to a diffuse, I get an additional slot here in the material. It accepts another alpha channel. And this is where I can define where it looks like it's emitting light. I'll go in and pick by clicking on the select button that same white wall. Scrolling down and picking WhitewallCS. Now the whole material looks lit and we can tell here in the sample sphere that the wall is actually softly glowing.

That's okay, because I've assigned by polygon just these lit faces. If you have a more complex object, you may want to make sure that your alpha channel is really set for self illumination. That is, if it shouldn't look lit, it should be black. My light is pretty good. But I need to eliminate that bronze material. I've already defined a bronze that I'd like to use. And so rather than have yet another bronze, I'm going to borrow one of my existing ones. I'll open up my Materials folder. And there's a brushed bronze. This brushed bronze actually uses that same texture.

So, what I'll do is to select that can light, and drag this brushed bronze right onto it. It lands in the place where that bronze was. I'm making sure to hit those polygons that I already had assigned the bronze to. Now I've got my same brushed bronze material on the exterior of the can light. But I still have the Self Illumine shader on the actual lit bulb. And when I deselect it, it looks at least like that can light is lit. I'll press play and take a quick look at it, but before I do that, I'll make sure I turn on the shadows in my directional light.

Dropping down under Shadow Type and choosing, oh, Soft Shadows for now. This way I'll get some shadow through the window and won't get inadvertent light around the top of the can, or in other places where light might leak. When I play my scene, I can see the can light in the distance. I'll zoom down to it and take a look up. Now, obviously, this scene is not lit inside yet, but it definitely looks like that light is on, at least from the lightbulb. And so, when I get a light in on the floor here, it'll really reinforce that yes, this part of the gallery is lit by that can light.

And I believe it because of the self lum material.

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