|
@@ -349,11 +349,13 @@ The tone mapping options are:
|
|
|
Mid- and post-processing effects
|
|
|
--------------------------------
|
|
|
|
|
|
-The Environment resource supports many widely-used mid- and post-processing effects.
|
|
|
+The Environment resource supports many popular mid- and post-processing effects.
|
|
|
|
|
|
.. note::
|
|
|
|
|
|
- Screen-space effects such as SSR, SSAO, SSIL and glow do not operate on
|
|
|
+ Screen-space effects such as :abbr:`SSR (Screen-Space Reflections)`,
|
|
|
+ :abbr:`SSAO (Screen-Space Ambient Occlusion)`,
|
|
|
+ :abbr:`SSIL (Screen-Space Indirect Lighting)` and glow do not operate on
|
|
|
geometry that is located outside the camera view or is occluded by other
|
|
|
opaque geometry. Consider this when tweaking their settings to avoid
|
|
|
distracting changes during gameplay.
|
|
@@ -424,21 +426,21 @@ a narrower path for the light to enter:
|
|
|
.. image:: img/environment_ssao.webp
|
|
|
|
|
|
It is a common mistake to enable this effect, turn on a light, and not be able to
|
|
|
-appreciate it. This is because :abbr:`Screen-Space Ambient Occlusion (SSAO)`
|
|
|
+appreciate it. This is because :abbr:`SSAO (Screen-Space Ambient Occlusion)`
|
|
|
only acts on *ambient* light. It does not affect direct light.
|
|
|
|
|
|
This is why, in the image above, the effect is less noticeable under the direct
|
|
|
light (on the left). If you want to force
|
|
|
-:abbr:`Screen-Space Ambient Occlusion (SSAO)` to work with direct light too,
|
|
|
+:abbr:`SSAO (Screen-Space Ambient Occlusion)` to work with direct light too,
|
|
|
use the **Light Affect** parameter. Even though this is not physically correct,
|
|
|
some artists like how it looks.
|
|
|
|
|
|
-:abbr:`Screen-Space Ambient Occlusion (SSAO)` looks best when combined with a
|
|
|
+:abbr:`SSAO (Screen-Space Ambient Occlusion)` looks best when combined with a
|
|
|
real source of indirect light, like VoxelGI:
|
|
|
|
|
|
.. image:: img/environment_ssao2.webp
|
|
|
|
|
|
-Tweaking :abbr:`Screen-Space Ambient Occlusion (SSAO)` is possible with several
|
|
|
+Tweaking :abbr:`SSAO (Screen-Space Ambient Occlusion)` is possible with several
|
|
|
parameters:
|
|
|
|
|
|
.. image:: img/environment_ssao_parameters.webp
|
|
@@ -449,9 +451,9 @@ parameters:
|
|
|
- **Intensity:** The primary screen-space ambient occlusion intensity. Acts as a
|
|
|
multiplier for the screen-space ambient occlusion effect. A higher value
|
|
|
results in darker occlusion.
|
|
|
- Since :abbr:`Screen-Space Ambient Occlusion (SSAO)` is a screen-space effect,
|
|
|
+ Since :abbr:`SSAO (Screen-Space Ambient Occlusion)` is a screen-space effect,
|
|
|
it's recommended to remain conservative with this value.
|
|
|
- :abbr:`Screen-Space Ambient Occlusion (SSAO)` that is too strong can be
|
|
|
+ :abbr:`SSAO (Screen-Space Ambient Occlusion)` that is too strong can be
|
|
|
distracting during gameplay.
|
|
|
- **Power:** The distribution of occlusion. A higher value results in darker
|
|
|
occlusion, similar to **Intensity**, but with a sharper falloff.
|
|
@@ -468,8 +470,9 @@ parameters:
|
|
|
- **Light Affect:** The screen-space ambient occlusion intensity in direct
|
|
|
light. In real life, ambient occlusion only applies to indirect light, which
|
|
|
means its effects can't be seen in direct light. Values higher than 0 will
|
|
|
- make the SSAO effect visible in direct light. Values above ``0.0`` are not
|
|
|
- physically accurate, but some artists prefer this effect.
|
|
|
+ make the :abbr:`SSAO (Screen-Space Ambient Occlusion)` effect visible in
|
|
|
+ direct light. Values above ``0.0`` are not physically accurate, but some
|
|
|
+ artists prefer this effect.
|
|
|
|
|
|
Screen-Space Indirect Lighting (SSIL)
|
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
@@ -477,25 +480,25 @@ Screen-Space Indirect Lighting (SSIL)
|
|
|
*This feature is only available when using the Forward+ backend, not
|
|
|
Mobile or Compatibility.*
|
|
|
|
|
|
-:abbr:`Screen-Space Indirect Lighting (SSIL)` provides indirect lighting for
|
|
|
+:abbr:`SSIL (Screen-Space Indirect Lighting)` provides indirect lighting for
|
|
|
small details or dynamic geometry that other global illumination techniques
|
|
|
cannot cover. This applies to bounced diffuse lighting, but also emissive
|
|
|
-materials. When :abbr:`Screen-Space Indirect Lighting (SSIL)` is enabled on its
|
|
|
+materials. When :abbr:`SSIL (Screen-Space Indirect Lighting)` is enabled on its
|
|
|
own, the effect may not be that noticeable, which is intended.
|
|
|
|
|
|
-Instead, :abbr:`Screen-Space Indirect Lighting (SSIL)` is meant to be used as a
|
|
|
+Instead, :abbr:`SSIL (Screen-Space Indirect Lighting)` is meant to be used as a
|
|
|
*complement* to other global illumination techniques such as VoxelGI, SDFGI and
|
|
|
-LightmapGI. :abbr:`Screen-Space Indirect Lighting (SSIL)` also provides
|
|
|
+LightmapGI. :abbr:`SSIL (Screen-Space Indirect Lighting)` also provides
|
|
|
a subtle ambient occlusion effect, similar to SSAO but with less detail.
|
|
|
|
|
|
This feature only provides indirect lighting. It is not a full global illumination
|
|
|
solution. This makes it different from screen-space global illumination (SSGI)
|
|
|
-offered by other 3D engines. :abbr:`Screen-Space Indirect Lighting (SSIL)`
|
|
|
-can be combined with :abbr:`Screen-Space Reflections (SSR)` and/or
|
|
|
-:abbr:`Screen-Space Ambient Occlusion (SSAO)` for greater visual quality
|
|
|
+offered by other 3D engines. :abbr:`SSIL (Screen-Space Indirect Lighting)`
|
|
|
+can be combined with :abbr:`SSR (Screen-Space Reflections)` and/or
|
|
|
+:abbr:`SSAO (Screen-Space Ambient Occlusion)` for greater visual quality
|
|
|
(at the cost of performance).
|
|
|
|
|
|
-Tweaking SSIL is possible with several parameters:
|
|
|
+Tweaking :abbr:`SSIL (Screen-Space Indirect Lighting)` is possible with several parameters:
|
|
|
|
|
|
- **Radius:** The distance that bounced lighting can travel when using the
|
|
|
screen space indirect lighting effect. A larger value will result in light
|
|
@@ -525,7 +528,7 @@ Mobile or Compatibility.*
|
|
|
|
|
|
Signed distance field global illumination (SDFGI) is a form of real-time global
|
|
|
illumination. It is not a screen-space effect, which means it can provide global
|
|
|
-illumination for off-screen elements (unlike :abbr:`Screen-Space Indirect Lighting (SSIL)`).
|
|
|
+illumination for off-screen elements (unlike :abbr:`SSIL (Screen-Space Indirect Lighting)`).
|
|
|
|
|
|
.. seealso::
|
|
|
|