![Creating Custom Lighting in Unity's Shader Graph with Universal Render Pipeline | by NedMakesGames | Medium Creating Custom Lighting in Unity's Shader Graph with Universal Render Pipeline | by NedMakesGames | Medium](https://miro.medium.com/v2/resize:fit:1400/1*4XSyMlyJuqG5GdSgtQeEBw.png)
Creating Custom Lighting in Unity's Shader Graph with Universal Render Pipeline | by NedMakesGames | Medium
![原文翻譯:Kelvin Lo Unity版本:5.5 - 難度:中度在Unity裡,可以用兩種不同的技術來計算全域光照GI或光源反射,就是烘焙全域光照(Baked GI)和預計算即時全域光照(Precomputed Realtime GI)… | Unity, Unity 3d, Game engine 原文翻譯:Kelvin Lo Unity版本:5.5 - 難度:中度在Unity裡,可以用兩種不同的技術來計算全域光照GI或光源反射,就是烘焙全域光照(Baked GI)和預計算即時全域光照(Precomputed Realtime GI)… | Unity, Unity 3d, Game engine](https://i.pinimg.com/736x/33/88/14/3388147ab61db0c832ee5608195ae869.jpg)
原文翻譯:Kelvin Lo Unity版本:5.5 - 難度:中度在Unity裡,可以用兩種不同的技術來計算全域光照GI或光源反射,就是烘焙全域光照(Baked GI)和預計算即時全域光照(Precomputed Realtime GI)… | Unity, Unity 3d, Game engine
![Trying to improve lighting on a large scene for a mobile game, using lightmapping, I get blotchy results. I've stripped the scene down to a ground plane, 2 cliffs one facing the Trying to improve lighting on a large scene for a mobile game, using lightmapping, I get blotchy results. I've stripped the scene down to a ground plane, 2 cliffs one facing the](https://i.redd.it/rph6h9vijr171.png)