Lighting in Unity
Lighting in Unity, available at $89.99, has an average rating of 4.44, with 83 lectures, based on 145 reviews, and has 1487 subscribers.
You will learn about Lighting techniques for games Baking lightmaps Using light probe groups Creating volumetric lights for HDRP Post processing for that AAA look Realistic lighting setups for your project This course is ideal for individuals who are Anyone wanting to master lighting for games or You want to make your games stand out from the crowd with impressive visuals It is particularly useful for Anyone wanting to master lighting for games or You want to make your games stand out from the crowd with impressive visuals.
Enroll now: Lighting in Unity
Summary
Title: Lighting in Unity
Price: $89.99
Average Rating: 4.44
Number of Lectures: 83
Number of Published Lectures: 83
Number of Curriculum Items: 83
Number of Published Curriculum Objects: 83
Original Price: $39.99
Quality Status: approved
Status: Live
What You Will Learn
- Lighting techniques for games
- Baking lightmaps
- Using light probe groups
- Creating volumetric lights for HDRP
- Post processing for that AAA look
- Realistic lighting setups for your project
Who Should Attend
- Anyone wanting to master lighting for games
- You want to make your games stand out from the crowd with impressive visuals
Target Audiences
- Anyone wanting to master lighting for games
- You want to make your games stand out from the crowd with impressive visuals
Welcome to Lighting in Unity where we are going to cover lighting theory for games created in the built in renderer, Universal render pipeline and the high definition render pipeline
We will start with lighting basics, covering color theory, lighting characters and objects, color harmonies for creating great game aesthetics, baking real time global illumination and baking static light maps and using lighting probes for dynamically moving objects
In the built in renderer we will be lighting an interior bar room scene, using available light sources such as windows and wall lights. We will be matching color temperatures to real world values to make the scene look authentic
In the Universal render pipeline we will be lighting a cartoony style horror environment using saturated colour mixes. This could be useful for mobile style games as well as games that feature hand painted stylized graphics
In the High definition render pipeline we will be lighting a realistic scene using different times of day and looking at using fog volumes for volumetric lighting to create impressive visuals for games. We will look in detail at post processing to create AAA visuals for games. HDRP is used for top game titles and so mastering lighting in this render pipeline can be very useful for making your games compete with other top titles
So why not enrol today and I look forward to seeing you in my course
Soundtrack by Alex-Productions from free stock music
Course Curriculum
Chapter 1: Lighting Basics
Lecture 1: Introduction
Lecture 2: Install Unity
Lecture 3: Setting up the scene
Lecture 4: Directional light
Lecture 5: Sky settings
Lecture 6: Skybox challenge
Lecture 7: Ambient lighting
Lecture 8: Point light
Lecture 9: Spot light
Lecture 10: Cookies
Lecture 11: Halo
Lecture 12: Lens flares
Lecture 13: Projectors
Lecture 14: Baked lighting
Lecture 15: Bake modes
Lecture 16: Bake map settings
Lecture 17: Baked area light
Lecture 18: Reflection probes
Lecture 19: Baking emission
Lecture 20: Light probes
Lecture 21: HDRI skies and realtime global illumination
Lecture 22: HDRI baking
Lecture 23: Post Processing
Chapter 2: Color Theory
Lecture 1: Setting up color theory scene
Lecture 2: Monochromatic colors
Lecture 3: Complementary colors
Lecture 4: Split complementary colors
Lecture 5: Triadic colors
Lecture 6: Tetradic colors
Lecture 7: Analogous colors
Lecture 8: Color harmony task
Chapter 3: Lighting Techniques
Lecture 1: Lighting techniques setup
Lecture 2: Single light source
Lecture 3: Background lighting
Lecture 4: Multiple lights
Chapter 4: The Room – Built in Renderer
Lecture 1: Install room project
Lecture 2: Color temperature
Lecture 3: Lightmap scale
Lecture 4: Setting up first light
Lecture 5: Pool table light
Lecture 6: Wall lights
Lecture 7: Table lamp
Lecture 8: Reflection probe
Lecture 9: Final bake test
Lecture 10: Post processing
Lecture 11: Fixing small issues
Lecture 12: Bake final lightmap
Lecture 13: Final bake results
Chapter 5: Mansion – URP
Lecture 1: Create new URP project
Lecture 2: Taking a look at the scene
Lecture 3: URP quality settings
Lecture 4: Checking lightmap resolution
Lecture 5: Setting up the sky background
Lecture 6: Lighting the rocks
Lecture 7: Test bake for rocks
Lecture 8: Lighting for the bridge
Lecture 9: Lighting the darker areas
Lecture 10: Bright spots of light
Lecture 11: Lighting the fence
Lecture 12: Lighting the gravestones
Lecture 13: Lighting the house
Lecture 14: Post Processing
Lecture 15: Fixing the moonlight
Lecture 16: Final bake
Lecture 17: Bake results
Lecture 18: Box volume post processing
Lecture 19: Scene results
Chapter 6: Forest – HDRP
Lecture 1: Setting up the HDRP project
Lecture 2: HDRP settings
Lecture 3: Physically based sky
Lecture 4: Sun and fog
Lecture 5: Clouds
Lecture 6: Camera exposure
Lecture 7: Sky challenge
Lecture 8: Creating a sunset
Lecture 9: Mid day sky
Lecture 10: Camera settings
Lecture 11: HDRI sky
Lecture 12: Local fog
Lecture 13: Final scene lighting setup
Lecture 14: Final post processing
Lecture 15: HDRP summary
Lecture 16: Course completion
Instructors
-
Pete Jepson
Game Design Tutor
Rating Distribution
- 1 stars: 7 votes
- 2 stars: 2 votes
- 3 stars: 10 votes
- 4 stars: 29 votes
- 5 stars: 97 votes
Frequently Asked Questions
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