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Example: Enlighten setup of the Ice Cave

Unity has several global illumination visualization modes. This section describes these modes with the Ice Cave as an example scene.

The following figure shows the different visualization modes that are listed in the Unity Global Illumination visualization menu.

Figure 5-13 Global illumination visualization menu

UV Charts view

The UV Charts view is recommended for verifying both your pixel size and UV charts. Compared to the earlier example scenes, the more complex Ice Cave scene shows meshes in the UV Charts with multiple charts and sharp boundaries. See, for example, the cave ceiling. To avoid any visible seams in the final rendered image, Enlighten attempts to stitch these boundaries automatically.


The result of the stitching can be seen in the Irradiance and Directionality views. However, in the final image the seams are much less visible because of the applied material textures. Therefore, do not overestimate visible seams in these two views. Ideally, you can hide the seams by moving them to less visible parts of the mesh.

The following figure shows Ice Cave UV parts in the UV charts view.

Figure 5-14 Ice Cave UV Charts

Systems view

The Systems view shows the systems that are automatically generated by Enlighten. Multiple systems enable the precompute and the runtime to be executed in parallel. In general, the automatic generation works fine without the need to change any settings.

In the following figure, each color represents a system. Each system can contain multiple objects.

Figure 5-15 Ice Cave Systems

Albedo view

The Albedo view shows the light map pixels that are rendered with the diffuse color that Enlighten is using for light bounced or emitted in the scene. It effectively shows at what detail Enlighten uses the color information from your scene.

The following figure shows that the albedo is an average of the albedo map and the albedo color.

Figure 5-16 Ice Cave Albedo

Emissive view

The Emissive view is similar to the albedo view, but it shows the color and intensity of the emitted light from emissive objects. You can use emissive objects with Enlighten to create area lights without any rendering cost.

The following figure shows that the emissive value is the average of the emissive map and emissive color. For example, the blue crystals and green platform are emissive.

Figure 5-17 Ice Cave Emissive

Irradiance view

The Irradiance view only shows the irradiance that is received by surfaces using light maps. This view helps to identify lighting or scene setup issues, as often the standard render view, with textures applied, makes it difficult to identify the exact problem.

The following figure shows the Irradiance view with light coming from the fireflies and a light placed behind the crystals.

Figure 5-18 Ice Cave Irradiance

Directionality view

The Directionality view shows the dominant light direction for each pixel. This is used if the Directional or Directional Specular options are selected. Like the Irradiance view, changing the position of lights makes this map change.

In the following figure, the bottom of the scene mainly receives light from the sun which is above the cave. The green color indicates that this is positive on the Y axis. The directionality changes near the crystals because the main light is positioned behind them.

Figure 5-19 Ice Cave Directionality

You can also visualize these maps as a 2D texture for each object. Select an object, and in the Lighting tab select the Object switch. In the Preview window at the bottom of the tab, you can see that the same charts the object refers to are selected.

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