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Bracer Jack | Unity's Complete Global Illumination Lesson in 4.5 Mins! @BracerJack | Uploaded September 2015 | Updated October 2024, 5 days ago.
Everything that really matters about Global Illumination in Unity in just under 5 minutes.

Transcript:
This Week: Global Illumination because it is time to make your interior scene looks real baby.

Now repeat after me, the more global illuminated you want your scene to look, the more objects you must mark as static.

Pause this video, say this 10 times and then continue with this video.

For the purpose of this tutorial, I will select every object in the scene and mark them as static, understand that this is highly improbable in real life unless you are doing an architectural walk through.

That’s it, you can pretty much close the video now, Unity will start to calculate the GI for your scene and it will look more realistic then it was before once the calculation are done !

What ? You want it to look even more uber ?

Oh that’s going to take you 3 extra steps ! Let's go !

We will be tackling the lights first:
Always Choose Mixed.
This will make sure the light works for both GI marked objects and none GI marked objects.
Keep Intensity at 1, I have never encounter a situation where the GI looks realistic when the intensity is above 1, understand that this peculiarity only applies to light objects, material based light source can have their emissive intensity ramped up to insanity with the GI actually responding correctly to the resulting intensity !

If you are from the future looking at this tutorial, hey, have unity fixed this issue with the light source yet ?

Set Shadow Type to Soft Shadow and Set Resolution to Very High.
Adjust Baked Shadow Angle to control the softness of the shadows!

Step 2, the Glowing Materials:
For most tutorial videos to even come to this point, this is probably part 16 of their 25 part series on Global Illumination in Unity with each video having a length of at least 6 minutes because you know, like it is fucking subspace geometry combined with quadrant field theory analysis right ?
I am probably exaggerating but you get the point.
Alright let's get back to the fucking point so that you will never have to suffer through those videos again.
Make them glow by setting their Emission level higher then 0!

You may choose between RealTime and Baked.
Picking RealTime will allow the glowing material to also interact with non-static objects as well but since I have already set everything as static, I shall choose baked here!

Step 3:
Windows :: Lighting:
Set these two Bullshits to zero!
These two options shouldn't even exist in the first place !
Check Final Gather
Ambient Intensity = 0
Reflection Intensity = 0

WARNING :: The Following Step you are about to take will seriously slow down Unity to a crawl, so only execute the following step when your game is literally done.:

Match these numbers or go even higher if you want absolute perfection, however, because this is a tutorial and I can only stare at the screen for so long before I want to throw a baby, I have set it to a moderate level.
Change the Generate GI Mode to Directional Specular a.k.a Global Illumination on Full Blast.

These numbers set the density of the global illumination map Unity will be using, the denser it is, the more smooth and realistic the result will be.
This information is very VERY valuable when you are trying to optimize your rendering time.

Support me by reading my books !

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Humpty Dumpty God

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Book 1 :: God Guardian: The Life Review Simulation

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Unity's Complete Global Illumination Lesson in 4.5 Mins! @BracerJack

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