Realistic Lighting in Unity HDRP: Dawn | Step by Step Tutorial | Unity | HDRP

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hi Sada here in this video I will show you how to set up the lighting in unity to achieve morning down lighting but first let's look at some details that occurs in real world that we need to pay attention if we want to reproduce morning Lighting in unity the lightning at down and dusk is very similar but there is a few differences to keep in mind in the real world the colors at the down are light blue pink and orange where at the task they are orange turning into red purple and navy or dark blue because the sun is lower on the horizon it appears slightly larger than during noon the colors of the Skies also depends on the clarity of the air with clear skies the color is intensity blue well with polluted eye it's my appears small door in the case of fog which occurs quite frequently the light becomes more diffuse leading to softer and more mysterious lighting the intensity of the light is still low that makes the color less saturated and the Shadows less Sharp now when we know this element we can try to reproduce them in unity so let's get start [Music] Ed okay so we have our my scene I create a little canyon with Forest and of course a river I create this scene only using free asset so if you want grab them there is a link in the description and now let's enable few options so click edit project settings [Music] hdrp and we need for to this scene screen space Global illumination screen spells reflection transparent and volumetric clouds to the transparent screen space reflection work we need to enable transparent in hdrp global settings camera lighting transparents so as you can see our router have now a nice reflection [Music] now let's create some Global volume right click volume level volume [Music] we need a new profile [Music] and we need add override as so select visual environment [Music] and a sky type will be of course physically based sky ambient mode dynamic and I said global wind speed to zero because I don't want to the clouds cover the sun when they move and now we add another override sky physically based sky and we have a few options here but first we need to set up our sun to be visible so let's move rotation and [Music] I think that it will be good we need to change the size of the sun be a little bigger and decrease flower size something about ah let's take four okay so we have the sun we need to change temperature to be a little colder as you can see there is a few icons that show us examples of when our given temperature of Lights occurs so I set up the temperature of the Sun something around 10 000 . remember to change the filter color because on the standard there is a little orange tin on it a sewing must set up to the White and then go to the shadow map enable let's increase some resolution and then click these three dots and Show additional properties because we need to change a dimmer a bit because we don't want to the Shadows to be too dark and we enable a contact shadow which we will add later and set them in global volume now let's go back to the global volume and in the physical based sky we must set the ground tint to be a ray and then in the aerosol let's increase the result density and we change the Horizon time tint to the more blue Horizon then it shift we set up to one and next we add some volumetric fog add override bulk let's enable r and volumetric fog let's increase the volumetric fog distance to 200 and base I to think about 10. and maximum High at increase this to okay that will be good we need also in the directional light increase the multiplier of volumetric just a little bit okay let's go back to the global volume and then in the color mode tint let's set up this Fork to have a little blue tint Albedo let's also if this Fork a little blue tint okay that will be good now let's add some volumetric clouds so add override sky barometric clouds let's enable r [Music] and then in the cloud preset I set them to custom and density multiplier I change the density the clouds a little bit or something like that in shape Factor I try it a little and then in the cloud thickness I will set up to 1000. you can spend some time to change positions of the cloud or shape factor or erosion Factor to get effect you like the most [Music] now we add some space Global illumination and space reflection so at override lightning screen space Global illumination let's enable r [Music] as you can see our scene has changed as the quality to high and add lightning reflection and set them to all now we add some Shadows override so shadow [Music] and let's decrease the max distance of Shadow 300 add some micro shadow [Music] this and before we add in the directional light contact Shadow so now we add them to the global volume add override shadow contact shadow and enable before we go to the color correction we need to set up the exposure and the intensity of our light so to go to the directional light and as you can see our intensity is set up to the high Sun so we need to change this [Music] to the sunset [Music] or low Sun [Music] okay now in the global volume at override and exposure personally I mostly use the fixed settings because I find the other options sometimes to random when it comes to setting the exposure so I use the fix it mode and in the fixed exposure [Music] I increase this value [Music] get views something like that but of course if you want you can use any other options that you like [Music] before we go to the color correction we must set up the reflection probe so right click lightning reflection probe I increase the box size to 200 [Music] 100 and 200 and set this reflection probe to get entire area [Music] like this I enable influence volume [Music] and then bake so as you can see there are scene has changed and if you want to learn more about reflection probe in the nature manufacturer Channel I create a tutorial only about reflection probe so go there Link in the description [Music] and now let's go back to the global volume at override OS Pro sync Shadow midtone highlights because we need increase some Shadows and give them a little blue tint like this [Music] and we add another override cosplay sink split turning we enable shadow and set this blue tint again okay add another override OS processing color adjustments and now we need pause exposure if you want more brightness or darker and in contrast I decrease a little contrast and in saturation a decrease the saturation because we need less contrast and colors and for this scene I add another override lightning intric lightning controller and increase [Music] the diffuse lighting [Music] just a little bit okay and this is how I set up the down lighting of course we can just add more Mist in the river so right click rendering local volumetric fog [Music] let's increase the size of this volumetric and we need to plant distance of it add decrease [Music] the fog distance [Music] let's move the fork here and of course we can just duplicate this volume and increase it and set up here you need to change the size and blend the distance distance Fork and give them another blue tint it's all depends on seeing what you work and what effect you want to get okay that's all in this tutorial I hope that this was useful for you if you have any questions write them in the comments below and till the next time see ya
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Channel: Seta - Level Design
Views: 6,041
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Keywords: unity, hdrp, leveldesign, unityhdrp, unity3d, seta, gamedev, madewithunity, gamedesign, game, gameart, environmentdesign, worldbuilding, level, landscape, unityengine, speedleveldesign, environment, environmentart, videogame, indiegames, cgi, render, forest, speed level design, level design, video games, environment design, unity hdrp, setaleveldesign, seta level design, unity 3d, lighting unity, tutorial, lighting tutorial unity, tutorial unity, hdrp tutorial, dawn, step by step, realistic lighting unity
Id: ZrEfASMv94Y
Channel Id: undefined
Length: 18min 16sec (1096 seconds)
Published: Mon Apr 03 2023
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