我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 
GitHub 6aa961d4 Update README.md 6 年前
Assets reorganisation 6 年前
Packages Add unity project 6 年前
ProjectSettings project commit 6 年前
.gitattributes project commit 6 年前
.gitignore.txt project commit 6 年前
README.md Update README.md 6 年前

README.md

Fontainebleau

We created the Fontainebleau demo to illustrate the photogrammetry workflow and the use of the LayeredLit shader.

This technical demo is authored with game development condition in mind: it’s a representative game level and targets the standard PlayStation 4 platform at 1080p @ 30fps.

The level represents a part of the Fontainebleau forest and uses a limited set of meshes and textures that are reused with different variation with the help of the LayeredLit shader.

There is a playable first person and third person mode to walk inside the forest. Targeting consoles like XboxOne or PlayStation 4 requires consideration of how to get the most from these platforms.

The demo also supports three different lighting condition to illustrate that correctly authored and de-lighted assets work fine in any lighting condition:

  • ​ Day lighting
  • ​ Sunset lighting
  • ​ Night lighting with lights off and on

Finally, we included 3 modes to explore the demo:

  • Cinematic mode: select your lighting program, then sit back, relax and enjoy the show,
  • First Person & Third Person Modes: these are very rudimentary exploration modes to let you discover the environment on your own, with bonuses in First Person mode.

Why Fontainebleau?

Fontainebleau is the name of a forest close to the Unity Paris office. The forest is a good subject to speak about photogrammetry. Natural assets are often complex and hard to reproduce realistically. For our artists, it was important to have the subject close to them to go on site and do all the tests needed to analyze the best workflow possible for games.

The features implemented in this demo are:

  • Deferred rendering
  • Layered lit shader
  • Volumetric fog
  • Tessellation
  • Decals
  • Planar reflections
  • Screen Space Reflections
  • Micro shadowing
  • Contact shadows (screen-space shadows)
  • Post processing
  • Local fog density volume
  • Fabric Shader graph (3rd character mode)
  • Cinemachine

Setup

  • Download Unity 2018.3.0f2 or a more recent version of 2018.3

  • Clone the repository using the tool of your preference (Git, Github Desktop, Sourcetree, ...).

    IMPORTANT
    This project uses Git Large Files Support (LFS). Downloading a zip file using the green button on Github will not work. You must clone the project with a version of git that has LFS. You can download Git LFS here: https://git-lfs.github.com/.
  • Open the repository folder in Unity. The first time you open the project Unity will import all the assets, this operation can take more than 1 hour.

Exploring the project

  • Once the editor is ready, take a look at the menu bar : several menus are added compared to an empty Unity project. The "Load levels" menu offers you 2 options :
    • The Day, Sunset, and Night buttons are shortcut that will load the main scene plus one of the different lighting scenes used in the project but not the gameplay elements
    • The Loader button allows you to load our bootstrap scene. When this scene is loaded you can enter Play mode and experience the demo as in a built executable.

Controls layout

Keyboard

Gamepad

Scripts used in this demo

  • Character controller
  • Gameplay ingredients
  • Video manager
  • Lightmap switching script
  • Lightmapped LODs