The goal of this lab is to try out and appreciate some very simple but effective techniques for producing a more life-like environment. Essentially a few well-placed illusions.
Haloproperty of the
Directional Lightto make the light source visible in a way that resembles a sun. Also make sure you have at least one indoor location where a sun can shine through some kind of an opening (e.g. window or cracks). Place and rotate such strucures until you are sure the sun can be seen through some of the openings. If you are importing ready-mader objects, make sure they are not using
Legacyshaders, if they are, turn them into
Standardshaders. Import the
Charactersasset package and replace the
Main Camerawith a
Ambientsettings to make the indoor lighting in particular feel more realistic. If the
Ambient Sourceis the
skybox, then the coloring of the indoor walls will match the coloring of the sky, which may not make any sense. Try switching to
Colorand chosing a tint that better matches the atmosphere you are creating inside. Also lower the
Ambient Intensityto create a bigger contrast between the inside and outside lighting, and to make shadows more intense. To further increase the contrast between lit and unlit areas, you can lower the
Reflection Intensityas well (this is the amount of light received as a reflection from other objects).
Effectsasset package. Add the
Image Effects→Rendering→Screen Space Ambient Occlusionscript to your
FPSController→FirstPersonCharactergame object. Play with its settings and look in particular at the seams where different polygons meet. Also try out the
Image Effects→Rendering→Screen Space Ambient Obscurancescript which has more or less the same effect, but may have less side-effects (such as odd shadows in the leaves of trees).
Image Effect→Rendering→Sun Shaftsscript to your
FPSController→FirstPersonCharactergame object. Drag your
Directional Lightinto its
Shafts casterproperty. Drag the
Directional Lighthigher up into the sky, in the direction of the Sun in the skybox (you can turn on the
Haloproperty of the
Directional Lightto see the light as a glowing disk, which you can line up with the skybox sun, so that the light will seem to come from that direction (try moving around the environment to check if the halo disk stops covering the skybox sun when you change your location. You will find that you really need to place the directional light super-super-far-away for it to remain more or less stationary in the sky because of the motion parallax effect). Move to a location in the scene where the sun is barely visible (e.g. through a window). Play with the Sun Shaft parameters.
Boxemitter shape. This will shoot the particles in one direction (which you can control by rotating the box).
Start Size. Make them really really small! If you press the down arrow next to a parameter value, you can choose from some dynamic options instead of just using a constant value. For example, try making the speed random.