Unity Post Processing, Lighting, Texture

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Post Process Render, Guy Debord model by McKenzie Wark

Ambient Occlusion with Post Processing
Open Window->Package Manager
Select Post Processing
     Select Install

Layer
Choose the camera(s) you will be publishing:
     For the Steam VR emulator camera
open
Player->NoSteamVRFallbackObjects->FallbackObjects

Select Component->Rendering->Post-process Layer

At the top of the Inspector select Layer->Add layer...
     Type a name such as post process in one of the empty layers

Select the
Camera
     In the Inspector
          Near the top change the Layer to post process
     Under Post-process Layer
          Change Layer
to post process
     Select Mode   Fast Approximate Anti Alias (FXAA) (default no Anti-Aliasing)


Volume
Select GameObject->3D Object->Post-process Volume

Select the Post-process Volume in the Hierarchy
     Change the Layer to post process in the Inspector
     Select  Is Global


Under Post-process VolumeProfile click New
Click Add effect...
     Select Unity->Ambient Occlusion

Under Ambient Occlusion  unity_down_arrow_hierarchy
     Select Mode, Intensity and Radius
     Change the Mode to Scalable Ambient Obscurance   (The other option will not work with WebGL.)
     Change Intensity to 4
     Change the Radius to 1

Try adding other effects such as Bloom, use Add effect...


Follow this procedure for any camera you would like to use with the Post Processing.


Model Settings
In order to avoid Baking:
     Do not use Static on any of your models.
     Do not select Contribute Global Illumination on any of your models.


Lighting Settings

Select Window->Rendering->Lighting Settings  (Or click the button lower right of screen.)
     You may want to change Source to Color (default skyBox)
          You may want to increase the Ambient Color for the scene to make it less dark.
     Keep Baked Global Illumination (default, Keep unless you are having problems with baking.)
     Keep Lighting Mode at Shadowmask  (default)
     Do not use Ambient Occlusion

Lower Right of the Lighting Settings
window:
     Turn off Auto Generate in the lower right corner.
     Select Generate Lighting->Clear baked Data   (Hold down the arrow button.)
     Turn on Auto Generate in the lower right corner.

Texture Mapping
Add some primitives
In Unity:
Add
GameObject->3D Object->Cube etc.


Add some materials
Select Assets->Create->Material.
Double click the material in Assets below.
Drag and drop the material onto the primitive


Albedo Color Maps
Make some 256x256 pixel tiff files in Photoshop and save them into your Assets folder.
Select Material you would like to map.
Drag the map from Assets onto the Albedo square in the Inspector.


Transparency Maps

Make a 256x256 map in Photoshop with an Alpha channel.
     Select the
Channels window in Photoshop, select New Channel from the drop down menu on the right...
          Change to the Alpha1 channel
          Paint the transparent sections black, opaque white.

Save the file into your Unity Assets
folder as a tiff.
In Unity
Select Material you would like to map.
Drag the map from Assets onto the Albedo square in the Inspector.
Change Rendering Mode to Cutout
Change Tiling to a higher number for repeated texture.
Notice your object is single sided, you will need to model the inside and outside.

Edit->Project Settings->Quality
         Change
Anisotropic Textures to Forced On



How to create a Normal Map (bump)
In Photoshop
: open an image file.
Select Filter->3D->Generate Normal Map...
Save the file as a new name into your Unity Assets folder.

In Unity:
Select Assets->Create->Material
Select the material in Assets below.

Drag your normal map from you Assets onto the Normal Map in the Inspector
Click the Fix Now button
Adjust the bumpiness of the map to the right.
unity_normal_map


Convert a Maya shader imported into Unity
Color Maps and Transparency maps import into Unity.
Click the arrow in the Assets window to see all the Maya components  unity_asset_arrow
Select the shader, Select Extract from Prefab with the right mouse, wait
Select the shader
Drag your normal map from you assets on to the Normal Map in the Inspector
Click the Fix Now button
Adjust the height of the map to the right.


Import a new Skybox
Choose the
Asset Store tab next to the Scene window

     Type skybox in the search bar, Select Free Assets
     select
Download and Import

Put the main view window back to Scene

Choose Window->Rendering->Lighting Settings
Click the unity_dot to c
hange the Skybox Material to the skybox you imported.
You can also make your own.




Glass
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Select Assets->Create->Material.
Double click the material in Assets below.

Change Shader to Standard (Specular setup)  in the Inspector
Change Rendering Mode to Transparent

Change the Albedo color to V 30 and Alpha to 15  transparent

Increase Smoothness

Drag a normal map from your Assets
onto the Normal Map in the Inspector
Click the Fix Now button
Adjust the bumpiness of the map to the right (I used 3)

Drag and drop the material onto the model.