Unity Lighting and Texture

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


Static for Baked Light Maps
Mark anything that does not move as Static, in the upper right corner of the Inspector.
You can select everything and do them at the same time.
Unity will prebake the shadows on these objects anytime you change the light.
This will turn off interactions.
This will work with blend shapes.
This will save a lot of rendering time.


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 tiff files in Photoshop 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...
          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

Edit->Project Settings->Quality
    
In the Inspector tab
         Change
Anisotropic Textures to Forced On  (default Per Texture)


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.


Fix the shadows on your light
Some of these settings can effect performance.
Select the Directional Light from your Hierarchy, if you have one.
     Change Bias to .007   (default .05)

Edit->Project Settings->Quality
    
In the Inspector tab
     Uncheck all Levels except Ultra
    
Change Shadow Resolution to Very High Resolution
     If the shadow does not appear when you make a Player
          decrease Shadow distance to 40


Change the Skybox
Choose the
Asset Store tab next to the Scene window

     Type skybox in the search bar, look for free plugins
          (You can select Shop on Old Store under Settings menu
               this includes a FREE ONLY filter, much better)  unity_settings_store

     select Download and Import

Put the main view window back to Scene

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



Use Global Illumination
Choose Window->Rendering->Lighting Settings
Under Realtime Lighting, select Realtime Global Illumination. This should be good for objects that move.
(If this slows down the game, turn this off.)
Baked Global Illumination should be selected too, by default.
Lightmapping Settings
     Lightmap Resolution, set to 100, or try 200

     Change the Lightmap Size to 1024 (default 512)


Glass
unity_glass

Glass Material

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

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

Change the Albedo color to V 100 and Alpha to 0  transparent

Change Metalic to 0
Change Roughness to .2

Drag a 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 (I used 3)

Drag and drop the material onto the model.


Lighting Settings
Choose Window->Rendering->Lighting Settings
Click the
unity_dot to change the Skybox Material to the skybox you imported.

Under Environment Lighting
     Change Source to Color
     Make the Ambient Color Dark grey

Under Environment Reflections
     Make the Source Skybox
     Change Intensity Multiplier to .5

Under Realtime Lighting
     Select Realtime Global Illumination

Under Mixed Lighting
     Select Baked Global Illumination


Quality

Edit->Project Settings->Quality
    
In the
Inspector tab
     Uncheck all Levels except Ultra
    
Change Shadow Resolution to Very High Resolution
     If the shadow does not appear when you make a Player
          decrease Shadow distance to 40


Unity Post Processing Stack
Download Unity Post Processing Stack into your project from the Assets Store.
It comes with the following effects:
     Antialiasing (FXAA, Temporal AA)
     Ambient Occlusion
     Screen Space Reflections
     Fog
     Depth of Field
     Motion Blur
     Eye Adaptation
     Bloom
     Color Grading
     User Lut
     Chromatic Aberration
     Grain
     Vignette
     Dithering


Select your Camera
Use Add Component, search for Post Processing Behavior Script

Use the menu Assets->Create->Post-Processing Profile.
     This will create a new asset in your project.
Select the New Post-Processing Profile, look at it in the Inspector.
     Choose the effects you would like to work with.
Select your Camera
Select the option circle unity_dot to add the Post-Porcessing Profile to the Post Processing Behavior you attached to your camera.