From the course: Unity 3D: Lunchtime Lessons
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Managing exposure in HDRP - Unity 3D Tutorial
From the course: Unity 3D: Lunchtime Lessons
Managing exposure in HDRP
- [Instructor] Hi, I'm George Maestri. Today we're going to look at exposure in unity with HDRP. And if you haven't used exposure before, it's a great way to get even, consistent lighting in your scenes and levels. So here I have a scene and I've just got the default exposure on it. And you can see that as I move the scene in and out, up and down and back and forth, that the lighting, the overall lighting changes subtly. Or actually quite a bit, depending upon where you move. And that's not really acceptable for this type of scene. So we need to control the exposure a little bit better. Now you can control exposure in a number of different places. If we go into our project settings, you'll see that down here we have an exposure rollout. And this is for the entire project. Now typically I don't use this. I do it on a scene by scene basis. So in this case, the default mode is set to automatic, center weighted. And���
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Contents
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Realistic skies in Unity4m 54s
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(Locked)
Creating HDRI skyboxes6m 16s
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(Locked)
Managing exposure in HDRP6m 33s
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(Locked)
Creating glass materials5m 22s
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(Locked)
Channel packed textures in HDRP5m 8s
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Animating for interactivity6m 24s
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Scripting interactivity6m 37s
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Fabric material in Shader Graph5m 56s
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(Locked)
Configurable car paint materials6m 20s
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Foliage with alpha clipping4m 8s
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3ds Max to Unity Pipeline8m 4s
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Maya to Unity Pipeline6m 5s
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