Learn to make cutscenes in unity3d by building a stealth Game.
Objective: Understand the Emission channel.
let's understand what is Emission channel does?
Emission channels enable objects to produce their own light using texture or color. Also is known as Self Luminous.
Before we start to explore to make a Material emissive, enable the Emission checkbox. This exposes the Color and Global Illumination
In the first step select the object which has an emission texture on it and press F to focus. Then select the material, and double-click it.
This object light itself by using a texture map assigned by its emission channel. This Texture has been created using 3D software, which also specifies which part is to be lit up by Unity.
Note: Dark part mean no light white part is the part in which the object will light up itself.
In the previous version of Unity, the emission channel used to have a manual value which was next to the emission check box in which you can modify how much light is to be produced from the object itself to light up, but now it has been removed there, Now you can find it if you click color option, bellow Emission, if the color palette popup, go below you will find the option to increase or decrease intensity.
Note: On the latest version emission intensity option is moved to the color palette tab.
Global Illumination means Specifies how the light that this Material emits affects the contextual lighting of other nearby GameObjects.There are three properties of Global Illumination, which are Real-time, Baked, and None.
- Real-time, this means that this emissive light affects the illumination of nearby GameObjects, including ones that are moving.
- Baked, this means material affects the lighting of nearby static GameObjects, but not dynamic GameObjects.
- None, this means It does not illuminate or affect other GameObjects. The Material itself does have the emission color.
Now let's remove the texture and use the color to explore the behavior of self-luminous.
Explore more color emissions from the emission option.
See you in the following article.