Unity remaster of the classic Sponza scene.
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Kristijonas Jalnionis 660b3d7775 Upgrade to 2021.3.33f1
* Added manual shadow refresh script

Code comments

Improved textures and materials

Updated Arches textures

Updated Bricks textures

Updated Ceiling textures

Updated Column_A textures

Tweaked Column B and C textures

Updated Details textures

Tweaked Flagpoles textures

Updated Floor textures

Updated Lion textures and materials

Updated Roof textures

Updated textures for vases

Updated textures for plants

Reworked the ManualShadowRefresh UI

ManualShadowRefresh code refactor

Refresh shadows on camera movement

Shadows can now be refreshed camera moves.
Minor code refactor.

Minor code refactor

Replaced cascades refresh frames variables with an array
Other minor changes

Began working on updating shadows every n seconds

Added a new enum to replace the 'frames' label
Added option to update the full shadow map every n seconds

Seconds counter mode for subshadows

Subshadows (and cascades) can now be updated every n second

Make some of the private variables public

Finalized shadow map update script

Added support for updating point light shadows

Lightmap rebake
2024-01-22 22:01:15 +01:00
Assets Upgrade to 2021.3.33f1 2024-01-22 22:01:15 +01:00
Packages Upgrade to 2021.3.33f1 2024-01-22 22:01:15 +01:00
ProjectSettings Upgrade to 2021.3.33f1 2024-01-22 22:01:15 +01:00
.gitattributes Initial project upload in HDRP 2022-10-07 17:05:02 +02:00
.gitignore Initial project upload in HDRP 2022-10-07 17:05:02 +02:00
README.md Update README.md 2022-10-10 15:21:22 +02:00
Third Party Notices.md Initial project upload in HDRP 2022-10-07 17:05:02 +02:00

README.md

Classic Sponza - Unity Remaster

Sponza-HDRP-4

Summary

The Atrium Sponza Palace scene is widely used by graphics programmers and artists. It provides with an ideal lighting test environment, as it features both indoor and outdoor areas.

The goal of this conversion was to modernize the project in key areas, making it compliant with modern rendering standards.

Please refer to the Releases page for Unity editor and Render Pipeline compatibility.

Features

  • Full compatibility with Unity's High Definition, Universal, and Built-in Render Pipelines.
  • All textures and materials are PBR-compliant.
  • Physical lighting and exposure.
  • Manually authored lightmap UVs.
  • Baked global illumination using the Progressive Lightmapper.

Setup

Cloning the project

Important note

This project makes use of Git Large Files Support (LFS). You need to install LFS on your local machine first. Do not download the project via the Download ZIP option. Once you have installed LFS, please follow the steps outlined below.

Branch structure

This project contains multiple branches:

  • main branch contains the High Definition Render Pipeline version of the project.
  • URP branch contains the Universal Render Pipeline version of the project.
  • BiRP branch contains the Built-in Render Pipeline version of the project.

After pulling the project, checkout the branch which contains your desired render pipeline version of the project.

Using the GitHub Desktop client

Click on the green Code button at the top, and select Open in Desktop option.

Using alternative git clients

Paste the following web URL into your preferred git client: https://github.com/Unity-Technologies/Classic-Sponza.git.

Using command line or terminal

Open your preferred command line application and enter the following command: git clone https://github.com/Unity-Technologies/Classic-Sponza.git.

Setting up the project in Unity

This project makes use of multi-scene workflow. In order to make sure that everything works as expected, please follow these steps:

  1. In the Project tab, navigate to Assets > ClassicSponza > Scenes.
  2. Open Sponza scene.
  3. Once it finishes loading, right-click on the SponzaLightingDay scene and select the Open Scene Additive option.
  4. In the Hierarchy panel, right-click on the SponzaLightingDay scene, and select the Set Active Scene option.

Note that the initial shader compilation stage might take some time. There is a chance that nothing might be visible in the viewport before its completion.

Credits