660b3d7775
* 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 |
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README.md
Classic Sponza - Unity Remaster
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:
- In the Project tab, navigate to Assets > ClassicSponza > Scenes.
- Open Sponza scene.
- Once it finishes loading, right-click on the SponzaLightingDay scene and select the Open Scene Additive option.
- 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
- Sponza model authored by Frank Meinl at Crytek.
- Sponza model acquired from McGuire Computer Graphics Archive.
- HDRI acquired from NoEmotion HDRs.
- Unity conversion carried out by Kristijonas Jalnionis.
- Special thanks to Kemal Akay and Laurent Harduin for their assistance with the initial project setup.