Since what we know so far about coding Hololens in Unity might involve light sources, I threw together a little demo project to try to show off all the different lighting features in Unity.
To create the scene I:
- started with the Stonehenge asset from https://www.assetstore.unity3d.com/en/#!/content/32591
- added a reflecty sword in the middle https://www.assetstore.unity3d.com/en/#!/content/876
- and gave it a glowy emissive material sphere in the hilt, with a glowy particle effect to soften the edge and make it look more like a light and less like a glowing ball.
- then I followed the http://twiik.net/articles/simplest-possible-day-night-cycle-in-unity-5 implementation
- finally, added some emissive materials to the clock and quickly had something that looked pretty neat
I put the camera on autorotate, hit play, and I quickly had a neat little really showed off what the lighting system could do.
Then I tried it on my low end Android tablet. Ugh.
( Pretty much the same deal on the galaxy s3 and Nexus 7 too )
Started to play around more with the settings to see if I can optimize the mobile experience. I dunno if everyone has this issue or it is something peculiar to my machine, it is a pretty beefy I7 desktop but for whatever reason complicated light map bakes with final gather kills it. It hard locked at one point requiring a hard boot. Even if it doesn’t lock up completely, not being able to use the machine and have the desktop be so unresponsive for upwards of an hour is kinda lame.