I managed to import a pretty large scale model i built a while back in Maya with minimal fuss (the vertex limit is somewhere around 65,000) and set about lighting it.The main lighting was directional light and a couple of point lights to add some glow,Unity Pro also features image effects which you drag onto the camera,so i set up an anti-aliasing effect and some bloom.The results are pretty decent actually,it took around 20mins to put the scene together and although theres some slow down external lighting works fine.
|Bloom image effects applied to camera|
|In-game render after 20 mins work.|
The next scene I tried was internal lighting and this is where the limitations of the engine showed again,there are 2 lighting options,deferred and forward.Deferred lighting means you can have soft real time shadows on point lights and forward means you cant,clearly you need shadows so its got to be deferred.Until you see the quality of the shadows.By turning on deferred every edge,shadow and line flickers and pixelates,you can spend hours tweaking settings,adding image effects and blurs but the quality just doesn't cut it.
|Deffered lighting causes pixelated shadows in Unity|
|From a distance the scene looks fine,but edges become choppy|
|Forward lighting of the same scene is more clear but shadows are gone.|
Unity is a great program and I'm sure a few version's down the line it will be even better but right now its still limited to certain projects,outdoors scenes and casual games for mobile wont notice the problems but for bigger projects theres better programs.Next up I try Shiva3D...