This document discusses various lighting techniques used in 3D graphics and Unity, including physically based rendering, light probes, subsurface scattering, pre-integrated skin shading, color grading, reflection probes, indirect lighting, cubemapping, image based lighting, high dynamic range, conservation of energy, and global illumination. It provides examples of lighting in games and images to illustrate different techniques.
The document discusses various graphics optimization techniques for game development using Unity, including reducing draw calls through batching, profiling to identify bottlenecks, using level of detail for 3D models, image-based lighting, and physically based rendering. It provides examples of optimizing a game by changing from deferred to forward rendering, using GPU skinning, reducing polygon counts, and comparing different lighting approaches. The goal of optimization is to remove bottlenecks by properly analyzing performance using tools like the Unity profiler across different target devices and settings.