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.
- 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.
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.
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.
Click on the green Code button at the top, and select Open in Desktop option.
Paste the following web URL into your preferred git client: https://github.com/Unity-Technologies/Classic-Sponza.git
.
Open your preferred command line application and enter the following command: git clone https://github.com/Unity-Technologies/Classic-Sponza.git
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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.
- 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.