It's great to be able to see our scene in action, but the harsh lighting and grey walls don't really fit our zombie theme. We can correct that with a few materials and a new lighting setup:
- Right-click in the Project panel and create two new materials.
- Rename the materials Ground and Walls.
- Set the color for both materials. Use darker colors for both, but the walls should be a bit brighter. We used hex values #514735FF for the Ground and #65615AFF for the Walls.
Unity uses 4 pairs of hexadecimal values to specify color. The format for these values is #RRGGBBAA, where RR (red), GG (green), BB (blue) and AA (Alpha) are hexadecimal integers between 00 and FF specifying the intensity of the color.
For example, #FF800000 is displayed as bright orange, because the red component is set to its highest value (FF), the green is set to a medium value (80), and the others are set to 00.
When creating transparent colors, set the AA (Alpha) to a value less than FF and the material's Render Mode to Transparent.
For example, #FF800000 is displayed as bright orange, because the red component is set to its highest value (FF), the green is set to a medium value (80), and the others are set to 00.
When creating transparent colors, set the AA (Alpha) to a value less than FF and the material's Render Mode to Transparent.
- Use the Inspector to set the Smoothness to 0 and turn off the Specular Highlights for both materials. Add the new materials to the Materials folder and apply the Ground and Walls materials to the respective objects.
- Choose Spotlight from the GameObject | Light menu to add a new Spotlight to the scene.
- Rename the new light Flashlight.
- Make the Flashlight a child of the camera rig. To do this, drag the Flashlight asset to Player/OVRCameraRig/TrackingSpace/CenterEyeAnchor in the Hierarchy panel.
- Set the Flashlight's attributes to the following: Position 0,0,0; Rotation 0,0,0; Spot Angle 55; Intensity 2.
- Put on the headset again and hit the Play button. Adjust the materials or Flashlight as needed.
- Save the ShootingRange scene.