What is photogrammetry?
It’s the process of authoring high-quality, reusable and game-ready digital assets using multiple photos of original real-world objects. And it saves you time modeling in 3D-sculpting software.
Unity De-Lighting tool in the photogrammetry workflow
The De-Lighting tool, an experimental feature, removes excess lighting information from textures, allowing artists and developers to prepare captured assets for any lighting condition.
The Photogrammetry Workflow
Technical artists from Unity Labs created this highly detailed field guide for professional artists, covering the entire process for producing high-quality, reusable digital assets.

Rotating surface workflow
We also published an expert guide to show you how to use a rotating surface to rapidly produce photorealistic Assets from a composition of objects.

Read the guide to:
Learn a practical approach
See how to combine Unity with off-the-shelf software, hardware and common camera gear.
Save time
Simplify project planning and execution, and reduce risk.

Using a layered shader for photogrammetry assets
We also have a step-by-step guide on how to author layered materials using photogrammetry assets, while taking the constraints of game development into consideration
New in Unity 2018: Scriptable Render Pipeline
The guide covers how to use photogrammetry with the Scriptable Render Pipeline, which is available as a preview in Unity 2018.1 beta
Photogrammetry Workflow Guide
A practical step-by-step guide that shows you how to capture objects and materials from the real world to enhance your Unity projects.
Layered Shader Guide for Photogrammetry
Complete information, including images of real-world objects, on how to use a layered shader to achieve the highest level of photogrammetry quality for your game.
De-Lighting Tool
In a photogrammetry workflow, you need to remove natural light from your texture maps (called “de-lighting”) so you can re-light the material properly in any scenario.