#world-lighting
4 messages ยท Page 33 of 1
it literally makes no difference as far as the logic of the button is concerned
as it's just turning a gameobject on and off
like all the scripts that turn off like chair colliders are using the exact same programming
yes you would just add the button toggle logic to that script
ill try it
I'm not quite sure whether you need to use one or two interact nodes as I haven't done much programming myself
but basically yeah just glue the light toggle functionality to the script
you could make the lights a separate script or just glue them at the end as I mentioned I literally don't programming so I was spouting off the top of my head
yes but at this point you've done more than me is you got that first script working
well i gess
Raytraced lighting tho
๐คค
if u have a RT capable gpu i recommend the RT option in Bakery
i genuinely do not understand the hype about raytracing lol
bruh
get a RT gpu
and play a RT game
ull change ur mind
3060ti
better ambient lighting
nothing has before, if you have any examples id be curious to see them
im not saying your light is bad or anything though
have you played CONTROL?
if you havent play that with Raytracing enabled and then disabled
and you will see the difference
Has anyone tried to do this before?
https://geom.io/bakery/wiki/index.php?title=How_do_I...#How_do_I_share_a_scene_with_someone_who_doesn.E2.80.99t_have_Bakery_installed.3F
To remove the unneeded bakery files so you can send your project to others who down have bakery
I've tried it but it didnt seem to work
Hi, I have tried adding a post processing layer to my world (with the ultimate goal of having a brightness slider). The post exposure works in the unity editor, however, if I leave it enabled, and launch the world in VRchat, the post exposure is not applied in game. Anyone know what this could be?
Also, if I hit play in the unity editor, the darkness is applied to the game view within unity (but not to the preview window)
is it on the same layer as the camera
did you set the reference camera to the player
The camera was on the main layer, should it be on water with the filters?
Yep
should be on the same layer as the post processing volume
Just tested with the main camera on the water layer and it made no difference
I also separately tested tagging the main camera as player rather than main camera, that also did not work
So I have reverted it back to this:
As can be seen, it works in the scene window:
And the game window
But not in VRchat
did you set the camera as the reference camera in your vrc scene descriptor
and is your post processing volume (LightAdjuster) not a child of the camera? (VRC removes the camera and all of its children, thus you have to move the post processing volume outside of the camera and not have it as a child)
anyone here can help me with lightning pls?
This was it. Thank you! Much appreciated ๐
help me with lights toggling pls.
Does anyone know why the "Cutout" mode of the Unity Standard Shader is broken on Quest?
I tried asking #quest-development to no answer. The older Cutout Unlit shader works. Standard Shader in "Transparent" mode also works. It's strictly the cutout mode that is broke.
I tried with and without normal maps to no avail. The whole point I want to use the Unity Standard vs the deprecated Cutout Unlit is because, well, the Standard shader is lit. I'm baking lights and I have flowers that use the cutout for the petals.
It looks fine in Unity, but in game it stretches the last pixel (usually, but not always, black, due to the cutoff) to the edges of the mesh. :|
(I'm genuinely having trouble finding search results for this issue.)
yo wait you're the guy behind the backrooms levels?
played them earlier and they're great, amazing job on them
did you generate lighting after generating lightmap UVs?
yes
do you have it placed in a way that it can get inside?
Yes, I had it set to realtime before
alright, I'm probably not the best to help you then since that's all I know
tis me yes
you just need to make sure all the lights are set to bake mode
No, not unless you're baking groups in Bakery.
Click a black object then click open on the lightmap it shows associated to it to see the mapping
what lightmap?
am i supposed to see a lightmap texture here?
So if you've baked lighting, if you click on an object, it should show the .. hmm. Yeah. AFAIK it's not a Bakery function...
This was baked with the normal lightmapper.
Does the shader support lightmapping ?
good question, i didnt know lightmapping was something that needed to be supported
i'm using silent's cel shading shader
I would be surprised if it did, but worth asking her on twitter
Hmm, Cel Shading and light baking do sound like they may not be a combination..
i guess i'll just have to get that
Baking was added in 1.9. Are you using an older version?
i doubt it, i started this project a few weeks ago and i'm using the latest version i found
Hmm, 1.10 came out 11 months ago so yeah, you should be on the newest unless you picked up an old one somehow.
Ah no, it's referring to settings baking, not light baking.
Which settings can I change to make the lighting look as smooth as possible?
Change the lightmaps to ASTC 4x4 format
Honestly, seems like a legitimate technique
How do i make the lighting get darker when pressing button depend on the current skybox? I have button that change skybox and i want it to change the lighting on the map at the same time when it change the skybox. How to do it?
it just kept crashing making me almost smash my chair in half... fuck bakery im using the normal baking tool.
What're all these random black and white spots everywhere?
Any warnings in console after bake ?
Lots of TMPro errors, but there was something about 85 overlapping UVs, which is absurd! Thanks for the heads-up!
I have a big grid of trees for a lot of areas that looks exactly like this, is there a way to only generate lightmaps for a certain object and then reuse them to save space?
stupid question could you bake that lighting onto the base texture itself
Does anyone know why Bakery will occasionally overlap UVs resulting in broken lightmaps? (unwrapper set to default, not xatlas).