#archived-lighting

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outer monolith
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@chilly kettle Is there a way to retain the color from the light?

chilly kettle
outer monolith
chilly kettle
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Hmm, let me google ๐Ÿ˜„

chilly kettle
outer monolith
chilly kettle
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Well.. you could just adjust your Lights, so they bake to the same result as your non-baked scene has.
You could add a post-processing to the whole scene or (the most time soaking way) create your own shader where you add a fake ambient light.

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OR wait for @deft fiber who knows everyhing ๐Ÿ˜„

outer monolith
deft fiber
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Baking lights allows light to bounce around and be occluded realistically, so the red light from the sky can't reach in between the buildings so much anymore

chilly kettle
deft fiber
chilly kettle
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But shouldnt his ambient be more visible then?

deft fiber
outer monolith
deft fiber
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The advice I'd want to give every time is to read the docs and just practice baking in a simple test scene until you're familiar with the process

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There's so many moving parts and things that can be amiss

outer monolith
eager condor
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Question for clarity. I am going into Altspace, if that matters. General guidelines for lights? Someone told me you can not use more than 3 light sources on a texture. Is this true? Are there general โ€œdo not doโ€ rules?

deft fiber
eager condor
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Ok.

plush solar
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Is there not a 2d point light anymore?

deft fiber
plush solar
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So how do we get hard shadows then?

deft fiber
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Probably the same way as before? A 2D point light is just a spot with a 360ยฐ arc

plush solar
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I am trying to get the tile map to block the light without having to use shadow caster2d and manually block it out.

eager condor
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I found the lights really difficult to focus. The funny part about that is I have a 43 year career in theatrical lighting design.

plush solar
tired terrace
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Hey, I'm back after a 1 year break, I reinstalled Unity, checked 2 or 3 things, wanted to start playing around, and this happened, the light looks that bad, the color is not even and "flat", I'm pretty sure it's a very simple setting to uncheck or something, but I can't remember

deft fiber
tired terrace
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So I pretty much did nothing haha

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Everything is default

deft fiber
tired terrace
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The reflection changes depending on where my pov is

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Here's with a material-less object

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But since it's white I'm not sure we'd see the problem there

deft fiber
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It certainly looks much more normal
Probably something weird going on with the material you created

tired terrace
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Literally everything default but the color

deft fiber
tired terrace
deft fiber
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There we go

tired terrace
deft fiber
tired terrace
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The closest one I got from what I wanted is to change the shader to Sprites.Default

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But a year ago I remember that I could have a nice opaque and even surface without having to use that shader

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Cause you see there, there's still reflection

old hatch
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I wonder, can Unity handle multiple light sources?
I remember reading some ||ancient|| Opengl article where author noted that 8 lightsources on a scene may cause troubles

chilly kettle
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But there are ways to use unlimited lights also

sand juniper
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it is not normal. Why does it take so long? I just added new sub-location to the current scene and started rebaking it

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2 jobs is stuck forever now

chilly kettle
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How long does the whole bake need?

sand juniper
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1-2 minutes

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it was last time

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you see I am not even baking standart maps but only realtime global illumination maps that take quick seconds to bake

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so wrong

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OK i have deleted new location and the scene baked in 30 seconds

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Now I am gonna show you my new location itself

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that is not so much polygons here BTW

neon wren
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Hey guys, I was testing a build of my game when i ran into this issue with lights and I was wondering if anyone knew a way to fix this issue

sand juniper
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it may be the dynamic source of light that unity can toggle on an off, it is in URP asset settings

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maximum is 8 per object

timber lichen
trail lynx
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hence "universal"

stable patio
neon wren
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im sorry to bother anyone but my lights were fine for the whole time and then all of a sudden, they fucked up and I have no idea what went wrong

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if anyone could help me find a fix to this, it would mean the world to me

deft fiber
# neon wren

Lights need to be generated from the lighting window to preserve ambient lights on scene change
Note that Baked Global Illumination does not have to be enabled, and shouldn't be if you don't intend to use it

neon wren
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sry this is my first week of unity

deft fiber
neon wren
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ok thank you

crude stump
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Is there a way I can have a minumum brightness set up for my light baker? I want it to not have lights but still be visible

chilly kettle
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Maybe this helps

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You need a light that effects the whole scene slightly

deft fiber
# crude stump Is there a way I can have a minumum brightness set up for my light baker? I want...

I haven't seen an option for it, and it's sorta opposed to why baked light calculations are useful in the first place
The "proper" way would be to use the light there is physically, by increasing exposure in post processing in a volume within the house (or use auto-exposure if you can have that), and if necessary boost the lighting by increasing indirect bounces (and/or intensity) or adding some subtle light sources so it makes sense why you can see in a dark room
That said, you could define a minimum brightness simply by brightening the .exr lightmap texture itself in an image editor
Crude, but works

chilly kettle
indigo drift
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Hi im currently struggling to get the perfect light in my game.
Any tips?

it looks like this right now.
i want to get it a little scarier.

amber anvil
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Do anyone have idea why while baking lightmap Unity switches to CPU baking? I have RTX 3060

deft fiber
amber anvil
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@deft fiber Unity doesn't throw any error, also restarting even PC doesn't help

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@deft fiber I see that there is new version, so I will just try to upgrade

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He just switches for uknown reason

deft fiber
amber anvil
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Indeed my drivers are outdated ๐Ÿ˜…

deft fiber
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Cookie is a very good idea, for some imperfections

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Although there's a lot more to a spooky atmosphere than lighting here's some more things I would try:
-Move the flashlight off center so you can see it casting shadows
-Animate its motion when walking so it bobs, and when looking around so it always lags behind and/or overshoots a bit, never quite illuminating perfectly
-Reduce the intensity, range and/or angle
-Consider adjusting the color of both the flashlight and the ceiling lamp; warm yellow doesn't inspire fear. I would suggest a pale colorless LED for the flashlight and a sickly green- or blue-tinted slightly flickering fluorescent light for the ceiling lamp

indigo drift
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with flashlight

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and without

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i also added an cookie texture now.

indigo drift
deft fiber
# indigo drift

This is definitely effective, but may cause eye strain
I would prefer a very subtle flickering, such as between 100% and 90% intensity a few times a second
Just enough to kinda make it feel unreliable and restless

indigo drift
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i dont know how to do it like that

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but i changed that the materials change

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so when theres no light the lamp is actually Off.

main wolf
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A scene taken from horror movie Lights Out
It doesnt have to be pitch black to be scary

timber lichen
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Like it goes up and a bit side to side

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Making the object lag behind is petty easy luckily

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Animating it manually will make it look like it snaps after you stop walking I think

indigo drift
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i used this:

indigo drift
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changed the prop material so the light is actually off.

deft fiber
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If you have some systems like camera bobbing or footsteps, it may be for the best to make them all work together
If you really need authenticity it might be useful to make a whole animated fake body for the player which you can use for all that and more

timber lichen
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Oh yeah thatโ€™s a good idea actually

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Also didnโ€™t know about weight transition

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Thanks for the detailed answer ๐Ÿ™

fleet tiger
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does anybody know if it's possible to get some spotlight's projection matrix but without the offsets used for sampling the shadowmap atlas?

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either that or manually calculate it, as I have access to the spotlight's fov, near and far clipping plane, etc
basically the same matrix unity uses to sample shadow atlas but to sample the full texture instead of a "quadrant"

deft fiber
timber lichen
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Oh alright

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Iโ€™ll check it out

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(The smooth damp and stuff)

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Thanks

deft fiber
# timber lichen (The smooth damp and stuff)

SmoothDamp is a built-in method, like is MoveTowards which do much the same, though the latter is linear smoothing
For anything more complex than that I'd use the DOTween library

timber lichen
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Alright ๐Ÿ‘

sand juniper
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hey

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got a problllem

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I am using RGI and as soon as a change material on my giant Ball (in code ofc) the light it emitted doesn't change color

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just look at that

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changed mat from red to blue

sand juniper
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Is it because maps are in gamefiles so it is impossible to change them runtime?

deft fiber
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@sand juniper Do not crosspost
Baked lightmaps do not respond to material change at runtime
Only Enlighten precomputed lightmaps or realtime ray-traced lights are capable of changing emissive material light color at runtime

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The other option is to use a realtime point light for the illumination instead of baked emission

sand juniper
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is it that restarting the scene will not help too?

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that was my last hope

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Oh I know I could have 2 same objects but with different colored baked on them

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hehehe

hexed prism
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How do i fix these black spots?

cosmic wadi
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I would say it looks quite nice, but at least from that picture for a little bit of criticism the horizon looks very bright

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The shadows on the objects look nice and I like the blocky feel to the tree shadow bc of the trees shape

rancid echo
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I've read some pretty neagitive comments on the built in gpu lightmapper and people often recommending Bakery plugin from the asset store. I thought i shall ask in the official channel if it really is the case? Is the built in lightmapper really broken? And do i need to purchase bakery if i intend to do any serious work related to light baking?

chilly kettle
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But in most cases you are completely fine with built in GPU lighting in unity.

rancid echo
chilly kettle
rancid echo
glacial hemlock
deft fiber
little condor
# glacial hemlock Does someone know how to fix this?

If you're referring to the draw distance of your shadow maps, increase the Max Distance of your shadows. You can add an override to your post-processing volume if you don't have one, and make your adjustments in there.

sand juniper
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guys I don't really understand what it is for from what I have read here. Can you explain it simply?

cosmic wadi
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Ofc ๐Ÿ˜

graceful osprey
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guys help

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i played around with the skybox on my scene and now all colors are dull

glacial hemlock
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Is this unity?

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Doesn't look like it

graceful osprey
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huh?

glacial hemlock
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rather like blender

graceful osprey
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this is the vector thing in blender

glacial hemlock
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oh

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Have you perhaps tried to add a light source to your scene

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And started the game

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Cause it looks like global illumination

graceful osprey
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is directional ligh enough?

glacial hemlock
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I dunno, just try something

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I am new too

graceful osprey
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nah

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the light works

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but the colors don't change

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unless the light is diffrent color ofc

glacial hemlock
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what should the colors be?

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And have you tried running game view

graceful osprey
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nvm

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i turned out the skybox i used wasnt the default one

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just similliar

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also generating lighting helped with the colors in game view

chilly kettle
plush solar
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What would the best way to decrease light outer radius every second?

chilly kettle
plush solar
chilly kettle
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Google it please ๐Ÿ˜… there are thousands of tutorials for coding beginners for unity out there. If you struggle after doing it on your own, you can ask #๐Ÿ’ปโ”ƒcode-beginner. But try it alone first ^^

plush solar
mellow sierra
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They were answering your question with a valid response.

plush solar
mellow sierra
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The response was, check google for some ideas on how to change the value of the light radius, and how to do something over time.

plush solar
mellow sierra
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And you didn't find anything, I suppose

plush solar
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I had already referenced that and didn't have what I needed. I "figured it out" though. Like I said, generic and dismissive. What you did was provide assistance even though I already reviewed that material before. You can defend it but it would have been best left unanswered.

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If you can not see the difference then I don't know what to tell you.

mellow sierra
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I can see the difference. I've been here long enough to see the commonalities between those who want handouts and are bothered when they don't get it, and those who come with some already made effort with their questions.

Anyway, glad you solved it ๐Ÿ‘

plush solar
mellow sierra
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Okay, well that's your opinion on how people should answer questions here. It doesn't mean it's the only option.

Again, I stand by my statement that the response they gave you was valid.

deft fiber
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I would love to assume people check google first but that's not all that often the case

plush solar
summer aspen
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@plush solar If only your question matched the energy you putting in bickering about it.
You've asked how to do something in a generic way, you got the answer. Answer that was enough to point you in the right direction. Details about accessing and managing component something a beginner should know.
Now if you were looking for a detailed answer on something you are expected to do some research and show it in your question. For details see #854851968446365696 on how to ask questions properly.

quasi bridge
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Does anyone know how to adjust the intensity of a light (through code) that uses the 2D pipeline renderer in unity? If you need more information please ask.

wanton mortar
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Hey so ive got lights in my scene that worked perfectly until i baked them

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some of them are just completely ignored

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is there anything I missed?

little condor
wanton mortar
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all of the values are the same cause they're all duplicates

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they're set to mixed

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i tried setting to realtime or baked but it just completely got rid of all the lighting

main wolf
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is the not working light static?
maybe show us the light's inspector

wanton mortar
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its alright now

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i worked on something else and came back to it and now its working lol

deft fiber
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If you want to use a mesh, it needs to be positioned in relation to the player, with a relative rotation from the directional light

worn wedge
rocky holly
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when i try to gen my projects lighting i get the following error
[PathTracer] Failed to add geometry for mesh 'Combined Mesh (root scene) 3'; mesh format is invalid.
if i find all mesh renderers with that and uncheck contribute global illumination it finds some other mesh to error about

rocky holly
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but its not pro builder

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ive read that form top to bottom

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nothing helped

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can i send one of the meshes its angry at in here?

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or somthing to go off of

deft fiber
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If it's not ProBuilder then I guess it won't

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Do the problem meshes have "generate lightmap UVs" enabled?

rocky holly
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i dont have that option

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you mean on the mesh settings right?

deft fiber
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Import settings

rocky holly
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i dont remember how to get to the mesh import settings

deft fiber
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Open the mesh asset in inspector

rocky holly
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its .assets

deft fiber
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also, I imagine "combined mesh" in this context refers to static batched meshes
Disabling static batching for the meshes might make it easier to track down which are causing problems

rocky holly
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from what ive seen its all the meshes

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like i said when i remove one it just errors about the next

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i dont think i can fix this as its not mesh files its .assets

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ffs

deft fiber
rocky holly
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i know that i cant change these to meshes

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as thats considerd a big bad here and im not trying to at all

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but yea that is anoying

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it seems to bake when i use enlighten (deprecated)

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but it maxed out my 48gbs of ram and made my pc die

fierce oxide
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For some reason despite their being no light, the scene is still fairly bright?

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why is that?

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and how do i make it so it's dark?

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im trying to make an indoor level

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wait nvm found out

chilly kettle
astral escarp
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Does anyone know how I can remove the artifacts produced in the scene or where I can start?

chilly kettle
astral escarp
chilly kettle
astral escarp
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Thanks! I'll take a look at it

deft fiber
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@astral escarp @chilly kettle It does look like a very typical case of texel invalidity, so I'm a bit surprised it doesn't show up in the debug view
It's also possible that the texel invalidity is happening elsewhere, but because of a simultaneous UV overlap issue it appears here
It's always good to check both texel invalidity and UV overlap debug views when issues arise

astral escarp
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Hi, thanks for the replies, I have solved the problem by reducing backface tolerance, I am not sure what I am doing with this and if it is correct but so far it seems to be working.

hidden harbor
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I am trying to change ambient lightening color. It won't let me in the sense that whenever I change it to another color, it immediately reset to default

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Any idea what may cause that?

thin mason
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What's the correct way to change the render settings for my project sot that the inside of this inside-facing cube is completely dark except for a spot light. You can see that the camera is showing it as being a bluish-gray right now

deft fiber
deft fiber
thin mason
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Top: with skybox material
Bottom: w/o skybox material

deft fiber
thin mason
deft fiber
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Unless you're using RTX for all your lighting, the renderer cannot know which objects are occluded from ambient light

thin mason
deft fiber
thin mason
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If I want a cell-shaded look with thick banding on the lighting, is the best way to achieve that with a shader?

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Like this

deft fiber
# thin mason Like this

It can be done by using a posterizing shader on each material or on the whole rendered image, depending how you want it
This example is applied to the whole screen

obsidian solstice
thin mason
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I'm a lighting noob: why does my spot light only work when the mode is set to real time and not when baked?

twin orbit
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How do I do lighting with maps imported from tiled?

tribal leaf
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hey my men u changes the lighting how to fix

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nvm,

obsidian solstice
deft fiber
obsidian solstice
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changing my camera rendering path from Forward to Deferred seems to have fixed it? i have not tested in VR yet tho.

deft fiber
# obsidian solstice how to fix?

The primary approach is to decrease light ranges so they don't overlap so many objects
There are about half a dozen other potential fixes to it which you can now search for since you know the keyword

obsidian solstice
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thanks.

raven orchid
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im not sure which channel to go to for my problem so im just gonna explain what my problem is. in the unity editor i have a terrain and trees on the terrain and all the trees are dark unless they are in the beam of the car that is also in the scene, but for some reason some trees in the distance are foggy white

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and only when i run the game through a .exe

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and not through the editor

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what is causing this?

deft fiber
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@raven orchid Which editor version is it?

raven orchid
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2021.3.1f1

deft fiber
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There was a bug with exponential fog not appearing in builds a couple of versions before that, so I doubt that's the cause but updating to newest 2021.3. might still be worth a try

raven orchid
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ok uh

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how

deft fiber
# raven orchid how

Download a newer editor and open the project with it, 2021.3.6f1 in this case
Upgrading to a newer bugfix version doesn't usually break projects but it doesn't hurt to make a backup just in case

raven orchid
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i usually just copy the project before doing anything big or maybe problematic to the project

hidden void
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can some one help me try to understand why my refletion probe is not reflecting certen objects?

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I got some light solutions, and with this ligthing setings the houses are gray

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with night lights the houses are reflected

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could it be that the materials are not designed to reflect the light that I am using?

chilly kettle
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did you bake it?

hidden void
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yeap

umbral knot
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hey guys, I have a baked point light that is in the center of my scene. Around the light in exactly symmetrical positions is my environment. However the light is acting like its a certain distance away from whole objects, rather than working as a light should. I am very confused. I barely touched the lighting settings of my project

umbral knot
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I'm just trying to figure out why thats happening

chilly kettle
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Are your lights makred as "baked" ?

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In the Light ๐Ÿ™‚

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Hmm. I think you have to watch some tutorials before doing stuff ๐Ÿ˜›
https://www.youtube.com/watch?v=KJ4fl-KBDR8

In this video, we are going to take a look at Lightmapping in Unity 2020.1 to help you create fast and beautiful lighting in your scene.

Learn more about Lightmapping in 2020.1 from our Docs!
https://on.unity.com/2U7VQIX

Interested in the newest Graphics Features we added in 2020.1? Click here!
https://on.unity.com/2GHYGkR

Download the Spaces...

โ–ถ Play video
winter moth
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is it possible to have a light that just casts shadows and doesnt contribute any light? on hdrp

deft fiber
winter moth
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sounds like it would do what i want

deft fiber
winter moth
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is that still a thing?

deft fiber
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Yes, but it's about objects casting shadows, not recieving them

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e.g. if you want an object to not be lit by a light, but still cast a shadow upon another object that is lit by the lit

winter moth
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ah yes, i guess its not exactly what i want

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i have a very dim light and i would like the shadow it casts to be much.. stronger.. i guess, they are currently being overpowered by other lights that dont cast shadows.. trying to figure out some way to do that

deft fiber
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In terms of physics, a shadow is only as dark as the lighting it recieves
So, the only practical way to make a certain shadow darker is to darken every light source besides the one casting those shadows
Or make the whole scene darker by lowering exposure and brighten that one light

winter moth
deft fiber
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Diablo 2 that is?

winter moth
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yeah

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the "light radius" light is overpowering all my shadows, since everything outside your light radius is quite dark

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i could cast shadows from my light radius light, it looks ok, just trying to figure out if i need to settle

deft fiber
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It's possible to hack the light pipeline to "project shadows" instead of light, but it's a really complicated and you'll probably end up fighting against every other part of the light rendering system

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HDRP (and URP) use physically accurate lighting models which makes the default lights mostly unsuitable for old school unrealistic lighting effects

winter moth
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thanks, yeah ill see if i can think of any other hacky way to do it or just settle on shadows from the light radius

deft fiber
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You can get a sort of an old school light falloff by using shaders, but that will overwrite all lighting

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And probably will be tricky to get to work with HDRP which isn't designed to be altered like that

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Every part of it seems to assume that you want to use it to render photorealistic stuff using physically accurate light units

winter moth
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thats ok, ill just pretend the character is holding a torch and then it makes sense ๐Ÿ™‚

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appreciate your help

quiet ivy
timber lichen
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Maybe your tree

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Because you have a tree so maybe the light is making a shadow of that

deft fiber
quiet ivy
quiet ivy
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also if I disable the spot light the black square goes away so it's definitely one of those 2

deft fiber
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There's also deferred rendering path to allow a huge number of lights, but it has its own drawbacks

quiet ivy
# deft fiber It seems to be the culprit You can minimize light limit problems by reducing lig...

this seems to have worked, tyvm for the help to both of you! I could afford to bump up the per object limit one notch and that seems to have fixed it. I don't plan on adding any more lights to my scene for now, so just one increase seems to have fixed it for the meantime and is fine with me.
I've never heard of deferred rendering path until now, so I will have to look into it and learn what it is and what the drawbacks are in case it is needed ever in the future.

timber lichen
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How do I make Shadowmapped lighting not eat my PC

deft fiber
timber lichen
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Ah yes

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making a cascade seemed to have worked

deft fiber
# timber lichen making a cascade seemed to have worked

As I understand cascades don't change the overall resolution of shadows, but concentrate the resolution closer to camera so you can get by with overall lower resolution
There's is a small overhead cost per cascade though

sand juniper
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how do I bake lightmaps for a prefab? would I rather bake it in the scene and then pull it in the assets or can I do it in the prefab view window securely to all other objects in the scene?

rocky holly
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i have a light inside a room that is just to make it brighter but the center of the light is reflecting off of smooth things when i dont want it to
is thare a way i can stop that light from making any refections i just want it to be ambient (ive tried removing its layer from the probes that did nothing)

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you can see the spot in the glass

potent loom
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hi there, I got these weird lines on everything (using standard render pipeline) how can I fix it?

deft fiber
potent loom
nocturne sage
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Heyo, I've been having real wacky issues with my fbx objects. I think i understand that this is a normals issue but I dont know how i can fix it.
The picture is taken with just ambient lighting, no other sources of light and I get these strange seams / shadows on single objects.
The table on the left is a single face that dims right in the middle and the object on the right is two objects I combined together in blender and removed doubles. Which from what i've read for the past few hours should remove this issue.

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I want to have only real time lighting and have 0 lightmaps baked, even if i do though this problem doesnt go away.

humble marten
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its not a lighting topic but im new to this server and ur online here, can anyone please check my code? im a beginner and i dont get the problem

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it is a really simple code i just dont get whats wrong with it

nocturne sage
humble marten
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tyvm!

dark beacon
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Heya im having trouble with the lighting and ive not had this problem before.

Im having problems with spotlights and point lights when a directional light is present.

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Like it refuses to work even with a high intensity light. Its not too dim or anything ive counted that out.

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Its only when the directional light is disabled.

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it works

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also the light is in a interior enviroment

craggy haven
nocturne sage
drowsy siren
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Is there a fog setting where it darkens the whole screen past a certain distance?

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Like how actual fog would work?

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The normal fog settings just changes the geometry color

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based on distance, rather than straight up occlude stuff

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like, you can still see the outline of things no matter how far into the fog they are

winter moth
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if you were trying to recreate the vision radius effect like in RTS games or Dota for example, is it even possible with URP or HDRP? I feel like I made a big mistake switching over and then trying to recreate un-realistic lighting... these are some of the properties i can think of:

  • things within your vision radius are more lit (obviously)
  • enemies (meshes) on a certain layer outside your vision radius are not rendered, but other objects (like foliage) are
  • all materials on mesh vertices within your vision radius are more lit regardless of whether they are "facing" the light of your vision radius
#

I guess the visibility thing can be achieved outside of lighting with code, but the last point is really bugging me, i cant figure out any way to "light" all vertices on a mesh regardless if they are facing the source light?

deft fiber
# drowsy siren The normal fog settings just changes the geometry color

A black fog color would do that, not sure what else "darkening" means
You can see the outline of objects because skybox is excluded from fog. If it were included it would be just the fog color considering it's an infinite distance away.
To get something that looks decent you usually would draw a gradient with the fog color all around the skybox horizon

drowsy siren
#

it's for underwater

#

I want for stuff to not be visible past a certain distance

deft fiber
#

It's also possible to blend to skybox color instead of fog color which looks nicer but is more complex

drowsy siren
#

I guess if I place a giant sphere around the camera...

#

that only appears underwater

#

it would be the same effect with no extra effort

deft fiber
#

A picture might help me understand

drowsy siren
#

gonna take a screenshot

#

This is what I get

#

this is what I want

deft fiber
#

That is the sky, I think?

drowsy siren
#

yeah

#

because the world ends there

deft fiber
#

I would make a plane that always sticks its upper border tothe water surface, moves along with the camera and faces its position

#

Positioned almost at the far clipping plane

drowsy siren
#

Not all water is at the same height, so I can't trust that

deft fiber
#

oof

drowsy siren
#

if I mess with this mesh draw order maybe I can get it to only draw if nothing else would've been drawn

deft fiber
#

That won't work if the sky is revealed by the far clipping plane

drowsy siren
#

Well... I will try it out anyways after I am done with my current tasks

deft fiber
#

You may find potential solutions even from other games or engines as this should be a pretty universal problem with water areas

#

Switching to a skybox with a water-colored horizon might be a potential workaround

elder dew
#

(please ping if you answer) I'm making a 2d game, and I want my unlit sprite color to be dark purple instead of black.

#

this black unlit box should blend into the backgrounds

#

any ideas?

sand juniper
#

make it transparent (joke)

#

@elder dew

#

if you want your background to be dark purple then you should try another approach

#

don't change colors by hand but use post processing to make dark colors look more like moonlight

deft fiber
#

@elder dew "Shadow color" comes from the ambient light, but that can't brighten up fully black surfaces

#

I agree that post processing is the way to go here

#

Probably either a LUT or shadows/midtones/highlights to make the darkest areas purple

brittle prawn
#

anyone can explain why spot light on the right hand appears half while on the left hand side spot light completes the range

drifting violet
#

Iโ€™m making a pov horro game and the flashlight light cuts off when you turn around. Itโ€™s just a straight line down sidewaysthe center of the player view when you try to turn

#

Can anyone solve this please? Thank you!

drifting violet
#

Iโ€™m using the unity fps core template

little condor
drifting violet
#

It works on the wall not on the ground

#

Idk why

#

Even when I set the ground texture as wall texture it still didnโ€™t work

little condor
# drifting violet how do i correctly set it up?

On that white material, just try removing the normal to start with and see if the spot light looks better. If it is the normal map then you'll need to check that the colour channels (I can't remember which one) is using OpenGl orientation and not DirectX.

I think it's the blue channel that I needed to invert, but I'm not on the PC to check.

drifting violet
timber lichen
#

Any help to fix realtime light leak

#

Set to 'Every Frame' it works fine but eats my PC.

#

Setting it to 'On Demand' just leaks through every wall

#

Documentation says to request shadowmap but it doesnt work

little condor
# timber lichen Any help to fix realtime light leak

Reduce the near-plane value. It should be around 0.1.

Also, in that second picture it looks like your light is inside the floor. If it is there will be no faces that can cast shadows, so lights should be outside of the object.

timber lichen
#

It's quite hard to see with the picture

little condor
timber lichen
#

Yes

#

Everything else on there is default probuilder

timber lichen
timber lichen
#

I haven't been able to repeat it

timber lichen
#

any idea why my character isnt affected by lightprobe groups?

#

it works on normal meshes like a car and i tried changing the shader on the characters material to same one

#

is it because its a skinnedmeshrenderer?

#

trying to bake lights and have probes so i can turn off realtime to have a bit more fps on mobile

#

the cars show how it changes but no matter what i try the character stays same

timber lichen
#

actually no the change is i think from being inside a reflection probes volume.. so not sure what im doing wrong

tribal leaf
chilly kettle
chilly kettle
#

๐Ÿ‘๐Ÿป

tribal leaf
#

do you have a solution?

#

here are my settings to the lighting

chilly kettle
tribal leaf
#

directional light

tribal leaf
#

fixed thanks

viral turtle
#

I'd like to find a way to produce less intense shadows for a single object, is this possible in URP? I have a noise map that I'm using in shadow-only mode, to simulate cloud shadows across the terrain, but I'd like them to be much fainter than other shadows? Any ideas? I can't seem to find a way to reduce shadow intensity for that object, nor can I find a way of incorporating a 2nd light to do it without it affecting the light of all other objects

drifting violet
deft fiber
drifting violet
deft fiber
#

The only practical way to have an object be less affected by shadow is to use a (faint) version of its albedo as its emission
With a custom shader you could make this affect only shadowed parts

#

But it won't be possible to differentiate shadows cast by different objects

short wagon
#

Hello, I am trying to figure out why my lightmaps are not generating on another UV map on my mesh. I have tried checking and unchecking generate lightmap UVs on the mesh import settings, recreating the mesh in another blender project and even tried baking lights on those meshes in another project. I have also tried using different shaders, which seemed like it did something at first, but it was a false positive.
The models are optimized and there's no overlapping UV's (Which i dont think matters considering it has generate lightmap UV's on).

Basically I have a tiled material (roots if you will) for a model. The tiling is changed from the default 1x1 to 5x5. Normally Lightmaps dont tile with the textures, but when I bake it the lightmap is also tiled and can be changed to normal if I set it back to 1x1? I hope that I'm not blind and just simply overlooking something, because I don't see any error or warning logs about it.

I have searched everywhere for answers, but nothing good came of it. So I decided to bring my problem here. (which no one else seemed to have this problem from what I could scour for).

My Project is running on HDRP, and i have not had this issue on the URP (So I think it's something I may need to turn on?). I am using HDRP/Lit as the "standard shader" for most of my models, including the one I have the issue with. I will provide screenshots if necessary.

keen hearth
#

which model import setting makes it so light won't snap to the poly geometry

stark temple
# keen hearth

Your normals have probably not been authored properly. You can change it so Unity calculates them instead

brittle prawn
#

can anybody tell me how to stop this sun light entering my room, it's getting inside from nowhere

chilly kettle
timber lichen
#

Light Leak

lilac hill
#

Whats a reasonable number of reflection probes for an outdoor scene?

#

like whats a reasonable refl probe layout for like a medieval village style area?

#

should i basically be looking at a half dozen, dozens, hundreds?

chilly kettle
lilac hill
#

theres a fair amount of minor crap that's lod'd out in that screenshot, but thats the general scale

wintry lake
#

so i have this lightsaber that doesn't really look like a lightsaber in game, in the editor it looks fine with post processing but in game it just looks like this ugly red stick

#

how do i fix it?

chilly kettle
lilac hill
#

toon anime style, so it doesn't need to be insane - i just want some gi color bleed on metalics

chilly kettle
#

You can place some, where the visuals change drastically, like at the place where the ground is sandy/brown. And for the rest maybe for every 3-5 houses one probe. Should be enough.

lilac hill
#

so rough estimate - like 20 or so probes?

#

15-20

#

maybe 10

chilly kettle
#

Just make sure everything is inside the area of a probe to get the reflections on metallic surface to avoid "black" metallic

north echo
#

Does anyone know what would cause the lighting to change even in scene view when I move pan? I recently swapped back to URP, and I don't remember things like this happening before. It looks especially wrong in game.

chilly kettle
#

Possibly the Light Limit per Object

north echo
#

Where do I find that?

olive python
north echo
#

That didn't fix it.

chilly kettle
#

How many realtime lights do you have?

north echo
#

I think just one.

chilly kettle
#

Please do a video or something. Its impossible to say whats the error is without seeing ๐Ÿ˜„

north echo
north echo
#

Let me know if you need more.

chilly kettle
#

Do you mean the light at the left corner?

north echo
#

Yeah

#

And the same thing is happening on the other side of the room.

chilly kettle
#

Show me the Inspector of your Lightsource.
Your light is the red gizmo there?

north echo
#

That red thing you can ignore. I was just messing around with trying to make a lightsaber when I noticed this. The same issue is happening when I disable that light. This is the directional light.

chilly kettle
#

Sadly i have no clue what this could be.
If you add a standard cube, does the weird behaviour happen on this cube also?

north echo
#

I'll check

chilly kettle
#

the only thing i would to is debugging and checking where the error comes from ^^

north echo
#

The cube is working fine.

#

I noticed that for some reason the light seems to go away when I increase the clip plane on my directional light, but I'm not sure if I should be doing that.

chilly kettle
#

means, something is wrong with your model there

north echo
#

Oh

chilly kettle
#

If the same light is working on the cube correctly, i think its the model thats weird

north echo
#

Maybe I'll just delete this wall and remake it.

chilly kettle
#

Try to create a new scene, add your model and a new directional light and test if its happening there too

north echo
#

Hang on, the cube is doing now when I scale it up.

#

I don't know if it's something with how I have URP set up, because in the new scene with the default cube. That is still happening.

chilly kettle
#

Can you show the Lighting settings

north echo
chilly kettle
#

well, i have no clue.. ๐Ÿ˜ตโ€๐Ÿ’ซ

north echo
chilly kettle
#

Maybe if @deft fiber will see this, he has an idea ^^

west cipher
#

Hello, i'm new to unity and wanted to make a simple scene here where that cube blocks the light from reaching the wagon. i'm using unity 3D core , not URP or HDRP.

#

Is changing the shadows settings of the light the key to do it ?

olive python
deft fiber
#

@north echo @chilly kettle Looks to be indeed a directional light near plane issue
Though it's caused by large stretched polygons rather than the light

west cipher
#

will soft shadows makes the game use more ressources ?

north echo
olive python
west cipher
deft fiber
north echo
north echo
#

Is it possible to stretch a point light, or do I need to just make multiple point lights?

north echo
#

I'm sure that I could find some way of doing this, but does anyone here know what the best way is to make fog that is affected by lighting?

little condor
north echo
little condor
north echo
#

Ok sounds good, thank you!

lost granite
#

I'm not quite sure where this belongs so I'll send it here, does anybody know why this is happening? This is a really sketchy cylinder that I cut a hole out of using blender and put the blender file into Unity. I'm very inexperienced with 3d modelling. The one where the textures look fine is in scene view with that scene-view-camera-light-toggle-thing on, and the weird textures is in the game. I've tried messing with import settings and laying out the tris better to no avail. Does anybody know how to avoid this?

#

this is the layout of the tris btw

#

please ping me with any responses :)

north echo
north echo
#

@lost granite My best guess is that it has something to do with your uvs. What did you use to uv unwrap this?

lost granite
#

the actual UVs look fine though, why would it only look distorted when a spotlight is shined on it

#

or any other kind of light idk I haven't tested it using anything other than the scene camera light and a spot light

north echo
#

hmm

#

I'm not sure

#

sorry I guess I'm not much help

lost granite
#

thats alright

#

thanks for trying

blissful salmon
#

I am making a VR game, and I have a camera that is viewing a room with baked lighting, which is being outputted to a render texture. In the editor the baked lighting looks as intended, however on build everything looks much darker.
This affects any camera that is looking at anything with baked lighting except for the player VR camera. I'm not sure if this is due to the render texture as its able to render realtime lighting correctly, or if the problem is due to some setting on the lightmaps.

#

This is the lighting when in the editor

#

This is the lighting in game

brittle prawn
#

Hello I want to ask why my glass window reflects sky from in side it should reflect things inside the room

chilly kettle
brittle prawn
brittle prawn
#

I have another question does reflection probe in realtime will heavily effects the performace for android device,I am making a collaboration platform on vr

chilly kettle
deft fiber
#

But who knows, maybe you can budget for it

brittle prawn
#

Okay

#

Thanks @deft fiber @chilly kettle

chilly kettle
#

Did someone ever had this error when selecting a reflection probe?

Error assigning 2D texture to CUBE texture property '_MainTex': Dimensions must match UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Cant bake the reflections and when i select it, i get the error.

#

(Only in Baked mode)

#

well.. i found the problem by myself.
I dont know why, but the baked reflections where stored as 2D File instead as a Cubemap and i had to manually change it back to Cubemap

silk ledge
#

any idea why my pro builder walls look like this after baking given that is has the same material as the ground plane?

#

a regular probuilder plane looks fine, but this cube with flipped normals looks nuts

worldly egret
#

hi! I am in need of some help. I have to remove the shadow that is on the gun-likeling object that is in the right of the screen

#

how do I say the engine to not render shadows on an object

silk ledge
#

weridly when I detacehd the faces it looked good again

silk ledge
#

Still looks kinda wonky any idea why?

chilly kettle
silk ledge
#

how do I generate those

chilly kettle
silk ledge
#

sorry should'vbe been more specific

#

Probuilder has a lightmap generated

#

but the UV's look off, normal planes look normal

chilly kettle
#

You baked the light and it looks like in your screenshot?

silk ledge
#

yeah

#

placed a normal plane on top of the probuilder cube to show the difference

#

after baking

#

they have the same material

chilly kettle
#

Ok. Show me a screenshot of the Lightmap in the scene view. You can show it by using the sceneviews debug dropdown menu and choose "lightmap"

silk ledge
#

is that in the shaded dropdown?

chilly kettle
#

yes

silk ledge
chilly kettle
#

follow the thread pls, so we dont spam the channel

brittle prawn
#

I have put some point lights in the room, but some of them acting strange they do not reflect any light back to the ceiling, why is that

little condor
chilly kettle
little condor
brittle prawn
chilly kettle
brittle prawn
chilly kettle
#

Or use deferred rendering path

#

But using like 20 realtime lights just to light the ceiling is not really nice when you care a little for performance.

upper fable
#

Waiting for forward+ (wasnt it on alpha release already?)

chilly kettle
#

in 2022?

brittle prawn
chilly kettle
#

Have you ever baked lights before?

upper fable
# chilly kettle in 2022?

Yep, its on Released - 2022.2 Beta section on roadmap. Havent had chance to test it but sounds really promising

brittle prawn
chilly kettle
# brittle prawn Not really, I will do some research thanks for your help

Yeah. You have to prepare it a little. This is a great one: https://www.youtube.com/watch?v=hMnetI4-dNY

In this video, you'll gain an understanding of how lights and shadows work in the Universal Render Pipeline, as well as how to set up a scenario with a mix of real-time shadows, Light Probes, and baked GI.

Speaker:
Ciro Continisio

Ask your questions here: https://on.unity.com/2UmP9TE
Did you find this video useful? Room for improvement? Let us...

โ–ถ Play video
quiet flower
#

Hello, Is there a way that I can make a black material glow? or is it just not possible. I am using bloom and the emission value of the material

deft fiber
deft fiber
quiet flower
#

Dang it

dusky dawn
#

I'm getting some weird seams on my lightmaps

chilly kettle
dusky dawn
#

Yeah, that helps a little, but it bloats the size

chilly kettle
#

try a padding like 8

dusky dawn
#

It changes it a bit, but still random lightmap seams

chilly kettle
#

can you show the lightmap

sudden shadow
#

Hello, in my scene view the game is dark and looks good but when I play the game is much brighter. How can I fix that?

chilly kettle
sudden shadow
hybrid rivet
#

I'm getting light leaks that fix themselves when the player gets close to them. Changing the shadow distance doesn't seem to fix anything.

#

The screenshot shows shadow distance at 0 and 40.

#

close vs far away.

#

This is what the walls look like in inspector.

#

fixed it. It was the fade distance on the shadow option for lights.

#

Any pointers on how to make the lighting less sharp.

#

as in, make the shadows blend with each other and seem more realistic?

balmy crest
#

Guys I wanted to put lightning into my parking lot in Unity and it seems like the proccess is taking a relatively long time
Here are my settings, is there anything wrong that I've done here?

deft fiber
balmy crest
#

Iโ€™ve just shut down my computer, so I canโ€™t really display a picture of my lightning render settings, but I am positive they are on default settings

#

Assuming they are on default, and it still takes 8 straight days to render, what should I do?

deft fiber
#

It's important to have a decently powerful CPU or GPU or baking
I recommend testing bakes in a new blank scene with just some default cubes

balmy crest
deft fiber
#

Very unusual to me that the bake process fails to utilize the hardware at all without reporting an error of some kind
It might be that just restarting everything will give it the kick it needs

#

You can cut bake samples and resolution by something like 50-75% to try to speed up test bakes

#

Baking is a heavy process in any case

little condor
hybrid rivet
#

Mixed.

#

I bake the lighting. I am away from my computer atm.

#

This is HDRP btw. I just need to know how to modify the harness and softness of a shadow.

little condor
#

The sharp shadows indicate point lights, but you light source looks like an area light or emmisive material. Which are you using?

hybrid rivet
#

Point. The emissive material is for the light model.

hybrid rivet
little condor
#

Yeah so point light has a very small origin and gives sharp shadows. You can change the light size, but it would better to use an area light or emissive material.

balmy crest
#

Here's an image showing my current settings for my lights, which take up to 1 hour to bake... Is there a way that's a lot quicker to do this?

timber lichen
#

In this game, all the sides of walls are lighted equally, it uses a directional light

#

But if I were to make a room like this with a directional light, it would look something like this

#

Some sides are lighted differently than others

#

How does Crab game (the game picture) achieve the type of lighting?

#

And ambient lighting helps, but the walls are still not the same

chilly kettle
deft fiber
#

Seems a bit too intricate for what it is, but I can't think of any other explanation why some objects don't cast any shadows onto the walls when they should but some others do

thorny tusk
#

unity environment lighting how do i set that up

little condor
olive parrot
#

I am setting up light probe groups and they are working fine with realtime GI but the moment I reload the project or enter play mode it does not work anymore? is this a bug? also what are solutions for realtime GI?

balmy crest
#

Does anyone have a method for fixing UV overrlaps?

timber lichen
#

@chilly kettle @deft fiber Thanks for the answers, this is definitely a confusing one ๐Ÿ˜†
I also just thought of maybe 4 lights pointing in all directions, but idk will have to try everything

Thanks

little condor
balmy crest
balmy crest
little condor
deft fiber
balmy crest
#

I'll try enabling the "generate lightmap UVs" and adjusting the settings to brianer's suggestion and see what I can get
for now, bunch of thanks to both of you for your kindness

stark rampart
little condor
little condor
# olive parrot I am setting up light probe groups and they are working fine with realtime GI bu...

Yeah, I'm experiencing this too. I tested on 2021 and the GI looks really nice. I added some probe groups and dynamic objects were picking up the light changes, so I was quite excited. But as I hit play, the probe group data disappears and my dynamic objects get no lighting. On 2022, the light probes don't recognise the GI at all.

Shame, but I don't think Unity is ready for truly dynamic GI at the moment.

Hope someone here can prove me wrong!

timber lichen
#

this side

#

what it should look like

timber lichen
#

@deft fiber @chilly kettle I have made the lighting, it doesnt look exact because of the textures but the solution is directional lights in all directions

timber lichen
#

maybe its one of the solutions

sudden shadow
#

Hello. My problem is that my light goes through walls and floors. I tried everthing that I found in the Internet like use shadows, culling masks etc. can anyone help me?

balmy crest
#

Guys I am unable to find the option for generating a UV lightmap in the Inspectors element for my 3D objects that created in Unity. How do I find the generate UV lightmap option?

deft fiber
deft fiber
balmy crest
#

I'm using a low-end PC, and can't bump the resolution to 80, since that will take about a day to bake, so do you kjnow of any way to decrease texels in an object?

balmy crest
deft fiber
#

For example max bounces 19 is tremendously wasteful, the defaults are 1 and 2 for min and max

#

Indirect intensity likewise is not something you normally need to modify

#

Low quality compression doesn't make it any easier to run, just smaller to store while sacrificing its appearance

#

The last thing is that when building levels out of stretched default cubes you'll always have poor quality UVs and this will be a problem with baked lighting

balmy crest
# deft fiber The last thing is that when building levels out of stretched default cubes you'l...

Thank you a lot! I've reset the settings to default but kept the lightmap resolution to 10. The area light still seems a lot off, and some objects shine a lot more than others. Basically, the way I build my map, which is supposed to be a parking lot, is by using ProBuilder to make an entire huge room (out of a cube), and applied two textures on it; one that's on the floor and one on the walls. That one had 200+ texels, so I decreased the "scale in lightmap" to around 0,01, but I still get error telling me it's overlapping. Also, when baking, it rarely gets any light compared to the pillars

pillars are basically, like you said, streched default cubes, with materials (to be specific, they are planes). They also seem to get too much lightning, and there are pillars that get more light than others, despite the emision lightings being evenly spread around the entire place...

#

(Image above shows parking lot without any baking lighting)
Is emission lightning neccessary to getting realism in the parking lot? To me, it really seems like emision lightings can get quite complicated. Are there any other realistic alternatives to emision lighting?

chilly kettle
brittle raven
#

need help guys, why dont have shadows and poor light reflections?

balmy crest
#

@deft fiber do you recommend that I do the entire map building in Blender instead, and then convert it to Unity, since Unity isnโ€™t well optimized for map-building?

#

What do you guys think?

little condor
little condor
lone pier
#

How can I get my static and non-static object to match better in the lighting?

#

All of my non-static object have really moody and poor lighting, but the static objects look very soft and vibrant lighting.

#

Heh, never mind. I'm stupid and forgot to apply my liight probes. I am still open to any lighting tips though.

candid kiln
#

I wonder if switching sun to OnEnable will suit day-night cycle on performance wise?

silk mirage
#

is someone able to explain the light probes to me?

#

im confused as to how to use them even after watching multiple tutorials, i feel like im doing something blatantly wrong

limber delta
# silk mirage im confused as to how to use them even after watching multiple tutorials, i feel...

Have you watched this one? https://youtu.be/hMnetI4-dNY?t=2584

In this video, you'll gain an understanding of how lights and shadows work in the Universal Render Pipeline, as well as how to set up a scenario with a mix of real-time shadows, Light Probes, and baked GI.

Speaker:
Ciro Continisio

Ask your questions here: https://on.unity.com/2UmP9TE
Did you find this video useful? Room for improvement? Let us...

โ–ถ Play video
#

(starts at the light probe section)

#

What do you feel you're doing wrong?

silk mirage
#

im unsure, ive tried placing them in various positions and setups with everything i can find online but it just doesnt change the cube at all, ill watch that now

limber delta
#

Light probes are for dynamic objects. They won't affect static ones.

silk mirage
#

cube is moving

limber delta
#

Did you bake your lighting?

#

(and probes)

silk mirage
#

I have to bake after changing them?

limber delta
#

Yes

#

He explains it rather well in the video above.

silk mirage
#

OHHH

#

i think i see what i did

limber delta
#

๐Ÿ˜ ๐Ÿ‘

silk mirage
#

i baked it while I was still technically editing them

#

thank you i feel dumb now

limber delta
#

No worries. I feel dumb all the time when it comes to 3D haha

silk mirage
#

lol yeah i think lighting is my weak point

limber delta
#

It can be quite complicated for sure.

timber lichen
#

is increasing Max Lighmap Size increase the time to bake the scene ?

timber lichen
#

now i an confused, some people said yes some said no lol

chilly kettle
#

Does someone know, why the lightprobes which are near to the blue light behave so weird?
They have a very intense red side, while the other ones around doesn't.
There is no red light near them. They all get lit from the top and two directional lights.

chilly kettle
gentle verge
#

does anyone know why my spot light isnt working>?

regal thorn
regal thorn
#

Does anyone have any good examples of 2D Lighting for caves

gentle verge
#

as in adding a bit of glow to each particle

regal thorn
#

Im pretty sure theres like a sub lights thing on the particle system cant remeber though

gentle verge
#

yea but it needs a source

regal thorn
#

This might be some good

gentle verge
#

thanks!

haughty spindle
turbid matrix
#

why is my lighting so weird and how can i make it not weird (just trying to have good lighting, i dont want part of my cube to just be black, im not sure if i need shadows as im not going for a realistic feeling. I just want my scene to be well lit but also be able to run on horrible computers (for my friend who doesn't have a gaming laptop. or a pc for that matter) my scene will be a gym.

west cipher
#

how long does it take to bake lighting , it's been like this for 10minutes now

#

switching to cpu solved it

#

but since its not a powerful one , its gonna take 2hours for few simple lights

raven nymph
#

i'm trying to create some kind of 2D toon shading half-pixel art that works with normal maps in URP. To determine lights direction i just get the distance between player gameobjects center and light. It creates some problems when light is at the center of player or player is half in light. How can i make it so it will be like URPs lit materiaI. I don't know how to describe it but it is like it is working with pixels.

formal flare
#

how would i fix this, I've tried searching up solutions and my keywords doesnt seem to give any useful results

raven nymph
#

yeah

formal flare
#

im stupid

raven nymph
#

no problem

#

ss makes it look like a showcase

formal flare
#

yeah lol

little condor
# turbid matrix ^

Need more info. A picture of the issue would be good, what are lighting settings and what render pipeline are you using. Each pipeline can have different fixes.

elder dew
#

does anyone know how to make TMP text work with 2d lights in URP?

brisk bloom
#

I dont know where the circle shadow coming from. How can I fix that issue? URP.

#

I just find out that is from Area light baked only. I am figuring out how to make mystery circle shadow thing to disappear.

brisk bloom
chilly kettle
#

@deft fiber i think we already had this problem here from someone a while ago.. i think it was something caused by "per pixel lighting"?
But i have no clue how to fix it. Cant get any realtime light on the plane, because its just 4 vertices ๐Ÿ˜„

deft fiber
#

Or the material might be vertex lit but that seems unlikely here

chilly kettle
deft fiber
#

I don't recall the specifics though and haven't got the time to look into it

old hatch
#

How do I configure ambient lighting for scene?

#

sun gives light, but it falls only from one direction

#

one side is pitch black (only emissive fragments are visible), another is enlighted...

#

I found it, Window > Lighting > Environment

#

Environment Lighting > Color

candid kiln
#

any ideas why light leaking after baking?

#

becomes even worse when enlighten is turned on

deft fiber
#

@formal flare @candid kiln In both these situations you should prefer connected smooth-shaded corner vertices, but the only surefire way to prevent this is to pad the walls with shadow caster geometry

#

Messing with shadow depth and normal biases can alleviate the problem somewhat but it won't eliminate it, and will cause other kinds of problems in turn

candid kiln
deft fiber
# candid kiln yeah makes sense, model is just poorly done

Well, sharp and disconnected corners are fine in most cases and with extra shadow casters they're not a problem at all
I guess the "proper" way to do it would be to add a tiny bevel with hardened normals, but it's not always artistically desired and increases vert count
It is sorta more realistic and also reduces errors with light baking though

candid kiln
#

I'd better to remodel it, because ig this is not how basic modelling looks like

candid kiln
#

I wonder if that's also model related thing, bounced lighting keeps showing as pure white

deft fiber
#

@candid kiln How are your lightmapping settings set up?

deft fiber
#

1 is the default
more or less than that and bounce lighting will be intensified / reduced

candid kiln
#

It just ignores light color and passing as daylight

gentle verge
#

is there a way to place the 2d light source so that it only targets the blacksmith?

deft fiber
gentle verge
#

but it doesnt seem to work

#

u mean this right?

deft fiber
chilly kettle
#

Hey guys, i did this portal prop for a game. Right now its with realtime lighting, but i sadly need to eliminate the realtime light for mobile later.
I am wondering if someone has an idea to get this look and also keep the possibility to switch the orange to a blue color ๐Ÿ˜„

Right now i can switch the orange Emissions and realtime light to blue completly.
I saw a guy who wrote a shader where he multiplied lightmaps he prebaked.. i am wondering if this works or if there is a better/faster way.

hallow mural
#

trying to make a 2D sprite light up with 3D lighting
would putting it on a quad in blender do the trick?
for context. trying to make a game like dont starve

wraith mica
#

I just did accidentally did something to my lighting effects by mistake and now I'm not sure how to get it back. Maybe its my Post Processing Profile? Here is the prefab of this gun that I have (what it should look like)

#

yet here it is rendered in the game

#

All I believe I did was just duplicate the scene in order to make a 2nd version of the map and maybe that ended up changing something (not sure why this would at all be the case but thats what I was doing at the time)

wraith mica
#

I guess restarting Unity solved the issue? If anyone could tell me why that happened I'd love to know

west cipher
#

how can i delete the baked lights

chilly kettle
west cipher
#

Thanks

kindred harness
#

I just noticed static geometry with baked lighting data were affected by realtime Directional light. Doesn't that defeat the purpose of having baked lighting ?

chilly kettle
kindred harness
#

@chilly kettle I am worried about performance. I have a directional light that is set to Baked mode, and it lights my whole environment. The environment never moves. I have only 1 dynamic objects that stays in the middle of the scene and the camera turns around it. I use a realtime light for this mesh.

But the realtime light affects my whole environnment and I feel like I am paying the price of realtime lighting when I really don't want it.

I have swapped lighting layers for my environnement, so they don't receive the realtime lighting no more, but the dynamic object doesn't cast shadow in the floor anymore !

Why do I bake light if I am going to be forced to use the realtime lighting anyway ? I am kinda confused

chilly kettle
kindred harness
#

@chilly kettle Makes total sense, thank you ! I had moved away from mixed lighting because I was having some issue because I need to swap lightmaps at runtime. Only the last mixed light bake would remain baked, it would switch to realtime lighting for the first bake as soon as I changed scene. Guess my only option is to figure out why !

chilly kettle
#

normally lights dont switch themselves ๐Ÿ˜„
i think it MAY LOOK LIKE its realtime, but its only the realtime part of the mixed light.

kindred harness
#

Oh yeah this is what I meant, like the object that were previously treated as baked are now treated as realtime/dynamic. The lights remain Mixed

chilly kettle
#

Why do you want to switch lightmap?

kindred harness
#

We have two different mode for each scene, a night mode when content is locked, and a day mode when content is unlocked. I made a tool that switches lightmaps for every mesh renderer, light probes, skybox, reflection probe etc. But there is still this one issue. It works 100% fine when I just did the 2 bakes, but if I leave the scene and come back, only the last bake I did have the mixed lights behaving correctly, it gets really expensive.

deft fiber
#

I believe in "subtractive" mode static geometry will get no realtime lighting once baked

kindred harness
#

@deft fiber thank you ! This is exactly what I was reading on. I already use subtractive. I think the problem comes from the mixed lights thinking it doesn't have baked information on meshes, so it revert to realtime lighting, even if it does have baked information but from previous bakes... I would need to figure out a way to convince the mixed lights they don't need to use realtime lighting on static object.

I'll try using the same Mixed light (but changes its parameters) in day and night instead of having 2 separate mixed light, one for each bake. I think this might be where the problem is coming from. Weird that it doesn't happen until I leave the scene and come back though

deft fiber
#

I feel you're overcomplicating it

kindred harness
#

@deft fiber I feel you are discarding my claims too quickly

deft fiber
#

I guess the true mystery is why the lights (or surfaces) stop following those rules when you switch the lightmaps

kindred harness
#

@deft fiber turns out it was as I expected, redid everything with a single Mixed Light on which I change lighting settings (Shadows, color, intensity) instead of using separate ones that I used to toggle on and off and it behaves as expected !

chilly kettle
#

i have a "Main-Light" set to Mixed and Subtractive. When i bake the Scene (see settings below) it looks like this (blurry baked shadows, like expected).
But when i start the game, it seams to fall back to crisp realtime shadows, and when i stop the game, by bake seam to be gone. How could that be?

silk mirage
#

How do i make a dynamic object emit light? this might be a stupid question but ive searched for a bit now and cant seem to find a straight answer

little condor
silk mirage
#

and you have to bake emissive materials no?

#

im talking about a moving object

#

on the unity docs there is an option for realtime but i think it got removed

little condor
silk mirage
#

ah ok i see thank you

winter moth
#

is there any way to prevent ambient light from affecting a certain layer? I want the layer to be able to be effected by other lights, just not ambient lighting. Using URP

formal flare
deft fiber
chilly kettle
low grove
#

is there a way to create a collider that does not allow light to pass through? (2D)

deft fiber
low grove
#

thx

hot charm
#

Is there anyway to tint my shadows blue without tinting the rest of my game blue? I'

#

I've tried multiple options but it always results in the entire game having a blue tint and looking bad

#

I've seen other games do it so Im just curious on how to replicate that effect

deft fiber
#

You can counteract the blueness of lit surfaces by making the directional light more orange

chilly kettle
deft fiber
fierce oxide
#

Im pretty new to lighting but i got this problem where some lights are brighter than others even though they all have the same settings

#

This is the setting all the lights use

odd loom
#

hello
i have a moon in the sky (basicly a giant glowing sphere with lens flare) , when i turn on fog that goes away, is there is anyway to make it ignore fog?

stoic haven
#

hello can anyone help me here? so when i start my game the light starts like this but when i die and go back to starting position my light changes... help pls

#

I know it has something to do with this but i idk what to do

mellow current
#

Make a light setting and attach it

#

and remove the

#

Baked global

#

Illumination

#

Try if that works

stoic haven
mellow current
#

Go to ur light setting

#

and turn off Baked global illumination

stoic haven
mellow current
#

and go to ur lightning

#

and bake it again

#

and try again

#

that game is from brackeys right?

stoic haven
mellow current
#

did it work?

stoic haven
stoic haven
mellow current
#

yes

stoic haven
mellow current
#

off

stoic haven
#

ok and now ?

#

oh nvm it works now

#

tnx

winter moth
#

im having trouble getting a point light to cast shadows in URP, if i switch it to directional light with the exact same settings, it casts shadows fine. I have additional lights cast shadows set in my URP asset

#

it wasnt using my urp asset ><

iron barn
#

anyone know why bakery and xatlas are doing this to my scene? (It's not supposed to be blue). Generate lightmap UVs is checked for all items.

deft fiber
#

You can define light limits and fallbacks in quality settings

steel arch
#

hello im pretty new to unity so sorry if this is a dumb question but how do i change the lighting of a room? basically i want everything to be dark except where you shine your light

chilly kettle
steel arch
#

okay thanks

hasty condor
#

Does anyone know how to fix this

chilly kettle
#

Thats Texel Invalidity

hasty condor
chilly kettle
#

Use the scene debugger to have a look on the texel invalidity

hasty condor
#

its on the door

chilly kettle
#

possibly a wrong sided normal

hasty condor
#

Oh yeah ure right

#

Thanks man, that fixed it

chilly kettle
#

np ๐Ÿ™‚

#

Does someone know, why the resolutions of the UVs on the objects are completly different? They all have the same "Generate Lightmap UVs" Setting.

#

is it because the bench has so many parts that are split?

limber delta
#

I'm also interested in the answer to above ๐Ÿ™‚ I get the same thing between assets that has the same texel density set in Blender.

chilly kettle
limber delta
modest patio
limber delta
timber lichen
#

anyway to make an UV map like this, be emissive and correspond to the colour?

#

or do i have to create separated materials for each emissive colored light i want? ๐Ÿ˜ฆ

timber lichen
#

or at least fake it is glowing?

#

idk it changes anything ๐Ÿ˜„

#

OK! it looks like i would need an emissive texture, which does not exist at the moment, alright?

little condor
timber lichen
little condor
timber lichen
#

what i was looking for actually is a bloom effect!

hoary fossil
#

Working on a backrooms demo. Here is some test lighting

#

Reference

timber lichen
#

@little condor i noticed that actually the gloom would be too much for some models i want, so i am better just interpolating textures of emission off (which are more gray) to the emissive ON which are more colourful... i think it still gets what i want

#

as i will try to keep the game running on the lowest hardware as possible

little condor
livid jetty
#

I wanna make a dungeon game but I'm awful at lighting, I really don't know how people get good results. This image is just some basic thing I slapped together tonight

#

I wanna know how I go from that, to something like this

#

obviously my scene is very empty and the colours are pretty dull, but even if that were fixed the lighting wouldn't be good, right now I've just got a single directional light
also please ping if you answer

upper fable
# livid jetty I wanna know how I go from that, to something like this

Clearly need some more lights (those torches) and some post processing effects to get more contrast and saturation (maybe ACES tonemapping too). Most likely getting as good results as seen there would require some custom stylized low poly shaders, default unity shaders may not be good enough with post processing either

livid jetty
#

and ACES yeah, standard lmao gotta have it

#

I could go the unlit (or semi unlit - there's a directional on very low light) that could work

#

would just need to play around with the colours so it wasn't so whitewashed

upper fable
#

Yeah, more textures/details and colors

livid jetty
# upper fable Yeah, more textures/details and colors

textures is something I basically never really do, just because I'm bad at art
I can however do gradients and or textures made via shaders (just baking the shader to a texture)
but yes I agree with all you've said so far so thanks a lot

chilly kettle
chilly kettle
arctic pier
livid jetty
deft fiber
rugged totem
#

Any idea why this is happening? I'm using baked lighting and these weird lines are showing up

rugged totem
#

Nevermind, fixed the issue

livid jetty
rugged totem
#

It was incorrect baking and object settings, mainly not generating lightmap UVs

chilly gazelle
#

Can anyone explain strange changes in lighting occurring on the ground and trees?
Toward the beginning, as the ship goes through the first canyon, the ground gets totally shadowed at the same pace as the ship/camera. Later, you can see some trees appearing bright and then getting way darker when the ship/camera gets closer. Not sure what's causing this.

chilly kettle
#

Did you tried to change the shadow distance?

primal relic
#

how do i get lighting working in urp?

chilly gazelle
# chilly kettle Did you tried to change the shadow distance?

By changing the Near Plane settings under Shadow Type, right? I tried that, but nothing changed. I adjusted the Strength and Biases, and but that also didn't change the weird way the shadow seems to follow the ship/camera. Unless there's another way?

chilly kettle
chilly gazelle
chilly kettle
#

Are you using URP?

chilly gazelle
#

So I'm just using the Built-in Render Pipeline. I haven't learned yet what the difference is.

chilly kettle
#

You should have a Render Pipeline Asset there?

#

if yes, you can click on this asset and change the settings for shadows etc. there

chilly gazelle
chilly kettle
chilly gazelle
chilly kettle
#

I never used Built-in. Maybe this does not exist there ^^

chilly gazelle
chilly kettle
#

Not that easy, and never done by me.
And you should know, which Render Pipeline you choose, based on the needs of your game.
There are several Tutorials on YT for this ๐Ÿ™‚

chilly gazelle
chilly kettle
#

Looks like it, when something changed depending on the range from the camera, itโ€™s mostly a settings thing. Or maybe LODs

timber lichen
#

Hey guy, can you help me figure out why it's doing this?

#

It only happens after play mode...

winged tangle
#

is it normal for Enlighten to take 1hr to precompute a small scene?:

chilly kettle
#

Whats your reason to use enlighten?

proven wadi
#

does anybody know why when i make some lightning it doesent make light๐Ÿ˜‚
i just add a lightning example a point light and it give me the light prefab but no light is comin out of it

chilly kettle
#

turned off light?

proven wadi
#

nevermind i found out thanks

#

the Directional Light was too high

deft fiber
#

@chilly gazelle The cause is indeed shadow distance
But render pipeline doesn't have anything to do with it