#archived-lighting

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night shell
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even outside as well

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so whats the solution here?

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you sort of need to be smart about it

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for example instead of modeling this room in a bunch of little squares, you "combine" meshes, and instead of the floor in this instance being a bunch of little cubes

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you make it one big stretched cube

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gimme a sec to show it off

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realtime in this example

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but notice no more lines

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its perfect

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same with the outside (excusing the sloppy nature of my cube modeling)

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now when I bake it

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notice how much cleaner it all looks

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granted you still see some artifacts because of my rough cube modeling, but we can take it another level where its all combined

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you following so far @dense mural ?

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I'll show the light blocker thing as well in a bit

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here we go

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done in probuilder but this entire room is all one mesh

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compare that to prior where the room was modeled with cubes that were all perfectly aligned mind you...

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now granted, its important to mention that you can STILL segment meshes

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but you need to segment them where it makes sense

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for example this room, all of these walls can be seperated, and it'll look the same

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segmented walls in this example, and it still looks the same

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and its segmented where it makes sense if you think about it

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its where literally there is a wall there

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now...

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to explain why you need shadow blockers

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usually for lightmapping this isn't too much of an issue

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but for realtime lights

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here is a mesh with no backfaces on the outside

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obviously light leaks through

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I can set this to be a two sided shadow caster...

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but watch what happens

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so for realtime lighting, this is why light blockers are necessary

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to an extent this also applies to baked lighting

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this is from unity's trouble shooting guide, but here is an example of light leakage even in an interior scene with light baking

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light blocker meshes are always very necessary

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@dense mural

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sorry for @'ing but just making sure you catch all of it

dense mural
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Yeah you're good, sorry I'm in lecture rn but I'll check it out when I'm done

deft fiber
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@night shell good demo!

night shell
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glad you appreciate it

deft fiber
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Even a completely seamless room with smooth normals for corners can appear to leak light

night shell
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yep

deft fiber
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I'd say do whatever but be ready with the duct tape
You could be doing everything "wrong" and still end up not having to use the workarounds, if the light angle and player perspectives just happen to not reveal any problems

night shell
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^^ this is a good point

deft fiber
# night shell

Except this tiled style for baking tbh
Even if it's possible to tweak settings and tile geometry to get it seamless, each of them still needs margins on the lightmap which end up consuming most of it

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So I don't recommend to try it under any circumstance

reef schooner
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Why is my Coin in the game not like the Image? Its a bit gray

night shell
reef schooner
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How can I see if it's completely opaque?

night shell
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the color of the sprite

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in the image field

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it looks fully opaque

reef schooner
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Thats my Canvas

night shell
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well it makes me think that its some kind of post processing you have ontop that is affecting your UI colors, or you might also have something else layered ontop that is affecting its color as well

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are you using any post processing?

reef schooner
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If I switch to Screen Space Overlay it works but then I lose the glow effect

night shell
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so you do have post processing

reef schooner
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yes

night shell
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you probably have tonemapping enabled

reef schooner
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tonemapping ?

night shell
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you'll find it under color grading

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if you want to keep tonemapping

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but make is so those UI elements arent affected

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your probably going to have to render that UI on a seperate camera

reef schooner
night shell
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and that camera will have no post processing

night shell
reef schooner
night shell
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do you not have any other options enabled under color grading that change your image colors?

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no contrast/brightness/gamma etc. adjustments?

reef schooner
night shell
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oh your using HDRP

reef schooner
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yes

night shell
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right because HDRP has another post processing volume with tonemapping enabled by default

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and you don't know where it is

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well you can add an override

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so on that volume add a tonemapping component

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and set it to none

reef schooner
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ok yes that helps

dense acorn
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I'm using URP for 2D lighting, and when I use a freerform light to light up edges, I'm getting weird artifacts.

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I don't have any shadow casting objects in the scene, and changing the falloff seems to mess with it a lot

dense mural
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@night shell that first image shows how I have my room set up, each one of those colliders is a wall segment, and then the second image shows the bleed through the ceiling

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so I'm guessing I would need to make those shadow blockers you mentioned?

night shell
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yes

dense mural
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so would you completely surround the corridor in a single large cube? Or would you place one in the wall segment prefab?

night shell
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generally I would try to surround the entire map, and put cutouts wherever I need it

dense mural
untold rain
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How best to have multiple light sources in a scene? Like 500+? I'm worried what slows down a computer

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I am trying to do a festival scene at night, and am going to end up with a lot of lanterns and lights.

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This is for a First Person game.

stark temple
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if you use deferred rendering then the cost of lights is per pixel that they light on the screen. But regardless of that, the smaller lights should probably just be lit billboards/meshes and not actual lights

untold rain
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I am doing Unity Spotlights.

stark temple
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The actual lighting should just be general approximations, and the light objects should just be materials that give the appearance they're causing that lighting

untold rain
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Here is one example. This is not the festival lights, but I also have these hazards that are sort of like "Light up Disco Floor"

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Each has a spotlight for Blue, Yellow, and Red.

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This probably should somehow just be drawn-on as most of the light in my scene may not change at all.

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I am sort of new to lighting in the scenes.

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(Also in the scene, there are about 300 of these panels)

stark temple
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Again, if you use deferred rendering then the cost of lights is per-pixel that they light on the screen. So the smaller the lights are on the screen the less cost they incur, the amount of lights matters much less.
If you don't mind those panels not causing lighting on the objects around them then the panels themselves could just be emissive materials and then you once again approximate the lighting on other objects to give the appearance like they're all actually lit

night shell
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^

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I agree

night shell
# untold rain

for something like this, emissive materials are enough to sell it, no need to have actual light sources for each one sucking up costs

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approximate lights whenever you can as well, for instance if its an actual festival enviorment you cna just fake lights by using glow sprites

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or if your lucky and you have alot of lights that will stay the same

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use lightmapping and baked lights

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defferred rendering would definitely do a ton of heavy lifting for having tons of realtime lights, but if your in forward rendering then your only choice is to minimize the amount of lights in your scene because they will wreck your framerate

hybrid pewter
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Why do there seem to be seams in the ground from the baked lighting?

deft fiber
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I believe they're realtime or mixed lights, and the realtime portion is being culled by light limits

hybrid pewter
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The only light sources I have are from a singular point light on the candelabras which are set to "baked"

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I then go into Lighting Settings and clear the Baked data and generate lighting

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These are my lighting settings

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These are the settings for my floors

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No other light sources

deft fiber
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baked lights are not capable of specular reflections (except I think from one source using directional lightmaps), meaning they have not been baked for whatever reason

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Make sure the lights and floors are all marked static and bake again

hybrid pewter
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So how do I utilise specular reflections? Realtime?

deft fiber
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Mixed lights usually

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But they're subject to the pixel light limits you see culling your lights there

deft fiber
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Post only to one relevant channel at a time, please
It looks like the shader doesn't support per-pixel lighting
I'm not familiar with tree shaders bur iirc built-in render pipeline's lit particle shader was also one that only receives light at the origin

hybrid pewter
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@deft fiber I want to have baked lighting to try and minimize the strain my game has. How can I still get some effect of specularity when using baked lighting?

night shell
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emissive proxies is one way

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when you bake directional lightmaps

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you can also leverage directionality from those lightmaps to recreate specularity from light sources

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but that requires a shader that can do that

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luckily there are some that exist

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these are one

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they also do other good things like darken reflections in dark parts of the enviorment

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comparison with the standard unity shader

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unity standard

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filamented shaders

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you can see both of the things I talked about in action, both the darkening of enviorment reflections, and also maintaining specular highlights from light sources

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and its all 100% baked, no mixed/realtime sources

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@hybrid pewter (and @deft fiber for future reference)

deft fiber
night shell
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forward rendering and built in pipeline

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which is what hes using

deft fiber
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Directional lightmapping was removed from the progressive lightmapper iirc because it wasn't "worth the cost"
Bakery also still does them

night shell
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you can still do directional lightmapping with the progressive lightmapper...

deft fiber
night shell
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no its always been built in?

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im confused, has this been removed in later versions?

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I've been on 2020 - 2022 versions

deft fiber
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I thought it was but it seems that it isn't
Maybe I'm thinking of something else

night shell
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its always been around, its just the standard shader in unity doesn't do specular highlights using directionality

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it still shades the diffuse term with normals for extra detail

deft fiber
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I think I was thinking of stored specularity, but that apparently wasn't in

deft fiber
night shell
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same, it was then it was removed

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it really isn't that costly

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I've been able to use them on quest 2 just fine

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must have been a piss poor implementation at first

maiden hemlock
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in 2022.2, it seems like the reflection probe settings are missing from mesh renderers? ( manual for .2 states it should be in there.. like it's always been for a decade+?)

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(hmm. Just opened up a blank .2 project, and it's there as usual.)

deft fiber
maiden hemlock
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new one wasn't. Installing urp 14 on it, will report back shortly ๐Ÿ™‚

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yep. gone again when a urp render asset is assigned in graphics > srp settings. Guess I'll have to read up on the 14.x upgrade ( coming from 12)

pliant gazelle
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when manually making the 2nd channel for lightmaps. am i supposed to do that per 3d model. or bunch alot of 3d models into say 1 lightmap atlas?

maiden hemlock
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one per model, it will atlas it post bake. If you want extra control over the atlas, bunch of models into one lightmap atlas ( but they'll have to be combined into one I'm pretty sure, otherwise it won't respect your custom atlas)

deft fiber
maiden hemlock
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Not light probes, reflection probes ๐Ÿ™‚ it looks like things changed in box projection + blending. Anyway, my custom shaders are completely broken ( and honestly, more than a little bit messy) on this new urp, so I'm focused on this for now.

foggy condor
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for the life of me, anyone know what is this error:
"Assertion failed on expression: 'm_PendingLightmapHashes.size() == m_LightmapCompositeHashes.size()'"
and why im getting such unnatural light when my light sources are set to "baked"?

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this is what its supposed to look like

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when lights are set to realtime at least

grim crater
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@foggy condor ChatGPT is your friend. ๐Ÿ˜„ The response may not be entirely accurate but you definitely can get an idea.

It probably is a Unity glitch.

As for the baked lighting, I have found that baked lights do not light the same as mixed or (of course) as realtime and you need to adjust them accordingly.

storm steeple
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What are these weird dark artifacts which occur in both progressive cpu/gpu?

foggy condor
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tried that already, although i got different responses. none of the solutions worked

grim crater
foggy condor
grim crater
grim crater
storm steeple
foggy condor
grim crater
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I mean i want to set the lights so i can

hallow elm
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how do I stop light from going through the 2 connected edges of cubes?

icy tundra
hallow elm
icy tundra
stable patio
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there is also way to generate normals on the fly in the shader for low poly which you could use either so you will have only one mesh but you still need to weld them, but that is more expensive for GPU and can sometimes result in a lighting artifacts.

hallow elm
deft fiber
glossy pulsar
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Hello Everyone i have some issues with my normal map, i don't understand what is going on, the lighting seems to move, here are some screen shots of my problem :

pastel skiff
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How can i manage scenes with lots of lights. When i have many lights it causes extreme performance issues but its hard to put less lights in my scene because it is indoors in a house and it would look wrong if I removed the ceiling lights?

hallow elm
pastel skiff
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Yes but i want the lights to be controllable in game

deft fiber
deft fiber
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By default every mesh within a light range is rendered again for that light, and again more for shadow caster
Sometimes multiple times since point lights need to do a shadow casting pass in all 6 directions

pastel skiff
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alright thanks

stable patio
glossy pulsar
humble valve
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I need a flashlight in my game to explore some caves. Its barely bright enough when looking in the distance but when looking on the ground it becomes Waaaaaay too bright. None of the settings seemed to help, so is there a way to fix this?

grim summit
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why does my baked lighting look terrible in large spaces?

deft fiber
# grim summit why does my baked lighting look terrible in large spaces?

Why 'your' baked lighting looks terrible has reasons unique to your case
Baked lighting is based on texel resolution, which attempts to remain constant, and practically only be scaled per-mesh
So, regardless of how big your scene is, every lit spot needs lightmap resolution allocated to it
If your scene is very big, this cane become very inefficient

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So, if you have a huge desert with a couple of pillars sticking out of it, their shadow resolution by default is shared with the whole desert even if there's actually no detailed shadows to store except in those two places
In that kind of case you'd slice the world geometry into chunks and crank down the chunks' scale in lightmap where no accurate shadows are required

silk holly
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why are the sharp edges in shadow bits disappearing?

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because they do show up in sun-lit parts

deft fiber
night shell
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^^^^

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thats the main problem

deft fiber
# humble valve I need a flashlight in my game to explore some caves. Its barely bright enough w...

Lights in URP use real-world accurate logarithmic falloff and exposure that more or less emulates a camera, which is why the gap between dark and overblown is much narrower than what our eyeballs are used to
There's no simple "fix" to it that I know of
Making sure you're using HDR rendering, neutral tonemapping post processing override and on top of that some overrides to balance out light and dark are your best options

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It'd be nice to be able to choose to use linear falloff like BiRP does instead, but afaik that'd require making your own branch of URP, or recreating the Lit shader with your own falloffs

silk holly
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I want to try to have it not reflect too much but still have the sharp edges show up

deft fiber
silk holly
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I'm not really planning on making it very realistic ๐Ÿ˜„

regal sail
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Aside from baking time, is there a limit to the number of baked lights I can have in a scene?

regal sail
# deft fiber None that I know of

How about in a mixed-lighting situation where those lights are baked but set to mixed in order to light the character in real-time through light probes?

deft fiber
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Light probes do not require use of mixed lights

regal sail
deft fiber
regal sail
deft fiber
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There are some practical limits to how many lights and light probes you can bake and store, but not fundamental ones

regal sail
tight latch
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how do i fix inconsistent 2d lighting, the shadow works on my character on the right half of the light but not the left galf

strange fog
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How can I imitate like sun lighting as im trying to do a dialogue clip and this just looks weird

toxic eagle
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I want the whole room to be evenly lit but not matter how i bake it, it just dosent look good

deft fiber
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I think you can switch light falloff to linear for the baker, which would make it more even
But even still there's going to be more light rays hitting the surfaces closer to the light

toxic eagle
deft fiber
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@toxic eagle Does your project use linear color space, HDR and a neutral tonemapping profile?

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Lacking those it's very easy to burn through bright areas of the screen

toxic eagle
deft fiber
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Anyway, the scene doesn't look that blinding to me
I'd worry more about fine tuning the brightness when the scene's visuals are being designed as those have an effect on the light bounces as well

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You can also have local volumes with exposure override so the screen is brighter outside in the dark, and dimmer inside under the lamps

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Like this
But the other way around

desert shadow
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How can i do this ligghting

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better

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there is no any shadows

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and its to bright

hot path
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why would there be shadows?

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i dont see any objects that would cast them

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also you are using directional lights

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which light up the whole scene

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you probably want one of the other ones

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but im not a lighting expert

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so i dont know which of those

night shell
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his scene looks to be a full interior

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the reason there is not any shadows

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is becasuse its all interior. hes lighting with a directional light that is casting shadows for a scene that is going to be all indoors. It isn't going to do anything

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if your trying to light the room which looks like its meant to be lit with the ceiling lights

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you need to use point/spot lights placed under those lights

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(or if your light baking, using area lights which would be more accurate)

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and that room has WAY too much ambient light going on if its supposed to be an interior

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if you are struggling to light anything and understand it, honestly just use real world references

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look at how rooms of that type, or environments of that type are lit in the real world, then try to replicate that

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@desert shadow

main wolf
neat sparrow
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Is this about what I should expect to see baking lighting? And will it actually take 8 hours? Seems extreme.

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Actually the progress is now 13 minutes

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To everyone passing by, here is your reminder to save your scene because you might say "bake lights" but unity will hear it as "start baking lights but then die".

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AND THEN DON'T BOOT UP THE PROJECT AS YOU ARE GRABBING THE BACKUP FILE BECAUSE IT WILL BE OVERWRITED AND NOW IT IS GONE FOREVER

main wolf
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But both depends on what you are actually after

toxic eagle
deft fiber
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There are many variables to hasten the process, especially if you're not doing a final bake

fossil radish
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How did my game go from this in the editor to this in game

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nvm just had to generate lighting

untold rain
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What is difference between Realtime, Mixed, and Baked? Which is best for when the light is essentially a texture and should not change at all? (Is there an easy way to turn lights into textures?) I tried the emissive, but want to get the sort of shaded effect from some part lit up and other part not.

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Baked is basically texture right?

night shell
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baked lighting is basically textures yes @untold rain

untold rain
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Is there a way to make baked lighting faster or less computational if I have like 400 in a scene for example?

night shell
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realtime has no "baked lighting" textures, its all calculated in real time on the fly

untold rain
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I am aiming to create a night-time festival with as much emissives and bakes as possible.

untold rain
night shell
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well it depends on your goals though

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are these lights to be changed all the time?

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are there only really a few lights that would change?

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or is it a mostly static environment where lighting stays consistent the entire time?

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each of those goals have different approaches to how you can light

night shell
untold rain
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I will probably have an entire level with about 400 of these, each cube is a light.

night shell
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ohh your the same guy that was discussing that

untold rain
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The spotlight gives a nice shaded 'texture'.

night shell
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yeah for something like that I would advise that you don't use lights for that

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use emissives

untold rain
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It will get worse because I also plan on a festival scene of sorts.

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Is there an easy way to just turn these into textures?

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Will be using emissives for the 'festival'. For this "Disco Floor" I guess I need to turn these into textures, currently I just like the shaded effect the spotlights give

night shell
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yes, unity standard shaders have an emissive field where you can input a texture that emits light

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or a simple single color

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you can create a shaded spotlight texture for the cubes

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and use that as your emissive for the material

untold rain
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Is there just a simple way to copy what I got currently exactly but just to a texture?

night shell
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there are ways but I wouldn't use the unity lightmapper to do that

untold rain
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I guess I can screenshot it in game and just drop it as a material

night shell
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I would paint it manually in a program of your choice

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i.e. photoshop, or if you have other tools i.e. substance painter and etc. use those

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but I wouldnt use the unity lightmapper on that if I were you

untold rain
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What are things that should have lights? I plan to make the first level environment a night time festival towards a night time disco hall

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(Festival lanterns)

night shell
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I would make actual light sources "lights" so i.e. lamps or actual spotlights that are in the scenes

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typically my rule is that if its apart of something dynamic, i.e. in your case a changing emissive floor I would just stick with using emissives

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if you have tons of little tiny light sources in your scene

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I would use emissives for those

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but for large light sources like street lamps or wall lights for example

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I would use actual light sources for those

forest rose
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Can anyone help me find out why there are lighting leaks in my level? I'm using probuilder

forest rose
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I don't have any, do you mean add some

night shell
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you can add some

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or

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you can go to the unity enviorment settings in the lighting tab

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and turn the intensity multiplier for the sky reflections to 0

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though I'd just suggest placing reflection probes so any dynamic objects you have, depending on their materials they will show up correctly when they are in your enviorment

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but up to you

forest rose
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The only moving object will be the player, no other objects will move

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I'l try and set up reflection probes

magic osprey
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Any idea how to make Lens Flare (SRP) work for HDRP for 2022.2.8f1? They used to just work on older versions from what I can tell, not sure if there's a setting somewhere I have to toggle?

neat sparrow
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Baking lighting leaves scene completely dark except for the mixed light.

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This is what I use for the other lights.

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I made all of the meshes (that I could) static.

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Actually there is a small amount of light.

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I just left it too dark maybe?

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Lights need more brightness?

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The lighting seems incredibly even, though the baking isn't done

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It seems very equally spread out.

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It is a horror game. I need them bright enough so that you can see but have a short range.

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That way areas away from the lights are very dark and hard to see without your own light.

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Any suggestions on how to achieve this?
Current brightness is 5.

spiral iron
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Hey I need help, I created a 2d game and its as if 2d lighting doesnt exist.
there was but then it disapeared, been trying to fix for an hour, changing the Pipeline to 2d pipeline and no fix.

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I cant even add 2d lighting

neat sparrow
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Is it in the 2D panel?

spiral iron
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If you mean 2d object panel then no

worn tapir
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are you using URP?

spiral iron
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Yes

worn tapir
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and im guessing you can still create the 2D renderer

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but cant create 2D lights?

spiral iron
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Exactly

spiral iron
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even when setting it in project settings

worn tapir
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from what I know you can only set an asset

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not a renderer

spiral iron
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Ithought you meant the asset

worn tapir
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yeah no

spiral iron
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How can I create the 2d renderer?

worn tapir
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its under the same menu

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2D Renderer

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there is also a Universal Renderer

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witch is the default

spiral iron
worn tapir
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same menu where you create the asset

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just a bit lower

spiral iron
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ah this

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Just made it now

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what do I do with it>

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?*

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Btw thanks alot so far for helping me

worn tapir
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go to your asset and assign it as a default (probably make it the only one too)

spiral iron
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REALLY REALLY appreciate it

worn tapir
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here

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my list is a big big tho

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you will probably only have one

spiral iron
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changed it

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now what?

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Yes its in project settings

worn tapir
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now in theory the 2D lighting should appear

spiral iron
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It hasnt

worn tapir
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...

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hold on

spiral iron
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Should I restart my project again?

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maybe itll change something

worn tapir
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maybe

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always worth a try

spiral iron
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Nope :/

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๐Ÿ˜ญ

worn tapir
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try to add a "Light 2D" component manually

spiral iron
worn tapir
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make a gameobject and press add component

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then search for "Light 2D"

spiral iron
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warning appeared

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(again, thank you so much for help)

worn tapir
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can i get a screenshot of the camera inspector

spiral iron
worn tapir
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ah i see

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the renderer is still the universal one

spiral iron
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too what should I change it?

worn tapir
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open this menu

spiral iron
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to 0;?

worn tapir
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this means the asset is not set yet

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the new renderer should appear here

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but it didnt

spiral iron
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How do I set it?

worn tapir
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in project settings as you said

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but you can set it in two places

spiral iron
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But the new one is till set

worn tapir
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in Graphics and in Quality

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witch one is set

spiral iron
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FIXED

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thank you very much sir

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You have been a great help

worn tapir
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yeah np

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I have spent too much time in URP

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so why not help

spiral iron
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I really appreciate it and I wish the best of luck to you

neat sparrow
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I baked some lights but it left everything dark and evenly colored. I want it to be bright, but I also want the light to have a dramatic falloff because it is horror themed and there are a few places I want to remain dark unless lit by the player. What can I change to make it more like this?

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Also, 5 feels too high, as in realtime it looked good at .6 or something, I don't remember the exact value. Should it be this high?

worn tapir
#

it already looks too dark to me

#

but in general if you want the falloff be more dramatic all you need to do is reduce the range

main wolf
neat sparrow
#

Yes.

#

I was struggling to get good values.

#

I want enough light, but a dramatic falloff.

#

I stopped working on it for now.

#

I think it looked fine with realtime point lights, I just wanted it to run faster (I plan on exporting this for the Oculus 2)

#

So I thought baking it could reduce the calculations

main wolf
# neat sparrow

try setting lighting mode to subtractive mode, and rebake.
iirc shadowmask mode renders realtime shadow if the mesh is inside shadow distance and only use baked shadow if it's outside shadow distance

fair escarp
#

having trouble with light baking in urp

#

here's how the scene looked before trying to bake

#

and now it's all dark after baking

#

i tried realtime global illumination but it didn't seem to work

#

my other scene works fine though and i can't figure out why

#

any help is greatly appreciated

stuck jetty
#

looks like your directional light does not include in the baking

fair escarp
#

looks like it, how do i ensure it's included?

#

it's here in the light explorer

chilly kettle
#

Can someone tell me, how to make possible, that unity creates good Lightmap-UV for relative small Models?
I do not get acceptable results with Margin Method "Calculate" nor "Manual" .

deft fiber
#

But since texel density is not relative to size, small meshes often suffer from poor resolution and artefacts unless you increase their "size in lightmap"

chilly kettle
#

i think my problem is, that the model is split into way to much different shells

deft fiber
#

It could be that your mesh has just an awkward shape for lightmap generation in general, which is common for small objects

chilly kettle
#

I think the lightmap uv generation tool does not like the cables

deft fiber
#

It doesn't like any sharply rounded shapes

#

That's nearly the worst case scenario to auto-generate lightmap UVs from!

chilly kettle
#

i see ๐Ÿ˜„ i may have to create my own lightmap uvs in UV1 of the mesh i think?

deft fiber
#

You would, but it looks like the texel density is too low for baked lightmapping to show up in any meaningful way

chilly kettle
#

its 20 in this scene

deft fiber
#

Especially since the lighting of that scene is pretty soft

#

You'll probably want to try to light that mesh, including other small static meshes with light probes instead

chilly kettle
deft fiber
#

But even if you put that effort in and dedicate the lightmap space for it, it might not even turn out much different in those lighting conditions

chilly kettle
#

Okay. thx ๐Ÿ™‚

#

Easiest way would be ignore the "lightmap overlap" message, because the mesh looks fine ๐Ÿ˜„

nimble geode
#

I am using point lights in the scene on the positions of the room lights. The lights in the middle are contantly illuminated but the ones on the upper and bottom part are keep fluctuating.

upper fable
nimble geode
upper fable
nimble geode
vestal aspen
#

Hello, is there a way to make a point light "Override" ground color instead of mixing with it (I understand it's the intended behaviour but you know...)? Like, the circled object point light is blue but it looks green due to the ground being orange

deft fiber
#

If you're only changing the exposure you might not need to update it wholly

night shell
#

is there a higher setting than high?

#

actually you can change the resolution to something higher

#

the high preset has 512

#

you can write 1024

#

or 2048

#

that'll increase your shadow resolution, should help mitigate those artifacts

lethal loom
#

Anyone know why point light isn't working correctly? I'm using a custom unlit shader that uses MAIN_LIGHT_CALCULATE_SHADOWS and ADDITIONAL_LIGHT_CALCULATE_SHADOWS, yet for some reason the point light shadows keeps breaking

foggy condor
#

I'm new to HDRP (and unity for that matter) trying to make indoor scenes. But my rooms are underground so all these tutorials using ambient light are irrelevant.. anyone got any nice resources or links to educate myself? Something that explains each component or override? Or perhaps some cheat sheet for realistic values? Or a video lighting something underground?

#

And to the guy I talked to the other day, yes, we converted to HDRP ๐Ÿ˜

#

Sample image:

#

(I know the table is overexposed. And that everything is too red. I want to keep the red quality of the scene)

worn tapir
#

This looks like a picture without tonemapping try adding aces and see how it looks

#

now about good resources... there aren't that many good / past beginner info out there about betting lighting right
(at least from my experience)

#

most of it is trial and error

foggy condor
#

I'm using a volume on each room (it's a long story why no global volume). How do I simulate that there's no ambient light in this scene? Right now I'm using a gradient sky and have the colors set to black. Is there any other way?

#

Because at first, I got that soft grey-blue light from the default skybox all over my scene..

#

So yeah I got many questions about low light and underground light conditions

#

(Tonemapping is there btw)

deft fiber
foggy condor
timber lichen
#

any tips for some fog? im using the fog provided by unity from the environment settings but a problem with it is that there is also fog in buildings,any way to fix this or should i use smth else?

proper aspen
#

Is it possible to add a shader to a light 2D?

willow jewel
#

do u know how i can deal with my shadow because it look weird ? maybe make the whole caractere ?

sterile shuttle
#

Hi everyone!
Does anyone know what would make these two components different ?

Two different projects, same Unity version, same import settings (except if I missed something when checking)...
My friend needs the "Receive Global Illumination setting"

little mason
#

anyone able to point me in the right direction. I have all my lighting baked due to it needing to be for performance. however, i need to switch from when the lights are on, and when the lights are off. I've read online that swapping between lightmaps during runtime is possible but i am confused from what I have read. is anyone able to point me in the right direction of what I will need to do to accomplish this. the switch happens one time and doesn't occur again in the scene.

arctic isle
mellow sleet
#

A

sterile shuttle
sterile shuttle
#

Thanks, I'll check that !

valid elm
#

hi game devs

#

can someone help with this
i need to add a separate light probe detached from the existing one
is that possible?
thanks

summer aspen
#

@valid elm Don't cross-post, please if you are moving post here delete the other one.

valid elm
#

oh ok sorry

warm otter
warm otter
warm otter
deft fiber
warm otter
#

okay, do you know another way to create shadows with a light source?

deft fiber
#

Which suggests to me it was a trivial fix, the problem disappeared on its own, or they got stumped and gave up

deft fiber
warm otter
#

okay thanks ๐Ÿ‘

deft fiber
warm otter
gusty moat
#

I want my Light to only shine at a specific layer (for ItemInHand always lighted) but if I change the culling mask of the light component in the debug inspector to no matter what, it always just renders everything. What am I doing wrong?

rancid hull
#

Add depth to your project with Dynamic Fog & Mist 2 asset from Kronnect. Find this & more VFX options on the Unity Asset Store.

Add depth to your project with Atmospheric Height Fog | Optimized Fog for Consoles, Mobile and VR asset from BOXOPHOBIC. Find this & more VFX options on the Unity Asset Store.

rancid hull
quaint echo
#

hi

glossy pike
#

some static objects in my scene are not receiving light. help?

deft fiber
glossy pike
#

this entire wall isnt recieving light at all

#

ive tried clearing baked data lots of times but idk how to fix it.

rancid lava
#

anybody knows why my shadows are correct at the top but very thin towards the bottom? I'm using billboards to cast shadows on my sprite (to fake depth), it works great with directional lights, but when point lights are too close, the shadows turn into these weird pin heads.

deft fiber
#

If your sprites are aligned with the shadow caster camera plane, where that actually points would be ambiguous in the case of omnidirectional point light shadows

rancid lava
deft fiber
#

Otherwise you may need to do separate billboarding just for the shadow casters

rancid lava
deft fiber
#

Punctual light shadow casters always act as perspective cameras

gusty moat
#

anybody knows how I can make my item in hand always lighted? that in a dark scene the item in hand is still visible and not fully darken Im using hdrp

deft fiber
gusty moat
deft fiber
gusty moat
reef schooner
#

how can I change the temperature?

gusty moat
reef schooner
reef schooner
gusty moat
gusty moat
reef schooner
reef schooner
gusty moat
# reef schooner unfortunately no

its changing for me:
if(Input.GetKeyDown(KeyCode.L)) data.volumetricDimmer = 0;

make sure you have using UnityEngine.Rendering.HighDefinition; imported

reef schooner
#

The libary is imported

gusty moat
gusty moat
reef schooner
gusty moat
#

the component could not be found

#

make sure you have the component attached to your gameobject

reef schooner
#

ja ist drauf

gusty moat
#

Light + HDAdditionalLightData

reef schooner
#

Achso beide?

gusty moat
#

ja

reef schooner
#

habs bis jetzt nur so

gusty moat
#

do in 68: directionalLight.GetComponent<HDAdditionalLightData>().volumetricDimmer = 13.0f;

polar peak
#

why are my celling yellow even though the texture is white

polar peak
#

okay i baked light and it's less yellow but still a little yellow

chilly mural
#

Hi all, upon switching scenes from the main menu to gameplay, my skybox disappears and the lighting becomes dark (left is loaded in-editor, right is loaded in-game)
Is there a URP setting I need to enable?
I have two sets of lighting settings, have clicked "generate" in the lighting panel, and yet I'm still experiencing this.

Also, I am loading the scenes additively and wonder if somehow the lighting settings are being maintained from the main menu (no lighting, just UI)

#

aha

#

I had to use SceneManager.SetActiveScene(scene) in order to use the correct lighting settings :)

scarlet knoll
#

how do you update lighting in unity? I put a bunch of area lights in my level and it didn't seem to change anything

sterile shuttle
#

thanks though

upper fable
scarlet knoll
#

Oh sorry I made a bunch of area lights, I think I got some terminology mixed up

scarlet knoll
#

This is the map I'm trying to light. Its a basic prototype, Its going to have a ceiling which will block the directional light currently lighting the rooms. It seemed like it would be a pain to try to evenly light it with point lights, and spot lights.
What would be the easiest way for me to light these rooms?

deft fiber
upper fable
deft fiber
#

In HDRP they would, but yea!

deft fiber
surreal crown
#

Hi everyone i placed some baked lights in my scene, market static objects and set directional to mixed mode. I have this problem with baked lightmaps any idea on how to solve?
Console says there are some overlapping UVS

worn tapir
amber dagger
#

does anyone know what caused everything to go pitch black when I build my game?

#

I didn't turn off any of the light btw

#

only things with emission or unlit shows

amber dagger
#

Oh wow it was freaking Decal bug, removed that from rendering feature and it worked

fossil radish
#

How do I fix this black tree thign when I get closer it works but not from far

#

billboard length i think

deft fiber
deft fiber
fossil radish
#

fixed it

deft fiber
fossil radish
#

didnt put the billboard length up

amber dagger
amber dagger
deft fiber
amber dagger
#

That is the highest something I need supports, as well as hybrid rendering pipeline

#

Also there were no problems at all, until I wanted to test out decals, which worked fine in the editor

tight moss
#

if I have some light models like lamps and chandeliers that have proper emissives set up, should i bother adding any point lights to my bake or just tweak the emission until it looks right?

topaz lion
#

guys wtf is this

night shell
topaz lion
night shell
#

ok just respond in one thread pls, don't be cross posting

#

but as for why, could be many reasons

#

you could have a point light not casting shadows

#

and its range is intersecting the room thta you are in

#

or your room mesh walls are not set to double sided shadow casting, which is another way a light can leak into the room even if its casting shadows

#

but can you please elaborate more?

#

i.e. showing off your scene, any lights in that area, how the walls look over there, etc.

topaz lion
#

well theres 2 lights + 1 global light(black) in the scene

#

its a closed block

night shell
#

question

#

is this meant to be an interior scene?

#

no windows?

topaz lion
#

yes

#

its just the main menu screen room

night shell
#

if its an interior with no windows, then there is zero reason you should have a directional light

#

but also that spot light on the left there looks way too close to the wall

#

and im not sure if you have it set to casting shadows or whatnot

topaz lion
#
  1. Light is from the flashlight
#
  1. light is to see the flashlight a little bit
#

oh! i found my problem! thanks!

night shell
#

what was it?

topaz lion
# night shell what was it?

unity is making problems again.
unity created a spot light itself for some reason.
tbh unity is making troubles the whole day already and theres a nother one

dense mural
#

I'm also having a problem with light leak, the first image is the spot light that is causing the problem, and the second image is the other side of the doorway that is allowing light to pass through

#

im on urp, i've messed with the normal bias settings, etc. and it hasn't changed anything

#

I tried decreasing the range a lot, but I need to have it above a certain level or else the room can't be lit properly

dense mural
#

even a shadows-only cube doesn't block the light

#

the light is set to cast soft shadows

deft fiber
#

If that doesn't fix the problem, I recommend to make a test scene to replicate the lighting setup with a new light and some default cubes to get a clearer look and to verify that you do get shadows of some sort

dense mural
#

I'm assuming that if it were a bug related to a big angle, then it wouldn't have a smooth behavior like that but i could be wrong

deft fiber
dense mural
#

that isnt a test scene, thats still my working scene

#

I can make a testing one though if that would help

deft fiber
#

I heavily recommend it
Make sure to test with brand new default light settings first, and give it enough intensity and range for there to be no ambiguity

#

Even with shadows off you do get shading which means that surfaces are shadowed when facing away from the light, as well as when moving away from it or towards the edge of its angle

#

Shadow casting means surfaces block light from hitting surfaces behind them

dense mural
#

okay so I made a simple test scene, one image shows a side with the spotlight set to 180 degrees, the second is just a camera looking at the hallway, and the final image is what the main camera renders in the game view

#

so I still have the same problem

deft fiber
final lance
#

trying to understand more about some low level graphics stuff and just want to make sure I'm right

#

so there are bit planes, which are just 2D arrays of bits where each bit represents a pixel on a screen. With 3 bit planes you can represent color on an image through RGB channels. My confusion is around stencil buffers

#

I know that light mixes additively, which means that theoretically you'd need at least 3 bit planes to create a stencil buffer right? But it looks like you can create a stencil buffer from only one bit plane

#

and are bit planes and frame buffers synonymous? finding information about this stuff is hard

amber dagger
#

I think it maps each pixel on screen instead of bit plane with lets say 0 or 1, 1 will assign color rgb

#

If you have multiple, then its 0, 1, 2 etc, intersections can be calculated separately and there are many approaches

#

But for simplicity, its either 0 or 1, when 1 it remaps the color rgb

dense mural
#

Cast Shadows is unchecked, but checking it doesn't do anything

#

I tried with 28 degrees and it still shows through the wall

#

it seems like adding the wall does nothing to the light

#

I just tested with a point light, and it has the same issue

#

The point light has a different behavior though, it only shows through the wall once it gets pretty close to the opposite side (still shouldn't allow any light to come through though, I mean it's still on the other side of the wall)

#

it looks like the solutions online say to either bake my lighting (which I dont really see as an option, as I need my doors to be able to open and affect the lighting outside the room, so baking would either cause the light to go through the door or not pass through the door even when it's open), or switch to HDRP which I'd rather not do. Are there any other ways around this?

#

The same issue happens with an even simpler scene, plus it has some shadow artifacts

#

setting the cubes to two sided fixes the problem with the point light, but the spot light still shines straight through the cubes

deft fiber
#

I think those are messed up somehow now

dense mural
#

I believe I just messed with my URP asset, I just changed the normal bias back to 1 for those tests though

#

messing with it doesn't seem to fix anything, it just plays with the artifacts

deft fiber
little condor
# dense mural

That will happen if the light is inside the cube. Click on the cube and set Mesh Render > Lighting > Cast Shadows to Two-Sided to fix that particular issue. Without that setting, lights do not see polygons that have Normals which are facing away from it.

dense mural
dense mural
dense mural
deft fiber
#

At this point I'd make a new URP project with the sample scene and test lights over there

#

And I wouldn't even try to do shadow casting 180ยฐ spot lights because they never work right

dense mural
#

thats kinda annoying, because my lighting in my scene wont really seem realistic without it, but I guess it'll have to do

deft fiber
#

HDRP probably has every lighting feature you're longing for

runic cobalt
#

Can someone explain this to me:

#

I am using URP with complete backed lighting static

deft fiber
#

Can you explain what to explain

runic cobalt
#

it seems to somehow blur:

#

Underneath the ball - like the walls are not going straight etc

deft fiber
#

Right, that's screen space ambient occlusion showing its limits

runic cobalt
#

ah alright

deft fiber
#

Since it's screen space, it has no information about the corners that are behind the ball so it just stops drawing the corner shadow

runic cobalt
#

Im new to this so screen space is something I need to read up on

#

it means that it jsut "knows" what is in the view of the camera?

deft fiber
#

Yes ^^

runic cobalt
#

The reason why I am going for static baked lighting is so that I can push the FPS super high

deft fiber
#

If you're using baked AO, you probably won't benefit a huge deal from having SSAO on as well
Though, if your environment will have more texturing and clutter than that, these kinds of flaws would become much less noticeable

#

SSAO costs a lot of performance too

runic cobalt
#

lol I just saw this:

#

now its on xD

#

Where do I check if SSAO is on?

deft fiber
runic cobalt
#

I probably will be purchasing Bakery when I am comfident enough

deft fiber
runic cobalt
#

SSAO OFF:

#

SSAO ON:

#

I see 0 diff haha

deft fiber
deft fiber
# runic cobalt SSAO OFF:

Are you sure it's the correct asset you're modifying? Each quality level references an URP Asset, only one of which can be active at a time, each of those references a Renderer Asset

runic cobalt
#

ah ๐Ÿ˜‰ ->

boreal iris
#

Notice how shadows flicker when I move my camera, and how there is a "circle" of no shadow in a sense that follows me around

#

I'm sure it's an easy solution I Just really can't figure out what to google & do't know much about lighting/render pipelines (I'm on URP if that matters)

deft fiber
#

The "circles" are shadow cascade borders
Though I think they're just a victim of your shadows glitching out in general, rather than the cause

boreal iris
#

ahhh interesting. Yeah I figured there was something funky going on with my lighting here

deft fiber
#

I'd look for weirdness in the settings of your directional light / URP asset shadow settings
In case there's no apparent messed up settings, I might just try to copy their settings over from a fresh URP sample project

#

But if you show those properties I can take a look

boreal iris
#

tysm! Here is the directional light inspector

#

& the lighting tab

deft fiber
# boreal iris & the lighting tab

The light is realtime, so these won't affect it
URP has "Render Pipeline Assets", by default in Assets/Settings/, which contain the settings for light rendering

boreal iris
#

sorry I'm having trouble finding that

deft fiber
boreal iris
deft fiber
# boreal iris ohhhh

Yes, clicking on that "Render Pipeline Asset" will reveal its position and let you see the properties through the Inspector
Kind of roundabout, I know

boreal iris
#

oh ok gotcha so this is waht you wanted to look at? thanks for this btw

deft fiber
#

But chances are it's something else

boreal iris
deft fiber
#

If something's messed up it'll almost always be fixed by bringing stuff over from or to another non-messed up project
Or at very least doing that often reveals the problem

#

With weird bugs it's worth checking what version you're on, in case you're behind patches or on an experimental release

boreal iris
#

I'm on 2021.3.18f1, I think that's a stable release?

#

oh it got cut off

#

would it have anything to do with needing to bake a lightmap? also it should be known that the trees in the video are painted on with the unity tree terrain painter tool

boreal iris
deft fiber
deft fiber
boreal iris
deft fiber
#

It can be hard if you have a lot of files and don't know what you're looking for and/or avoiding

boreal iris
#

yeah that's for sure ๐Ÿ˜…
I don't think I changed that much, one thing is that the assets that are casting shadows ar enot native to URP and I changed their shader to URP/tree

dense mural
#

Aight so just when I thought I was done, I'm getting these artifacts now. I can fix it by turning up my near plane, but obviously this isn't ideal. My ceiling pieces are perfectly aligned, and are completely flush

boreal iris
#

sorry for the blue box I used OBS to record that and forgot to remove my camera LOL

#

because if I just use urp/lit as the shader I get this

#

admittedly that DOES fix the shadow issue

#

but now my trees are white ๐Ÿ˜‰

deft fiber
boreal iris
#

it has an appeal but not the aesthetic I was going for ๐Ÿ˜‚

deft fiber
#

Other than that they've had spotty support in SRPs
Maybe you can find more online

boreal iris
#

Well at least the problem has been identified! Thanks so much for your help @deft fiber ๐Ÿ˜„

ruby epoch
#

Howdy! First time posting here. Just getting into Unity for some VR Chat environments. I have experience in Unreal, so most of my engine knowledge is from there.

I'm having an issue with light leak. This mesh I brought in is solid. When viewed in Blender (eevee) or Unreal, there is no light leak. It's coming from the directional light. Why am I seeing this in Unity? Thanks in advance!

cunning sentinel
main wolf
#

seems like it's realtime lighting though.

hot path
#

Ive been confused about this for a while, why are my trees being reflecting so much more light than the ground when the flashlight is far away? Id like to make the ground brighter and mimic more the reflectivity of snow

deft fiber
#

In my experience Eevee has very similar shadow rendering as Unity, but Eevee fills in leaks like these with screen space shadows, something you'd need HDRP in Unity for

deft fiber
#

These effects both are more pronounced if the material is smooth or metallic, but both of these materials look like they should be pretty rough and completely nonmetallic

#

It's best to base your environment colors referencing a forest at day, where you might notice that trees and the ground are roughly the same in terms of color brightness

#

Furthermore real forests often have more shape variance with grass or shrubs that also stick out like the trees do, so the tree trunks aren't the only surfaces facing the light directly

#

I'd also try to avoid sharp 90ยฐ angles, for example giving the trunk contact point some flare shape

main wolf
#

Or give the ground a normal map

limber delta
#

Hi guys, after switching platform to Android the baked light in our scenes looks horrendous. There's extreme banding happening. Any idea what causes this?

I've tried upping the lightmap resolution to 120, no difference, upping samples, baking with indirect lighting mode, higher texture resolution, deactivating crunch texture, high quality compression. Probably more stuff, but nothing seems to make a difference.

I'm on Unity 2021.3.19f1. URP.
Lighting settings attached.
Using basically the very low URP pipeline asset.
Please let me know if you need any additional info.

Thanks!

chilly kettle
limber delta
#

I suspect it is.
Which one?

#

I see no problems there

#

All looked good before the switch to Android

chilly kettle
limber delta
#

Yes, tried those ๐Ÿ™‚

chilly kettle
#

and the lightmaps looks pixelated too?

limber delta
#

I set up a test scene and it does look better

limber delta
arctic isle
#

@limber delta check your lightmap encoding settings in the player settings for android

limber delta
#

yes it does

limber delta
chilly kettle
#

i would say that you need more disc space

limber delta
arctic isle
#

Longer import / load times, but that depends on the size of the lightmaps / your compression. It's basically "less" compressed.

limber delta
#

alright, again, thanks. that was like magic ๐Ÿ˜‚

arctic isle
#

I know compression artifacts when I see them ๐Ÿ•ต๏ธ

limber delta
#

haha

chilly kettle
arctic isle
#

The denoiser affects sampling artifacts and is applied right after the bake (right after sampling lights / materials and shooting rays etc.) but before the lightmap is exported to a file / applied to the scene. Compression and encoding is something performed per lightmap and can be changed after the bake per platform.

chilly kettle
#

okay ๐Ÿ™‚

arctic isle
#

These are the same kind of artifacts you'd get through jpeg compression. It's a tradeoff for not having gigantic files. Thanks for jumping on this though!!

modest ibex
#

Hey guys. I have an issue with baking directional light with clamped cookie texture. In real time it looks fine, but after baking, everything that's outside the initial texture is threated as white instead black.
This is how i wan't it to look baked

#

but this is what i get :

chilly kettle
#

Did you try to invert the cookie? ^^

#

ah nvm

modest ibex
#

But then i'll get shadows where the lights should be :d

chilly kettle
#

Yeah ๐Ÿ˜„

#

Did you enabled baked cookies support.

modest ibex
#

yup

#

it seems to work fine with spot light. It's just the directional light that messes it up

chilly kettle
#

Hm. Could be that the cookie is not set up correct. Can you show the import settings of the cookie?

modest ibex
#

Sure, 1 sec

#

I see some option there that might help, ill check that out first xD

#

Nope it didnt ๐Ÿ˜„

chilly kettle
#

Just to check out if this helps. Whats happening if you change the Wrap mode?

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And bake again?

modest ibex
#

The repeat works, but that's not the effect im going for xD

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I don't want those spots to repeat - just want the rest to be in full shadow

chilly kettle
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Yeah, i know ^^

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Can you send me the cookie? I'll try if i have the same problem

modest ibex
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sure ๐Ÿ™‚

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Do You prefer some other format?

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And thank you for all the help ๐Ÿ™‚

chilly kettle
#

Hm. Its working for me

carmine hedge
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Hey

Problem : I have 15 rooms. I put 3 lights inside just one of rooms. Whenever i click "Generate Lighting" button, the yellow error says there are 800 objects which has overlap UV. it shows me that light reach the other rooms aswell.

Question : How can i manage my lights to be baked just for that one room?

chilly kettle
carmine hedge
#

hmm, they are actually duplicated version of total 30 objects. what is the best aproach to make UV2 island for them? thanks

chilly kettle
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Did you check the "create lightmap uv" for all of your objects in their import settings?

carmine hedge
#

no i created UV2 island inside maya because some of them are moduler pieces and placed some of their edges eachother

chilly kettle
#

Uv overlap means, that you islands are to close to each other, so they share one texel on the lightmap, which causes that the light from shell1 can bleed onto shell2.

#

you should increase the padding of your UV shells in maya

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For baked lightmaps, you must place lightmap UVs in the Mesh.uv2. This channel is also called โ€œUV1โ€.

carmine hedge
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actually its my first try and i don't know still i should increase the empty spaces between the ares. because in this scenario i have the artifacts on model.

chilly kettle
carmine hedge
#

okey thank you sir

hot path
hot path
deft fiber
hot path
deft fiber
hot path
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I didnt make these models though and the unity tree editor goes wild

deft fiber
#

Then you're a short on options in that regard
What color is your ground material anyway? For snow it looks incredibly dark

hot path
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The whole scene is extremely dark as its meant to mimic very dark night time

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Is there a good way to make the trees look buried in the snow?

hot path
deft fiber
hot path
deft fiber
hot path
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Im using URP

deft fiber
#

Well, maybe color space has an effect on the harshess of shadows? I'm really not sure at this point

hot path
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Maybe? Im using HDR and the ACES tonemapper

deft fiber
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In linear or gamma color space?

hot path
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Im pretty sure i turned it to linear

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I can try changing it back later

deft fiber
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Then I'm even more puzzled why your shadows look so deep fried

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Maybe that's just image compression

hot path
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It might be that might directional light is as low intesity as possible without literally emitting low light

hot path
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But it is stoll darj

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Still dark i agree

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Whoops i meant no light

deft fiber
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To make trees look buried in snow, I assume that means there would be a pit, hole or "dimple" in the snow around the tree trunk, but I don't see any simple way of doing that
You'd somehow have to convert the tree positions to a fine vertex deformation map, I suppose, and that's not easy
Getting the typical glint or glimmer of snow isn't easy either, the devs of Journey had a panel breaking down the shader that makes their sand glint in the same way

hot path
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Well looking at my reference snowy forest, the dimple is very small

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From a distance it just looks like a 90 degree angle

surreal crown
#

Hi guys, baked light maps, no lights in this room and i got this result, any idea what could be wrong? I set baked global illumination, i have directional light with intensity=1. Some materials have emissive maps on some meshes ( low intensity) and i have post processing with a bit of glow effect. The white walls does't come from emissive maps i think, i also tried to remove them from material but got same result

hot path
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What happens if you disable the directional light? Or turn down the intensity

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@deft fiber this is how it looks if i set it to literally pure white btw

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also checking now, that banding on the flashlight (in this image at least) is very accuract

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hmmm

dull flame
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hey guys, i am using HDRP and i am creating a room geometry procedurally at runtime. i'd like to have a bit more of a realistic lighting. currently everything that is not directly lit by the sun is just grey. some indirect light would be amazing. i don't know much about HDRP and lighting in unity in general but from what i think i picked up is that the whole procedural thing is a bit tricky since most of the lighting magic is prebaked. does anyone have any tips or resources for me?

zinc flume
hot path
#

hmm, after fixing up the normal map, it looks like this now

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it looks so bad with the insane contrast between the ground and trees

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hm

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alright

hot path
dense mural
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Idk whats been happening but I just cant seem to get rid of these lighting issues. Anyone know what could be causing this?

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im on URP btw

dense mural
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youre saying it looks like I have objects stacked on top of each other?

deft fiber
dense mural
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Im wondering if it's because my modular ceiling prefab is just two planes without connecting faces, but adding side faces results in weird behavior like the second image

dense mural
dense mural
deft fiber
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It quickly adds up with bundled lights, large meshes and or large light ranges

dense mural
#

oh okay, that makes sense

#

thanks a lot, and thanks again for all the help with my older problems!

main wolf
hot path
#

like 1 intensity directional and white color?

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or

main wolf
hot path
#

scene with flashlight on

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flashlight off

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(flashlight on is obviously what im showing in my nighttime demos

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@main wolf ok so for the next step do you mean remove ALL textures? how do i do that without ruining the small work ive already done?

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maybe i should just take a backup for this step or what

main wolf
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Just the tree and the ground, and yes, you should make backup, or better, use subversioning like git or svn

hot path
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both sounds good

main wolf
# hot path flashlight off

this is surprisingly weird, so the ground is indeed brighter than the trees ๐Ÿค”
I didnt expect that honestly

hot path
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ACTUALLY good opportunity to ask this

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tiling bad see

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uhhh what channel should i ask this in

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its not lighting i know that

main wolf
hot path
#

should i be using a shader for better texture mapping? or are you just ssuggesting a channel

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im assuming shader isnt just a random shot in the dark lmao

main wolf
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you can add texture to detail input to break up the tiling, both default urp lit and standard shader have it iirc

hot path
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btw what am i supposed to put on my tree and terrain

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because when i delete the texture it just looks like this

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textures*

main wolf
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Is the ground doesnt have any texture assigned?

hot path
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i deleted the terrain layerss

main wolf
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ah so it's a terrain

hot path
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yes

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i thought i made that clear

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lol

main wolf
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๐Ÿค” let me try a quick set up using terrain

hot path
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if it matters im using URP 12

main wolf
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I use white texture here instead of removing the whole terrain layer

hot path
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i thought you said you didnt want diffuse textures? should i put one in for my demo?

main wolf
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yep, since default terrain texture is a checkerboard gray ๐Ÿ˜…

hot path
#

weirdly, some of the trees are really dark rn

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hmm

main wolf
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yeah, that's weird
btw, is the flashlight using light cookie?

hot path
#

yes

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i was just gonna turn it off

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to try

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when the flashlight is off, they go pitch black

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but when the flashlight is on

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they CONSUME light very much

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not absorb but you know what i mean

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if i walk really far away

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they are still bright

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but the ground lighting tapers off quickly

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its really weird that the tree reflects light so much vertically

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but not much horizontally

main wolf
#

Wait... My gizmo just went missing UnityChanLOL

hot path
#

wait which one

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wdym

main wolf
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the one you use to move object around

hot path
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lol where'd it go

main wolf
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need to restart unity to make it appears again smh

hot path
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why did it disappear?

main wolf
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no clue

main wolf
# hot path but the ground lighting tapers off quickly

It's just like Spazi said above

The ground is at a glancing angle, so less light would be reflected directly back

While the trees reflect more light since they tends to be at perpendicular angle, thus they will looks brighter

hot path
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yeah in the original screenshots tho it looks REALLY bad imo

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imma try the original scene without light cookie

main wolf
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you can reduce it by making the tree root (where it meets the ground) wider, and/or adding normal map and/or grass to the ground

hot path
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i dont know how to change the model

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and normal map is in my most recent version

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its just not super strong of normal map

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since its just snow

main wolf
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the other thing I can think of is hiding the trees with fog, but it's more of a hack

hot path
#

opinions on the looks of this?

main wolf
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It does look better.

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For reference

hot path
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good flashlight positioning , very nice

main wolf
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that was a real life image I found on google ๐Ÿ˜…

hot path
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i still agree.

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i think my ground compared to my tree looks brighter than the ground in the picture compared to their tree

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i think adding roots would be nice

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but not entirely sure how

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overall it looks nicer, but i would maybe like a better flashlight cookie

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idk ill leave it for now

main wolf
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and I still cant find how to add light cookie in urp ๐Ÿ˜…

hot path
hot path
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lol

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at the bottomn

main wolf
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I think urp 10 doesnt have one yet

hot path
#

oh