#archived-lighting

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tired siren
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Since the terrain is static.

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Directional lights aren't moving.

hot path
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yeah they are

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i have a daynight cycle

tired siren
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Why does your directional light move?

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I assume you don't use the "sun source" in the skybox than

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Open your lighting tab, under windows, and show me your settings.

hot path
tired siren
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Yeah that.

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That one can move, and still calculates overall lighting at runtime. Meanwhile two other directional lights will 'simulate' ambient lighting.

hot path
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night tho

tired siren
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Disable the lights in a script.

hot path
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baked lights dont disable well

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afaik

tired siren
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Baked lights are pre calculated data.

hot path
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yes which is calculated as if the lights exist

tired siren
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The information is on the terrain not the lights.

tired siren
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You'll have real-time light and and baked lightmaps

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Thats how you skirt performance issues, it calls pre calculated data. Vs computing it during runtime.

hot path
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yes but, if you bake the light, afaik it cant be disabled

tired siren
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Youre not baking lights though, your baking light values on a terrain. All the light does is hit a specific spot and renders accordingly.

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If no light hits it, no lighting calculations.

hot path
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yes i know thats not the problem though

deft fiber
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Lightmaps cannot be changed at runtime (unless you specifically swap or modify them) even when lighting conditions change, so there would be a mismatch between lightmaps and lighting conditions when modifying a light that was included in the baked lightmapping

hot path
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ok yeah thats what i was saying

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i wasnt 100% sure but

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i saw a demo in a video when i was researching baked lights

deft fiber
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I recall last time you were using realtime lightmaps though, right?

tired siren
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You still have real-time lightmaps.

hot path
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i THINK

hot path
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and it was baked when the light was active

tired siren
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Baked lightmaps only apply to static objects. Real-time lightmaps aren't the same.

hot path
tired siren
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Well they are, and aren't. I'm sorry to confuse us both ๐Ÿ˜”

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Admittedly Im curious about the answer too.

deft fiber
tired siren
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Because my question was somewhat similar. Is it even worth baking lightmaps when only the terrain is static.

hot path
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this is the issue though

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my trees get ambient lighting

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my terrain does not

deft fiber
deft fiber
tired siren
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It holds steady above 30-40 fps. Trying to squeeze out every frame.

deft fiber
tired siren
deft fiber
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Both really
You'll only want to do optimizations that are worth doing

tired siren
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Work vs reward, yes.

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They're massive levels, with really only one light.

deft fiber
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There's practically a whole field of science for optimizing huge levels which I'm not super familiar with

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But baking can be ineffecient for very large areas since your resolution will often be spread across a lot of empty space

tired siren
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I would have preferred the entire scene be static for baked lighting but the outline shaders dont like it.

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Thats why I was wondering if this is even worth the work. The only benefit I can perceive is shadowing on the terrain.

tired siren
deft fiber
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Sometimes that means splitting the world into cells, or something like streaming virtual textures

tired siren
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And billboards, yes.

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I do use a lot of LOD on things like trees, and nature related stuff.

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Never thought of virtual textures.

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For some context, its a game like Katamri Damacy but slightly more realistic but still low poly cartoony

deft fiber
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Unity's Terrain I think has some kind of dynamic LOD for the geometry, but not for lightmaps or textures

tired siren
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The lightmaps probably aren't worth it ๐Ÿ˜•

deft fiber
night shell
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there are ways to split up your existing unity terrain

deft fiber
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Having one all-encompassing lightmap sounds very inefficient, both for resolution and filesize

night shell
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and you could write an LOD system to where you only load in the needed terrain data

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its not built in sadly

deft fiber
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Realtime lighting benefits from cascades so you can automatically render sharper shadowmaps close up where they're needed

tired siren
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Thats what I'm hoping for, you start super tiny, the size of a cat. Then grow to the size of a 4 story apartment building if not bigger.

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So the range of what is rendering is pretty wide.

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Especially under water.

deft fiber
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Realtime shadow distance can be adjusted so visually the shadow resolution stays the same, unlike lightmaps which are limited to mesh scale

hot path
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maybe that is the issue

tired siren
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So what you're saying is the default shadow resolution would be more effective than a lightmap?

hot path
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no we cant, without extra information

deft fiber
deft fiber
hot path
tired siren
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The environments are static. Nothing changes or moves. Just the FOV on the player.

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Until you collide with them, they will shrink in scale and disable.

deft fiber
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Iirc that suggests they're missing a Diffusion Profile for subsurface scattering

deft fiber
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If you don't have a super compelling reason to avoid realtime or the performance cost isn't significant, I'd probably go with realtime because of the changing scale

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You'll just need to adjust the shadow distance and cascades when the player resizes

tired siren
hot path
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you need lots of extra knowledge to use it

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I tried opening an HDRP demo and there were so many settings related to HDRP

deft fiber
deft fiber
tired siren
dreamy hawk
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Can anyone help me fix 2D lighting issues Im having been at this for 2 hours and still dont know why its not workin dm me

dreamy hawk
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AHA nvm figured it out my light wasnt 2D

paper maple
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I feel like it is safe to put it here, so I have gotten this to work in the way I want it so far, but the line render is not bright enough.
i have added a emission to it, but I dont know how to make it anymore brighter, to show off as a really laser, the thing you would normally see in a night club

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Never mind I have worked it out

radiant kettle
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Hey so I have this hallway composed of 5 quads, with Two Sided shadows. Only thing is light seeps along the edges, how should I go about this?

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The sizes and positions should match pretty much exactly

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I'm starting to think I might just fake it with a shadow only object above or something

arctic isle
stark temple
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if you don't have a reflection probe in the scene and you're not using a form of raymarching (SSR) or ray tracing, then your materials will only reflect the skybox

prime ruin
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I do have and those are the settings

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Did i do something wrong

stark temple
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No but reflections will not be accurate with reflection probes. The best you can do it add multiple. You should consider adding screen-space reflections to the scene if you have access to them

prime ruin
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sadly no

radiant kettle
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Also do you mean using cubes as walls? That shouldn't be too hard to do on my end if you think it could make sense for something like that

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I thought quads were good for performance but I don't know much about rendering and such

prime wharf
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I made a model in blender and when I imported it I baked the lighting and some faces didnt get affected by the lights. I forgot to enable generate lightmap uvs, I enable it and then the uvs are f----- up. how could I fix that?

merry abyss
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Is it possible in Unity to make shadows cast by an object be semi-transparent? As in not the same full shadow dark that by default all meshes cast?

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visual example of what I mean

radiant kettle
upper fable
merry abyss
upper fable
# merry abyss how would you suggest getting some shadows less dark than others?

Not easily atleast. Id just give up on that, no one will notice the difference anyway. The way shadow casting works, theres not really any tenchique to do that other than using multiple shadow maps which is far from optimal. On some specific cases you could be able to fake semi-transparent shadows with decals but other than that I dont know

tight moss
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does anyone else find they have to resort to weirdly low intensities on point lights to get spooky indoor lighting?

rapid palm
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I keep getting an overlapping UV error, any ideas on how to deal with that?

steep egret
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i need help with this glitch!

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i do not know how to fix it

limber delta
deft fiber
deft fiber
median kindle
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Anyone able to help me, I have a 2d tilemap in a 3d scene but it does not seem to be receiving any lighting. Any suggestions?

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Objects do receive lighting as seen in the image.

quick saddle
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Dont use a tilemap
Use terrain tools

median kindle
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But do the terrain tools allow me to have a grid and tile pallette?

deft fiber
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Nope

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Sprites can receive lighting but they need to be using a 3D lit shader

median kindle
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I see so I need to switch them to a 3D shader

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Fixed thanks

gritty fox
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is that not this?

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this is for point lights

tight moss
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if you want lights to be super bright but it to be dark like 5 feet away just tweaking intensities and range isn't going to cut it if you have 5 GI bounces

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im targeting quest so can't using any color grading/tonemapping so i basically have to nail it with the bake

deft fiber
tight moss
forest rose
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Got a question, should I leave the first room as it is or have it lit up like this room?

deft fiber
forest rose
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I have loads more lights in the second image and I spread it across the room, I did nothing different except add more lights

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Plus I made changes for the main room that I was having difficulty getting lighting done for, I removed the skylight and added more stage lights

forest rose
deft fiber
forest rose
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Would you have any spare time to have a look at the settings then? I can push latest changes

forest rose
languid cove
untold rain
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How to replicate this sort of lighting seen in Psychonauts? It darker in some areas and lighter in others. Is there a way to make a Unity directional light but then designate certain zones to be a bit darker?

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Psychonauts in general seemed to have some interesting lighting, I guess it would be my first reference I would try to replicate in my Unity game.

upper fable
deft fiber
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GitHub - ckusellagussin/Website_Showcase...

whole bramble
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hey folks

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is there any difference between the quality of progressive CPU and progressive GPU lightmapping????

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i know progressive GPU is faster

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but...is the lightmap quality same in case of these both?

arctic isle
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nope, same image quality

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it's not guaranteed to be identical, but there shouldn't be any significant differences

whole bramble
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thats a very good news then, u're sure?^^

arctic isle
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yes ๐Ÿ™‚

whole bramble
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thanks a lot buddy

devout ore
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Hi! Anyone know why this could be happening? if I load the main scene as additive it looks darker, I even deactivate the directional light and it gets even darker (as it should). But when I unload the other scene I get this weird lightning where it looks fully illuminated even though all lights are off

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Just figured it out. It was the Enviroment lightning settings

severe yarrow
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Question:
Im getting quite annoyed with the light baking.
I need to see if the textures look good enough, but the baking takes a lifetime and a half to bake.
What might be the problem?
I only have 1 object thats 350 triss in the scene, 1 directional light that is set to baked, and one skybox added to the Environment settings.
I reset all the settings on everything, cleared the baked data.
Im using the medium URP quality and removed all the shadows.
But when i press the "Generate lighting" button, it starts adding 1 minute each second that goes. i removed every realtime light, just focusing on the baked lights.
Im on a laptop, but its a high tier gaming laptop, RTX 2080. And yes im using the GPU (progressive)
Any tips on what i can do speed up the baking?

forest rose
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Lower resolution light maps, turn off global environment bake and get an actual desktop computer with better hardware

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Plus larger levels and more assets mean longer load times too

night shell
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generally @forest rose is right but there are also alot of other things that can be applied to drastically reduce your baking times @severe yarrow

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if you show us the scene your trying to bake and the settings your using for it we can help you dial them in and speed things up quite a bit

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high sample counts and tons of bounces can increase your bake times quite a bit

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if the number keeps climbing also that is most likely a sign of something else going on

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there are times where the ETA can be inaccurate and for some reason keeps climbing because something else is being done (if your lucky the ETA then resets and it actually then starts to bake your scene with the proper ETA given)

severe yarrow
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Ill get some screenshots and maybe a vid tomorrow. Bed time now. Thanx anyway for now.

main wolf
limber delta
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Hello! I'm using the Baked Lit shader in my URP project and since changing to that shader, whenever I toggle the scene lights off the lighting stays the same. In my case almost all scenes are quite dark (horror game) which means I can't really see when placing items and so on.

Is there a way for me to activate some kind of default ambient lighting for the whole scene? I could use the wireframe view but that isn't as handy I think.

Unity 2021.3.19f1

Thanks

arctic isle
limber delta
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And it's after I've started using the Baked Lit shader. The meshes that use that shader are not affected by that setting/toggle

arctic isle
limber delta
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Ah I see. That's too bad. There is another annoying one as well in v 2021.3.19f1

My box colliders won't show most of the time. I have to click the BoxCollider box in the visibility menu a few times and then they show up.

arctic isle
limber delta
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Yeah, Too bad about the lighting but I guess I can use the wireframe mode. Luckily most scenes are already designed ๐Ÿ˜… Thank you for the help!

delicate mountain
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HDRP is pretty sexy and the adaptive volumes are super nice!

timber lichen
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hi, when I click on my mesh, the inspector doesnt have a "Generate lightmap UVs" button, there are just details. What should I do?

deft fiber
timber lichen
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as an example

deft fiber
# timber lichen

These are not mesh asset's import settings, this is the mesh data itself

deft fiber
timber lichen
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I cant make lightmaps, the meshes are always black

timber lichen
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or maybe I dont get what do you mean by that

deft fiber
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And where does it exist in your project file structure

pallid bear
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Ok so by experimenting I realized that small reflection probes are more accurate than big ones. A small pond shouldn't reflect a 20 meter volume in its entirety.

I have a swampy environment with lots of puddles and ponds so should I just use a billion reflection probes? Also, I notice that reflections are wildly off at the far edge of my lake. Is that because it's using the nearest reflection probe which is at the center of the map?

Should the entire map then be overlapped with reflection probes? Is there a case where I would use big probes like maybe the big lake?

Another thing is reflection probes seem to ignore terrain grass (detail meshes). Is there any setting where I can include them? Or do I need to place that specific grass as a game object?

I am specifically talking about cattails near and in ponds and it looks weird if they are not reflected in the pond itself.

Thank you.

deft fiber
desert olive
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can i have a filler light to fill the shadows just like skylight in unreal ?

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in unity

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but real time one

deft fiber
desert olive
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well skylight is like ambient light but for shadow

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area light wont fit that purpose

bright pumice
deft fiber
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It seems to be some kind of fancy way to use reflection probes as more accurate light probes

pallid bear
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but most of them are for deferred rendering which won't work for me

deft fiber
pallid bear
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I will check it out

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but what do you mean exactly by probe?

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it's not a standard reflection probe, right? Cause that would just be a realtime probe

deft fiber
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It's not much like what you would think of as "probe"

pallid bear
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yeah ok that makes more sense

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but then I don't need reflection probes for normal terrain. Or can I just use the planar reflection for actual water parts? The idea there is optimization

deft fiber
pallid bear
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good

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I will definitely look into that

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to give you more context

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This is an example of the scene

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You can see the cattails are invisible in the reflection and the rest is innacurate. Maybe I'm even using the probes incorrectly

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but I will see how planar reflection works

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''The planar reflections in Boat Attack do need to have a more in-depth guide to using them, especially using them in isolation, right now they are fairly embedded in the project making it hard to re-use in other projects. There are plans to document this and also work on the code to make it more useful rather than just a demo piece.''

This is a quote by a unity dev...so that won't work I guess

deft fiber
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Ah, that sucks

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You're not practically going to get good reflections with just the traditional probes in that kind of situation I think

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Even with box projection you'll run into a lot of parallax errors

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But if you make the water turbulent and translucent enough, that might hide the issues to an acceptable degree

pallid bear
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sure but it doesn't make sense for the ponds to be turbulent

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I have little movement but I think even that might be much

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there are some solution on github but idk, I found those hard to get to work

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I guess I might have to accept reality but at least I will place the cattails as game objects so that they are included in the water reflection

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I mean, in the reflection probe

pallid bear
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now it looks fine actually

pallid bear
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I just don't get it

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I couldn't understand this less...and this ruined another probe when it started working

copper ocean
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Quick question, do you guys ever use a skybox when designing a game that takes place in a dungeon?
if so, whats the most pleasing skybox?

deft fiber
pallid bear
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ok I will show you

pallid bear
hot beacon
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that being said, why did unity didnt implement it for URP

pallid bear
hot beacon
pallid bear
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Yes it definitely looks acceptable but do you see what's happening? It's like a bug or somehting

hot beacon
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i am not quite sure, but probably your box projection "collide" with each other? idk tho i am never use more than 1 reflection prob

pallid bear
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ok I found out when I increase importance, the probe with higher importance will work...does that mean only 1 probe can work at a time? Wtf unity?

pallid bear
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OK I think I figured it out. I think 2 probes work ON THE SAME OBJECT and my water block is one game object. So I need to split water blocks into multiple objects. I think this is it. Will test later.

Thank you for reading my monologue.

serene elbow
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Any tips on how to make this lighting better? URP

stuck sail
stuck sail
# serene elbow Kinda realistic xD

No worries, an easy way to make it a bit more realistic is to turn down the bloom haha, it's washing out the scene quite a bit. You can tweak the threshold instead of the intensity. That way the bright parts are bright, but not washing out the darker parts of the scene. Also, you could add an exposure post processing effect, modify to fit what you believe to as looking real

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Also, is your directional light lined up to the sun location in the skybox?

serene elbow
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Yup I already lowered the bloom after I took the screenshot of the one I uploaded here xD

serene elbow
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Not sure

serene elbow
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Yup it wasn't! Haha

stuck sail
# serene elbow Hmm let me check

If you double click the item in the Hierarchy, then hold alt + left click drag, it'll allow you to orbit the object. Then use the rotate tool to match it exactly ๐Ÿ˜Ž

serene elbow
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Whaaat

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I did not know that

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Thats actually really nice

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Thank you!

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Yup I think it looks more balanced now!

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The first one is the new screenshot

stuck sail
serene elbow
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Thank you so much!

stuck sail
serene elbow
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Yup it is but I think it's disabled in the screenshot above

stuck sail
serene elbow
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URP now has a default water ๐Ÿ˜ถ ?

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What version?

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This is the KWS Water System xD

stuck sail
serene elbow
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Oh GOOD then xD I know about HDRP having its own Water System but didnt hear about the URP pipeline xD

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Wanted to use HDRP first for this project but with an empty scene I have around 200 fps xD So I just choose the URP

stuck sail
stuck sail
serene elbow
serene elbow
stuck sail
stuck sail
severe yarrow
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Question: How do i turn off the Precomputed Realtime GI?

stuck sail
severe yarrow
stuck sail
serene elbow
#

YOU DID THE Pixel Strike 3D? I ACTUALLY SAW THAT GAME Is it on Google Play Store?

stuck sail
stuck sail
stuck sail
serene elbow
serene elbow
severe yarrow
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im having a problem with a material not wanting to take on any light from the bake. thought doing the stages for static stuff would work, but im out of ideas at this point. need help.
the material will not take on any light from either a point light set to bake or an area light, everything around it lits up. but not that.
what could be the problem? the object has the same material values as the other lit stuff.

stuck sail
serene elbow
stuck sail
severe yarrow
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could it be that it has an overlapping UV that is stopping its surface from being hit by light? cus it has an overlapping UV.

severe yarrow
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so yes. from maya

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and it has the create lightmap UV created

severe yarrow
stuck sail
stuck sail
severe yarrow
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i tried using lightprobes. but no difference

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its not reflecting any light at all.

stuck sail
# severe yarrow

Disable emission on the material, see if the lighting is now effecting the object. If it is, it's your emission map not completely blacking out the non-emissive parts.

severe yarrow
severe yarrow
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baking again

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kinda looks the same without the emissive turned out

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its like its reflecting the bounce of the walls, but not directly from the light source.

stuck sail
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Yeah that is weird. I will open a Unity Project and try to replicate this issue, should take less then 10 minutes.

severe yarrow
stuck sail
severe yarrow
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maybe a reflection probe is needed?

stuck sail
severe yarrow
stuck sail
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AWESOME! Okay, so open your metallic map in Photoshop; image -> Adjustments -> invert

severe yarrow
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wow. could it really be that simple?

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if so, you are a life saver.

stuck sail
severe yarrow
stuck sail
severe yarrow
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well, i added the inverted metalic map, and its still shining as before, the latest pic i showed. but i need to lower the light and see what happend below the light ๐Ÿ™‚

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give me 2 mins

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the metallic map is super shiny in substance painter, why is unity using an inverted metallic map for metallic surfaces? this is insane. have to do this for all metallic surfaces then.

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it is taking on the light now. but the reflective shiny surface is kinda gone. this is silly ๐Ÿ™‚

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some setting is inverted in the URP.

stuck sail
# severe yarrow some setting is inverted in the URP.

It's not so much that, but the inversion of the metallic map was to see if the map was made for metallic map. I think you should invert it back and plug it into smoothness and leave metallic map to none. See if that gives the desired result ๐Ÿค”

severe yarrow
stuck sail
#

OOH WAIT

severe yarrow
#

๐Ÿ™‚

stuck sail
#

Put the metallic map back in, but change source from metallic alpha to Albedo Alpha. See if Substance wants that for their metallic maps

severe yarrow
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trying a new bake to see what happends.

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no difference

stuck sail
# severe yarrow trying a new bake to see what happends.

It shouldn't need a new bake when changing material settings, but this is a very odd issue. I am confused as to why substance painter's metallic map wasn't working from the beginning. The inversion of it's map was to see if the map it made was correct. Change your material back to how you had it, can you send me the metallic map so I can look at it's color channels in Photoshop?

severe yarrow
#

ok

stuck sail
#

Replace it with that, does it work better?

severe yarrow
#

looks like this in SP

stuck sail
severe yarrow
# stuck sail

looks better, but still not reflective at all. but an improvement. what did you tweak?

stuck sail
severe yarrow
slow owl
#

when i'm Baking my Light, my GPU usage only spikes to 22%, is there a way to let unity utilize my card more is it capped?

severe yarrow
#

did you tick this? @slow owl

stuck sail
# severe yarrow appreciate it

Found the solution ๐Ÿ˜… Add a reflection probe to the scene and in the inspector on it, click bake. The material show now be looking proper

severe yarrow
severe yarrow
slow owl
stuck sail
severe yarrow
stuck sail
severe yarrow
slow owl
#

Why do these weird artefacts happen and how do i fix that?

stuck sail
#

Click on your imported model in the project panel, then tick "Generate Lightmap UVs" in the inspector. Rebake the lighting and it should be fixed ๐Ÿ‘

slow owl
#

already have that turned on!

stuck sail
#

May be an issue with the light mapper being impacted by your models normals. Try the Enlighten mapper depending on your Unity version.

slow owl
#

2021.3.5

stuck sail
# slow owl 2021.3.5

The Enlighten light mapper will be deprecated, but try it and see if the lighting then looks normal.

slow owl
#

ok

worthy trail
#

is there a way to allow more than 8 lights on a mesh with forward lighting on urp

stuck sail
worthy trail
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i have to use an overlay camera

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which i cant use in deferred

worthy trail
#

lol

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nice to see the vulcron guys here

stuck sail
slow owl
#

there's also no emission!

stuck sail
stuck sail
slow owl
serene elbow
#

@stuck sail I think it looks a lot better now! Just have no idea how would I lower the water reflection brightness a little bit down xD

stuck sail
#

Now the paths for the progressive lightmapper have to bounce of on any direction at this mesh.

slow owl
#

what's the name of the modifyer?

stuck sail
#

"Solidify" - Under the generate section

serene elbow
slow owl
#

got it!

serene elbow
stuck sail
# serene elbow Thank you!

A great way to minimize the white shine on it, turn the shine all the way up. It may limit it more to just the peaks of the waves, I may be wrong though!

serene elbow
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I can disable "Reflect Sunlight"

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And then it looks like this

stuck sail
serene elbow
#

It does look a lot better maybe I'll change the water color a bit!

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Thanks!

stuck sail
#

You're quite welcome!

stuck sail
stuck sail
slow owl
worthy trail
stuck sail
worthy trail
#

wow no gifs

worthy trail
#

the mesh is terrain

stuck sail
worthy trail
#

tough

#

someone told me about forward+ in unity 2022

stuck sail
#

You could definitely try that. Didn't even know that was available! I will create a test project in that version and let you know

worthy trail
#

also by the way

stuck sail
worthy trail
#

is there any chance you would know how to make materials in game

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like have a editor where people can make custom gun skins or things like that

#

im stumped on it

stuck sail
worthy trail
#

THANK YOU

stuck sail
# worthy trail im stumped on it

Haha that is something that is quite in-depth. It would be good to learn the basics of the engine before diving into something so advanced. That will allow you to know how to go about making something of that scale

worthy trail
#

my team members take care of the code and networking

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anyways thank you for the help

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i appreciate it

stuck sail
deft fiber
slow owl
desert olive
#

all i wanna achieve is the skybox light (also known as HDRI light in real time) its super simple without HDRP

#

โ— Get IBM Watson Unity SDK: https://www.assetstore.unity3d.com/#!/content/108831?aid=1101lPGj&pubref=IBM

In this video weโ€™ll learn how to light up a scene in realtime.

โ— Good Graphics in Unity: https://youtu.be/owZneI02YOU

โ™ฅ Support our videos on Patreon: http://patreon.com/brackeys/

ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท...

โ–ถ Play video
#

but the time mark it seem you call it environment light in unity

#

so there is refection in my scene from the sky but there is no diffuse light

deft fiber
desert olive
#

i mean i dont need to bake anything

#

yeah

#

i guess

deft fiber
#

That's a little vague

deft fiber
#

That includes ambient lighting

#

I would check this out
https://youtu.be/DlxuvvYZO4Q

Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.

00:06 Introduction
01:18 Speaker
01:40 Volume system
02:47 HDRI sky setup
04:16 Direct lighting &...

โ–ถ Play video
desert olive
#

i dont want lightmap bake

deft fiber
#

Most lighting methods require some level of precomputation (though not baked lightmapping necessarily)

#

Enlighten's realtime GI also requires baking

#

Ray traced GI and path tracing do not

desert olive
#

jesus christ in unreal non of that was required to do HDRI lighting

#

lol

#

i will watch the whole video today soon

deft fiber
desert olive
#

ill watch the video

#

if i didnt find the answer ill try to be more concise with my question

#

but i hope it will be there

deft fiber
desert olive
#

well then ill show you an example from unreal

idle schooner
#

How do i fix this splotchiness on the curtain? It's due to baked lighting

#
  1. double-sided GI is on in the material
  2. Scale in lightmap is set to 2
  3. Lighmap UVs have been automatically generated by Unity. Is this causing the issue?
#

HDRP, Unity 2021.3.21f1

desert olive
#

this is what am getting from unity directions light or spot light or point light

#

and this is what i wanna achive

#

hdri lighting without baking or light map

#

you can rotate the map in real time and it changes the light

idle schooner
desert olive
#

am unable to get it to work with HDRP

#

xd

#

without HDRP everything is fine

deft fiber
#

It seems a HDRi sky is indeed what you want
02:47 in the video I linked earlier

desert olive
#

oki i havenet seen it yet i will thank you so much

deft fiber
idle schooner
#

wow brilliant guide, thank you. I'll go through it and see if it solves the problem

#

at first glance, it doesn't seem like a fireflies issue because it's concentrated to a single specific asset

idle schooner
#

did an automatic unwrap of the curtain's UVs. That seems to solve the problem for now. Thanks for your help :D

arctic isle
#

If you're planning on making a procedurally generated 3D game and are considering using 2023.2+, we just released (2023.2.0a8) an improvement to baked Light Probes which allows you to change their positions at runtime.

This means that you can additively load a scene, move it and then move the probes to their new positions. Note that this relates to Light Probe Groups that are baked with CPU/GPU, not Probe Volumes or Enlighten.

Have a look at the documentation, try it out if you're curious and let me / us know if you run into any issues or have any questions.

Cheers!

pallid bear
#

Is there a way to reduce shadow priority for a light? For example:

#

Here the light from the lamp post should definitely be dominant over moonlight. Reducing shadow intensity does literally just that, but it doesn't reduce their priority

deft fiber
pallid bear
deft fiber
pallid bear
#

ok but why do I have shadows for directional light and very dim shadows for other lights

#

it looks wrong

deft fiber
#

Shadow intensity lerps between fully occluded and not at all occluded

pallid bear
#

Look at this

#

clearly the shadows are wrong

#

The tree shadow on the floor is from directional light and you can also see the other one from the lantern but that's clearly wrong

#

light from these lanterns should dominate the moonlight

#

if you know what I mena

deft fiber
#

This looks "correct" to me

#

Right under the lantern its light does seem to dominate the moonlight as the tree shadow isn't visible there

#

But to have the two light conditions at drastically different exposures you'd need some kind of dynamic exposure system

#

I assume what you see as wrong is the lack of dynamic exposure

pallid bear
# pallid bear

It is true that I might not b expressing myself correctly but for example in this one, does the shadow from the tower being on the side of the lamp post not look wrong to you?

patent moth
#

So I'm just stepping into 3d today, made a little lava cube to have some cool lighting via emissions and... it doesn't quite seem to effect my other cubes! What do I need to learn about to make this possible?

deft fiber
pallid bear
#

fair point

#

I should probably reduce the intensity

deft fiber
#

Do note that shadow brightness also depends on ambient lighting

pallid bear
#

I haven't baked GI yet but tbh removing directional light gives me cool vibes

#

like this

patent moth
pallid bear
#

looks cool but it looks very bad in unlit places

#

maybe I should go for good GI instead of directional light? What do you think

pallid bear
#

which is why it has no effect on other objects

patent moth
#

No bloom is enabled -- maybe I am just underestimating what effect it has on my other cubes?

pallid bear
#

google the exact steps

patent moth
#

Sorry, I meant that no -- bloom is enabled.

pallid bear
#

oh

deft fiber
patent moth
deft fiber
deft fiber
pallid bear
#

looks dope as hell but it does look very bad in places with no light

#

you've convinced me to start experimenting with this more and delaying the trailer some more ๐Ÿ˜„

deft fiber
#

Could have more types of light sources to break up the pace like fireflies or dying campfires

#

That still keep the dark areas reasonably dim

pallid bear
#

I'll give you an example

#

This looks like shit, I think you'll agree

#
  • the tree shadows look buggy in some way
deft fiber
pallid bear
#

ok I'm convinced this is the way

#

no directional lighting + DOF

#

looks very atmospheric, I dig it

#

I will find a way to make this work

deft fiber
#

I've been avoiding the terrain foliage system like a plague so I'm not much help there

patent moth
#

Guuuuh so sick, thank you Spazi.

deft fiber
#

Anyway if you decide to try get more out of global illumination, it's important to know that there's two parallel systems

pallid bear
#

the trees I mean

deft fiber
#

Normally everything receives ambient GI because the editor generates it for you automatically to some degree

pallid bear
#

hm, interesting

deft fiber
#

Which is why your ground or meshes aren't pitch black when out of light

#

The "generate" button in lighting window, if "Baked Global Illumination" is disabled, generates a reflection probe and an ambient probe from the skybox or whatever is your Environment Lighting's Source, which then will be used for all meshes (except trees if they refuse to cooperate)

patent moth
#

Ah so you need to re-bake lighting every time you make changes to the scene that would effect it, like adding a new lava cube or a wall here. Is baking lights something people usually same until the "end"?

pallid bear
deft fiber
pallid bear
#

Generally, I'd stick to doing baking last (which I'm doing) so as to avoid that tedious process. I don't know why people don't do it that way

deft fiber
# pallid bear Yeah actually I can see the skybox in the puddles so that works I guess

That's also the part the editor does automatically, but it may not persist in build or in scene change
However, with Baked Global Illumination enabled you'll be doing a whole ray tracing bake of every static object in the scene and creating lightmaps for them, as well as writing lighting to light probes if you have those
Those will then be used in stead of the singular probes from the "ambient GI" light generation

deft fiber
pallid bear
#

cause it's a commital process and I don't have experience

patent moth
pallid bear
#

also, just reducing the instensity of the directional light looks good and removes the tree and terrain bug issues

#

might keep it at that, will see

pallid bear
patent moth
pallid bear
#

no, lightmap resolution

deft fiber
# pallid bear I guess the most important question there is will it look better or not?

If you can avoid all the problems then it likely will look better
Placing light probes especially will help create areas of darker darkness in the already shadowed, occluded areas
But there are a lot of potential problems to tread through if you're not experienced with baking, and it may be hard to judge if you've done it right in vaguely lit scenes
And I have no idea how trees will work with you in that case, if they will at all

patent moth
#

Ah! That helps ๐Ÿ‘

#

Oh wow that certainly had a huge effect both in rendering time and quality.

deft fiber
pallid bear
pallid bear
#

this is why I chose to do this last

patent moth
pallid bear
deft fiber
pallid bear
#

I know I meant fake volumetric

#

I saw some solutions

#

like

deft fiber
#

Right, those shaders using depth
That could work too

pallid bear
#

this one maybe

#

btw are you a professional dev? I see you everywhere here

deft fiber
pallid bear
deft fiber
pallid bear
#

Oh cool...I thought you wouldn't be doing it in your free time too :p

patent moth
#

So let's say I wanted my character to be carrying around a little pixel art sword. I could make that a UI object like the old DOOM games, but if I want that to be effected by the lighting, I'll probably have to give it an in-game model.

Is there a Learn module on mixing baked lights with realtime lighting? I assume the sword would need to interact with the lights in real time, but I could keep my walls, lava, the same? How does that all work?

https://gyazo.com/5332f66b82766425c30f72497252f2f7.mp4

It's definitely getting some lighting?

pallid bear
#

btw is it true that terrain can only have 2 working reflection probes cause it's technically one game object? If so, very lame

grand berry
#

Need help with lighting

#

I am new

#

This is my lighting rn

#

First the floor should not be this bright

#
  1. you wont notice it but i have a flash light on and i want to be able to see it through the darkness
#
  1. I want more fog in my face more
#

Like this

deft fiber
deft fiber
deft fiber
#

Or if you don't want it quite exactly as Doom you could have the quad be animated with 3D motion instead of texture frames

serene elbow
#

@stuck sail Hey man could you hit me up with a private message when you have time I have a question

stuck sail
serene elbow
#

@stuck sail Thats okay can I ask you a question here then?

stuck sail
serene elbow
stuck sail
serene elbow
#

Ohh! I understand its okay! ๐Ÿ˜„

#

I'm just thinking about will the sales be enough profitable for me to keep up the servers. I'm thinking about using Photon Fusion which + Photon Voice would cost around $190 for the 500 CCU Package, and since I think I wont have microtransactions in the game I'm worried if just the game sales would cover the server cost :/

stuck sail
#

You could always try photon and see how it fits your needs. It would also be a good introduction to networking frameworks as it's supposed to be easy to use

serene elbow
#

I'm familiar with the Photon, I've worked with it for some time now

#

I'm just worried about the cost later on

stuck sail
serene elbow
#

The problem is that the game needs the voice chat :/ It's inspired by Phasmophobia

#

So the proximity chat is really a must

#

xD

stuck sail
serene elbow
#

Yes sorry ๐Ÿ˜„

serene elbow
#

@stuck sail Somehow I did this

stuck sail
#

Awesome! That is looking great, keep up the great work UnityChanThumbsUp

serene elbow
#

Thank you! ๐Ÿ˜„

patent moth
timber lichen
#

Help, im trying to add a cookie for my spotlight but getting these artifacts at the botom

quick saddle
#

https://youtu.be/xWCZiksqCGA?t=361
does unity have a way to light objects using reflection probe cubemaps, like this video here?

Get the Shaders for this Video here โžœ https://github.com/Broxxar/ImageBasedLighting
Support me on Patreon โžœ https://www.patreon.com/DanMoran
Follow me on the Twittersphere โžœ https://twitter.com/DanielJMoran

Extra Links
Free PBR โžœ https://freepbr.com/
HDR Labs sIBL Acrhive โžœ http://www.hdrlabs.com/sibl/archive.html

Music:
Mass Effect Andromeda ...

โ–ถ Play video
deft fiber
#

Manually placed reflection and light probes do this also once baked

quick saddle
#

oh, nice

#

oh i had to set the texture to 2d instead of cube

#

weird

night shell
#

thats why

pastel skiff
#

Why do my realtime shadows look like this in urp? They shadows also change whenever you move (the overall shadows not the fact it is realtime)

quick saddle
lunar pollen
#

whats the best way to get consistent lightmap texel sizes in world space?

#

is the only way to go through my scene and adjust the lightmap resolution for all mesh renderers separately?

deft fiber
deft fiber
#

It's why it's important to try to export/import meshes without wildly large or small scales

paper maple
#

I am not sure why this happens, but for some reason there is light on the tree trunks. even tho there is a little tinny of light, but not enought to light up a tree trunk. does anyone know why this happens

deft fiber
stark temple
#

could also be reflections

paper maple
#

Do u want me to show what lights I have in the scene ๐Ÿ™‚

#

I mean i could just use fog, becuase that is what the kevel is ment to be, but for future projects, there must be a way to fix this right ?

deft fiber
paper maple
deft fiber
#

I can't see any other issue that sticks out to me from those 4 circled trees so I can't say exactly what will "fix" it

paper maple
#

Ok its a bit hard to show all the lights as there is to many of them haha

#

its this tree

deft fiber
paper maple
#

Sorry for wasting time

deft fiber
timber lichen
#

I'm not sure what these weird spheres are when lighting is enabled in the scene view

deft fiber
timber lichen
#

its just primitives

#

not sure what you mean specifically by lighting

#

actually i read that wrong

#

sorry

#

let me check

timber lichen
deft fiber
pallid bear
deft fiber
pallid bear
#

it adds to the atmosphere although it makes the map less clear

#

but cmon it's a zombie swamp, it has to have fog

deft fiber
#

If it doesn't obfuscate elements of gameplay importance, then it shouldn't be a problem
In fact such visual unclarity is one way you can draw attention away from the unimportant parts, and even cut corners since you need less detail there

#

Lighting design is very closely tied to gameplay design

pallid bear
#

yea I'll keep it

night shell
#

fog looks good

#

fog adds extra depth to an image

#

I say keep it

#

makes it easier to read the terrain

pallid bear
#

Thanks

#

is there really no fullscreen in unity?

#

I want to record some footage but I can't make playmode fullscreen

night shell
#

not really in the editor, the closest you can get as far as I know is just maximizing your game window

pallid bear
#

Man it's 2023, how do we not have fullscreen?

#

unity is stuck in 1989

bleak vortex
#

I've recently stumbled upon this game, and I saw they are using the built in render pipeline & unity. Just wondering how to achieve this flat, even lighting through the whole level like they did. It would seem there is no directional light -- just that the walls have slightly darker textures. Perhaps a custom shader or something?

bleak vortex
#

I suppose this is sort of achievable by turning off shadows, and then angling the directional light properly (ie -/+45 deg). I am sure there are options to increase the effect further.

deft fiber
#

That way you'd still get some fresnel and specular from the PBR lighting of the standard lit shader, which isn't really accurate to the style but can be reduced by setting smoothness to zero and AO to zero as well

bleak vortex
deft fiber
#

Or the walls could be a custom unlit shader that only renders some simple directional light shading but nothing else

#
  • fog
deft fiber
bleak vortex
#

Yes this made the most sense to me as well, thanks for the information

cinder charm
pallid bear
#

Why can't I get the bridge and the lantern to reflect? I tried moving the reflection probe to no avail. They are there on the cubemap

little condor
pallid bear
deft fiber
pallid bear
#

aaah

#

near plane?

#

will check

deft fiber
#

A box projected reflection probe is basically reflecting a room (or a box) which has the cubemap painted to its walls

deft fiber
#

URP 14.0 implements Forward+ so if you get into the tech stream versions you may be able to skip deferred rendering altogether

pallid bear
deft fiber
#

The box shape is the only kind of parallax you can get, whereas the lantern is hovering directly above the pond away from everything

pallid bear
deft fiber
quartz harbor
#

hi fellas, i got a bug i can't figure out... I'm using unity 2021 LTS 3D pipeline and i have 3 point lights in my scene

#

in play mode and builds on my laptop I can see colored lights from these sources on terrain

#

but when i run the same build on my steam deck very little to no light is appearing from these sources

#

any help appreciated

#

i should point out i'm running windows build on win 10 installed to steamdeck with provided AMD graphics drivers

quartz harbor
#

old 3D render pipe

#

i added a terrain and disabled auto generate

#

also disabled realtime global illumination as it wouldn't build

plucky topaz
#

is there a way to make lighting on each texture pixel? like take this scene for example:

#

note that the pixels of the low res texture arent being lit in a more "abrupt" way, but the lighting is more "beautifuly" scared across the scene. Is there a way to make so the light is applied to each pixel individually? not a normal map, but just make that each light and shadow is different in each pixel

#

note how smooth the shadows are, cant i make so they are snaped to the neares pixel?

#

this is in blender, cuz it would take a while to throw the scene into unity, but just for clarification

deft fiber
empty nacelle
#

Ran into this strange issue with my HDRP spotlights. They stop rendering if I look at the light source. If anyone has had a similar issue and knows where I should look any advice would be appreciated! I've spent a whole day already debugging trying to fix it with 0 luck.

Gif showing issue: https://gyazo.com/2aef1aafe417758415d2c0c95ec33aee

From what I've tested, it seems to only happen if you're looking in the direction of the actual light object that is emitting the light.

small meadow
#

why unity realtime lightning make this artifacts when creating lightmaps?

#

it should be all black

grim summit
#

how do i fix "overlapping uvs" when baking

small meadow
#

bc i think we are having the same problem

grim summit
small meadow
#

oh ok

#

you solved it?

grim summit
#

imported things from blender and just cant bake

#

trying to reduce lag

small meadow
#

i'm trying every way to solve it

grim summit
#

nothing can help

deft fiber
small meadow
#

and still didn't solve anything

deft fiber
deft fiber
grim summit
deft fiber
grim summit
#

still dont see it

#

oh its on

#

then why is it still

small meadow
#

btw, if i'm making a procedural generated level, should i use realtime or baked lighttmap?

small meadow
#

a roguelike game

deft fiber
# grim summit then why is it still

That setting is mainly for Progressive lightmapper
Enlighten's realtime GI may use a different method for storing the lightmaps, and it generally has different problems and solutions but I'm not super familiar with it

deft fiber
# grim summit after finishing baking....

Is it a probuilder mesh? I believe those are created procedurally so baking and precomputing lighting for them might not work correctly, unless exported to a static nonmodifiable mesh

deft fiber
deft fiber
# grim summit blender

Then I don't know, I'd look into Enlighten's common issues and practice baking with it in simple scenes

past forge
#

Hello! I'm using HDRP and want to generate lighting with a probe volume, but I'm having some problems.

First off, when placing a probe volume in my scene, I can't see any probes when using Display Probes in the Rendering Debugger. The probe volume has a message telling me to generate the lighting in the lighting window, so I figured that's why. However, when generating lighting, Unity first "waits for Unity's code to finish executing" for a few minutes, and then the progress bar just stays on 0% and says "Baking...". It's been there for half an hour, and the CPU usage only sits at around 40%. If I move the scene view camera into a certain position in the scene, the progress bar suddenly shows completely different progress data, and says I have either hours or seconds until completion, and the CPU usage spikes. Then, after a second or two, it returns to 0%, but the CPU usage stays at 100% for a couple of minutes, before falling back down again. I tried removing the probe volume and disabling probe volumes, and when generating lighting without it, the progress bar similarly sits at 0% for several minutes, but eventually completes, although it doesn't look like the lighting has changed at all. I've tried this multiple times, even trying things like restarting my computer and disabling and re-enabling probe volumes, and it's still the same. It seems to be the same whether I use CPU or GPU Lightmapper.

Does anyone have any idea what this could be about? I'm really at my wits' end. Thanks you in advance!

cinder charm
#

im in URP 14 and have lights coming through and object that casts shadows

#

any way to solve this

brisk sedge
#

Hello, I am here for your guidance. I baked lights in my scene. But in our project some objects can be spawned depending on circumstances. Those objects are also static and do not move. How should I approach this kind of problem, I want to bake lights for them as well, but I dont want them to cast shadows when they are not needed.

I could try use light probes instead of light maps for thos objects, or there is some kind of dynamic lights backing? or a way to bake lighting for specidic game object, and then just merge the light maps when I spawn. Any guidance would be appreciated.

arctic isle
brisk sedge
worthy sapphire
#

Anyone know if there's a way to get an effect similar to the box lights in the HPL engines in unity? Basically localized flat ambient lighting , maybe with falloffs and stuff?

#

Like, I remember trying some decal projectors at some point but they didn't really get the job done properly

deft fiber
#

The SRP volume framework could be used for it, but you'd need to make your own lit shader that can find and read those volumes similar to how HDRP indirect light controller override does

#

Or modify the existing lit shader which is a messy process

worthy sapphire
#

oof

#

that sounds like a bother

final lance
#

what is the difference between a regular lit/unlit shader and a "sprite" lit/unlit?

#

like obviously lit uses lighting/specularity over unlit but

deft fiber
#

@worthy sapphire It might be possible to utilize the existing light probe system to set ambient lighting manually per area, but I don't know how difficult it is to write to them manually
At a glance there didn't seem to be a function to easily set the probes manually

deft fiber
final lance
deft fiber
final lance
#

well that's surprisingly simple. Thanks

ancient creek
#

Hey guys, I'm having a problem with unity baked lighting, I really don't know what it is and why it's happening...maybe player settings? but the baked lighting gets wrecked when I hit play mode. don't mind the pink layer at the bottom is a scripted fog. Or what is this artifact called so I can search it more. Thanks!

dim zodiac
#

hey does anybody know why light flicker when looking around

#

here an example

deft fiber
dim zodiac
#

im little bit new with unity

#

ue5 man

#

but this is a school project

dim zodiac
#

the problem is i cant find the pixel light setting

#

im in the quality project settings

#

but its not there at all

deft fiber
dim zodiac
#

ahh i see

#

its already at the highest

#

dammit

final lance
#

here's another dumb question: so like for a lamppost giving off light, do I want it to be a light source or do I want it to be emissive? sounds stupid but just wondering what the reasoning behind picking one over the other is

dim zodiac
#

I FIXED IT

#

ALHAMDUILLAH

deft fiber
final lance
#

thank you

opal arrow
#

Any idea what causes this artifacting on the corner wall when baking my lighting? It's a flat colour.

cinder charm
night shell
#

double sided shadow casters

#

@cinder charm

unique mango
#

Is there anyone who can help with reflection probes ?

#

basicaly is there any way to make REALISTIC reflections? I know that sounds weird.

#

In my level I have straight corridor and I have some water puddles there.

#

something like this

#

and when I add reflection probes, no matter what settings I set, this looks awful and weird, reflections are too big or too stretched

#

this works like in the total center of this reflection probe sphere everything is allright but the further it goes, the worse it looks

#

ex. 1
On these settings, reflections are too large and look like the reflected object has always been above you, even though it is not.

#

ex. 2 Hovever on these settings, 2 reflections are combined together on one puddle... and it looks like u have 2 rooms there.

#

ex. 3 On these settings where I have 1 reflection probe instead of separate 2, the reflection is not even relative to the actual position of reflecting object. and this looks awfull and stretched.

picture to the right is showing how player is looking at Z axis at the end of reflection zone, u see how it looks.

#

PS. Just bumped up R.P intensity to give a better look of this.

#

Settings im changing are:
Box projection, Blend distance (doing nothing)
position of probe and box offset. Importance (doing nothing)

#

example of how reflections are not relative to position of objects.

#

wtf is even this

night shell
#

those are box projected reflections for you

night shell
deft fiber
#

Whether box-projected or not, reflection probes are very limited so in most cases you'll have to use them for vague reflections and preferably with non-mirror materials

unique mango
#

Yeah box offset is somehow changing the look of it. I figured it out by myself earlier

deft fiber
#

I guess that explains the distortion? I can see they look weird, but not clearly how

#

Blend Distance is determines how the reflections fade from meshes at the extents of the bounding volume
Importance decides the priority for overlapping reflection probes

unique mango
#

Oh okay that explains a lot.

#

Especially the last one. I have an idea and I'll check it tommorow.

night shell
#

generally I would keep the box offset at zero at all times

#

@deft fiber is right, reflection probes can only be so accurate

#

but keep box offset at zero at all times, in my experience reflection probes generally look best when they are in dead center of the box volume

brisk sedge
#

so yellow lines and 3 balls should show me which light probes were used for the object lighting right?

Problem is that on this scene the light probes are in totally different places. I am loading scenes as additive scene. It seems previous scene which was unloaded light probes are still in use. How to solve this problem?

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manually calling LightProbes.TetrahedralizeAsync(); does not seems to work as well

void orchid
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I have a weird lighting issue Im clueless on how to fix, im using HDRP btw

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Scene view it looks fine

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game view is

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I understand this could be a post processing issue however I have no idea what would cause that

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other lights are also an issue but not as bad

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nvm, it was motion blur kek

limber delta
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Hello. Is a "Skybox Material" and/or a "Sun Source" mandatory for scenes in unity? I realized everything is indoors in my scene and all windows are emissive surfaces.. Just want to make sure nothing breaks without them. Thanks!

deft fiber
limber delta
kind mortar
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I need help

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I baked lights for my map, and it looks good on the PC build

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but when i switch to the android build it looks terrible

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another map i made has baked lights and looks the same on both platforms

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im using URP if that matters

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i forgot to change the setting for my directional light to baked

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kill me

timber lichen
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is it possible to add 2D shadow caster to unity's particle system?

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To make these particles have shadows

crisp topaz
stable patio
crisp topaz
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ah shoot, ye baking helped. Thanks. First time setting up light probes ๐Ÿซ 

hot path
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why do my trees have a blue outline lol

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ambient lighting is 0

storm flax
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skybox reflections

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put in your own probe or use other reflection methods to get rid of it

sharp goblet
#

Anyone have tips for not being limited by shadowmasks 4 overlapping light limits? To adequately light my scene I need to make my light range fairly large, but then I have lots of overlaps and have to make some of them baked. This really kills the visual quality when some lights just don't cast shadows ๐Ÿ˜ฆ

placid bough
#

Not sure if this is the correct channel for this problem but my skybox is currently melting with surrounding textures and I'm not sure what's causing it. No errors or warnings are present in the console

stark temple
vestal oriole
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is there a way to achieve a lighting effect similar to the ones done in streets of rage?

quick saddle
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Normal maps?

deft fiber
vestal oriole
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ah thanks

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is there a good software to use that can help create mask maps?

lunar gust
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Why is my baked lighting so inaccurate?

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left is baked, right is realtime.

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here are the same light data but from further away

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why is there such a large difference when i move up to objects

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my settings ^

stuck jetty
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you need reflection probe

hot path
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that looks much cleaner imo

sick peak
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I am hoping someone here can shed a little light on the above. The 1st image with the glow of the letters is how it should look, but it keeps changing to the 2nd image where the glow is not even and way less glowing. I am stumped as to what is causing this as it has happened a few times and the only way to solve is to go back to an older version of my project. In both of these images, everything is the same. Both have emissive materials with the exact same properties, with the exact same light bake settings, with the same project settings, in the same version of Unity. Everything around the words is the same too as well as everything in the scene. Even if I copy/export/import over the scene from the one that works, it ends up looking the same as the 2nd image. Each time this has happened I was not editing this scene all, but rather was working on something totally unrelated to lighting. Once this issue happens, it does not matter what version of Unity I use, it will not bake like the 1st image. It is driving me crazy and I am hoping someone here may have some insights as to what is going on.

lunar gust
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i ended up fixing it sort of

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i ended up doing a mixed lighting setup

fair lily
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Hi,

I wish to use the 2D Freeform Light (using the 2D renderer) and use a shadow caster to... well have shadows. From testing, I understand that the shadows are cast from the object depending on the direction of the transform coordinates of the light. I have the desired effect but sadly if the object with the shadow caster is past a certain distance, the shadow is not cast anymore. This mean I can't simulate a shadow from a distant source (godrays).

I was wondering if it was possible to extend this range somehow ?

sullen plaza
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Hi guys, is there any way to create 2D lighting with shadows in UNITY WEBGL? Like in Godot for example?

fair wren
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Hey guys, do any of you have any idea about why the lighting doesn't work inside Unity? I tried all the answers that stackoverflow gives and nothing

fair wren
arctic isle
arctic isle
arctic isle
fair wren
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The solutions I find on the internet all boil down to the same thing: clear the cache. I did that and they still don't work. I theorize that it may be something in my URP settings, but I don't remember moving anything.

arctic isle
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If you point it straight into a wall, does it work?

fair wren
arctic isle
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So just one light in a scene with the default cube didn't work. It does sound like some rendering setting is awry.

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Can you maybe try making some default URP settings, replce your custom ones, see if it works and diff the settings to see what's changed?

arctic isle
fair wren
fair wren
fair wren
dim zodiac
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why everything black

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anybody know how to fix

deft fiber
# dim zodiac

If the dark materials are meant to be shiny, it seems likely that they're reflecting the black "sky" outside of your level, if there are no valid reflection probes to get reflections from

dim zodiac
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ahhh

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i see

dim zodiac
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Idk how to fix it

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I tried everything man

arctic isle
dim zodiac
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Baked

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Cause i tried realtime

arctic isle
#

Did you check "generate lightmap uvs" in the mesh importers?

dim zodiac
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But the problem is that it makes the other light flicker too

dim zodiac
arctic isle
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And check the static checkbox at the top right in the obj inspector?

arctic isle
dim zodiac
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Damn havent done that

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I check when i get home

arctic isle
low dock
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Hi, I'm having trouble with lighting and I'm literally one very small bug away from finishing this entire thing.
Currently, my problem is that when I shine a spot light on my drawn shapes, the surface layer appears super bright. I can show a before and after:

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I just want the board and the contents on the board to be illuminated, but I don't want the shapes to appear crazy bright like this.

arctic isle
low dock
rustic kestrel
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Kinda hard to see, but as my game gets darker (it has a day / night system) there are waves of light coming in which I'm guessing shouldn't be visible. Anyone know how I can go about disabling them?

low dock
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my spotlight is a distance away from the board, mind you. should i attempt to just move it closer or something?

arctic isle
low dock
arctic isle
# rustic kestrel

If you have a directional light that you're rotating, make sure you're dimming it / turning it off so it doesn't leak through any terrain / mesh backfaces

twin arrow
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how do i fix this weird lighting on my model?

arctic isle
rustic kestrel
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I'll try and record it in a bit

arctic isle
twin arrow
arctic isle
twin arrow
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my model has a skinned mesh renderer, which none of my other models use

arctic isle
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In the skinned mesh renderer that is

low dock
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So I moved it closer and increased intensity but it's not quite what I want. In this picture, I set the spotlight far away so that it could shine on the entire board evenly, but ofc, increasing the range would make it shine brightly on everything. Intensity makes there be a very bright white spot in the center of where the light is aiming.

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I can't put the light in the top right anymore because it'll only really shine in the top right of the drawing board

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And bottom center is also plausible but I'm having trouble getting the lighting to be spread evenly across the board

arctic isle
low dock
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realtime

arctic isle
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Would it perhaps help if you adjust the materials on the shiny objects and (if you don't already) use Linear colorspace and HDR?

low dock
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So the shapes I'm using are just default Unity shapes with RGB

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the shapes I'm drawing onto the board, that is

arctic isle
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You can also try to open up the spotlight's angle or use multiple lights (though that's expensive ๐Ÿ˜ฆ )

low dock
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And how do I change the latter settings?

low dock
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i want to make it seem like it's visually doing something but at a middle-ground

arctic isle
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Colorspace is in the Player settings and HDR should be in Graphics and on the Camera

low dock
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i want it to light up the whole board evenly but also not make everything white, basically

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Am I able to export a WebGL build if I change it to Linear, btw? I think at one point I tried to do this and I found I wasn't able to or something.

arctic isle
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You should be ๐Ÿค”

low dock
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I get this message

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hmm

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so do I just uncheck this

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auto graphics API? will that break anything?

arctic isle
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No it won't

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It will just give you the option to add more apis and drag one to the top of the list to activate it.

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Saying this I realize how weird the workflow is but alas