#archived-lighting

1 messages ยท Page 12 of 1

low dock
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Yeah, I'm still just getting the same issue in general. Also HDR is enabled in both already. ^^

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This is with linear as well

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it's weird because in my scene view, the shapes look generally fine

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but in my game view, the surfaces looks so brightened

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notice the mass of white at the bottom there

arctic isle
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Are they translucent overlapping meshes?

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Or can you explain what's going on? Maybe if there's too many semi-transparent shapes on top of each other it becomes overexposed?

low dock
twin arrow
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why is my model so lit up (ik i posted before just looking for answers)

arctic isle
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Slight as in 0.000x

arctic isle
rustic kestrel
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Should be up shortly ๐Ÿ™‚

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It's more noticeable at around the 20 second mark

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The streaks of shadow on the ground

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The weird waves of light shooting out to the side, which I'm guessing is the direction of the directional light

arctic isle
rustic kestrel
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And the light is constantly changing

rustic kestrel
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It's not a shadow issue from what I can tell, could be lightmap related. There aren't many trees in the distance, and shadow strength is actually reduced over time to 0 which is when it's at the darkest point

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Which is when it's happening the most ๐Ÿ˜ฆ

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I found this online earlier but

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No one really helped him resolve it

arctic isle
rustic kestrel
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yep

arctic isle
# rustic kestrel yep

hm. then perhaps you'll find an answer in your lightmap parameters. if you make a new asset and play around it may fix it, but I don't have anything more specific to suggest. If your light intensity goes down to 0, I wonder if this is somehow related to ambient lighting or cloud shadows.

arctic isle
rustic kestrel
dim zodiac
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omg it worked

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make my game look 10 times better

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thx

inner bough
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anyone able to help me with this baking glitch?

night shell
inner bough
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yes

night shell
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if it is, could be lightmap UVs

inner bough
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how would i fix that

night shell
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I'm assuming that is a custom mesh

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in the unity project settings for the mesh you can enable generate lightmap uvs

inner bough
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yes, from blender

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should i share screen?

night shell
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no

inner bough
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k

night shell
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should be as simple as pressing two buttons, 1 to generate it for the mesh, and 1 to rebake the lightmaps

inner bough
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so do i rebake after?

night shell
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yes

inner bough
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could i ask questions if it doesnt work?

night shell
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yes?

inner bough
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see you in about 20-30 min

night shell
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thats what this discord is for

inner bough
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lol

rustic kestrel
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Been trying to fix this for hours, does anyone have any idea what could be causing the weird dark wave of shadow going across my terrain?

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It's not shadow related, I can disable shadows and it still happens

inner bough
night shell
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Your going to have to be specific because that is incredibly general

rustic kestrel
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No idea how or why, but it did

limber zodiac
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Do these weird lighting lines go away when you bake lights?

arctic isle
arctic isle
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UnityChanCoder For anyone working with Baked Lighting in 2022.2+ we have just released a small but mighty UX improvement: our very own keyboard shortcuts!

From 2022.2.0f14 onwards, you can press CTRL+9 to bring up the Lighting Window and CTRL+SHIFT+L to trigger a bake from anywhere in the Editor ๐Ÿ’ก

Time to build some muscle memory!

fair lily
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Hi there, just reposting this in case someone have an answer,

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 ?

brazen prism
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Any clue why the shadow is showing like this ? ( the curtain shadow on the floor )

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Oh i figured it out, needed to be set for two sided shadows

limber zodiac
# arctic isle can you give more context?

Those lighting lines appear when 2 seperate objects are next to eachother. Im wondering how to get rid of those and if it's there bc I havent baked my lighting yet? Sorry if this sounds dumb I'm not experienced with lighting

arctic isle
limber zodiac
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Ok thank you

rustic kestrel
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How do I go about making certain objects like those flowers be affected by light?

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If I drag it in to the scene it works fine, but if I put it in through the terrain it doesn't light up.

compact rock
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Hi all. Is it possible to stop two light probe objects from influencing each other? See picture.

deft fiber
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To my knowledge you cannot mask meshes to only use specific light probe groups

compact rock
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Okay; great. I was worried. Thank you for your time blushie

deft fiber
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But usually that won't be necessary
If you have probes at the furthest corners of all areas, those will be sampled near the edges unless your objects have passed out of the level area

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And even if they do they start lerping towards the next probe, so with that distance it probably wouldn't be noticeable

arctic isle
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To add to what Spazi is saying, mesh renderers sample from the tetrahedral area inside the purple lines, not the probe positions themselves. We interpolate the lighting along the mesh faces and so you get the best approximation, not the probe vertices. Probes don't affect each other, they are individual precomputed samples of indirect lighting in 3D space.

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What you end up with after Tetrahedralize() is a global probe structure which you can't mask or segment because it's one tetrahedral mesh (per scene constellation).

arctic isle
gleaming yarrow
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hey guys! i would love if someone could help me with good lighting in my unity game

deft fiber
rustic fable
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Hey guys! I bought a AMD GPU last week, and baking lighting with GPU seems to be extremely slow? Is that normal?

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Is AMD not good to work with the lightmapper in unity?

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Bakery is NVIDIA only ๐Ÿ˜ฆ

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I changed from a RTX 2080Ti to a AMD RX 7900XTX

forest rose
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Okay, im back again to see what people think about the lighting of this room. Also to ask for help since for some reason the glass panel isn't doing box-projection like the other panel for some reason and I don't know why

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Also applies to the other side as well for some reason

forest rose
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I have found the issue but don't know why it's happening. If the angle of the panel is more or less than 1' in any rotation then the reflection just breaks for some reason

forest rose
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I have no idea what the issue is, the panels that are horizontal have just broken and copy and pasting a panel that is vertical and rotating just breaks it. Box Projection also seems to have broken as well as reflections are now inaccurate

fair wren
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Hi guys! I honestly don't know where to put this, but I see that using the URP Balanced that Unity creates by default creates these weird sky artifacts.
weird artifacts in the sky. what could i do?

timber lichen
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unity boat attack demo; unity version 2020.3.23; I was trying to use it instructively to learn more about lighting in unity, so I copied all their lighting settings, their post processing, and imported a mesh; generating lighting in separate project unity version 2021.3.14

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but I keep getting this very light, bluish coloration on all meshes and shadows; any ideas why?

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URP

timber lichen
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may you clarify what you meant if that's ok?

polar wadi
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Hi everybody, I'm using HDRP and trying to figure out how to switch from an outdoor lighting setup to an indoor lighting setup (Basically a low poly city map and you can enter high poly rooms of city buildings). The quirk is that I'm using Trilib to load all models on the fly from the StreamingAssets folder (So that my game can be easily moddable by players).
Default lighting is made for outdoor and since city is low poly, it doesn't matter if lighting is not optimized. However for interiors, I'm stuck...
Every tutorial I saw online about HDRP lighting includes a step of baking lighting in the lighting window but since my models are loaded from outside of Unity, it's no doable, at least from my understanding. So how should I make it work?

main wolf
timber lichen
main wolf
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Maybe you can also check if the demo use some kind of color grading

timber lichen
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I copied post processing as well

timber lichen
forest tree
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Does anyone know why I am getting these weird dots in specific areas of my shadows?

deft fiber
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And/or light probes if it uses baked lighting

deft fiber
forest tree
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only shader I've made is for the display above the radio

timber lichen
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Why do my shadows appear like this when the light has a high outer angle?

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When they have a low one, they look sort of fine

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and also, the shadows look pretty garbage

timber lichen
timber lichen
deft fiber
deft fiber
valid magnet
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how do i make the yellow point light erase the shadow of the purple spotlight(using standart pipeline and pp)

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or how should i search for source?

sour geode
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complete noob here: anyone know how to render skybox on top of a canvas? don't know how to add sorting layers for the skybox (rendered as background in the Main Camera). Also tried camera stacking but couldn't figure out how to enable skybox in an overlay camera... appreciate any pointers!

deft fiber
# timber lichen how?

You'll have to look into what baked lightmapping and light probes are to determine if those were used

polar wadi
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Hi everybody, would anybody know why my walls and cube don't project shadows ? I have only one directional light with shadows enable on it but the room is still completely lit...

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If I lower the directional light intensity, the room does get dark, up to full dark at 0 intensity so I don't think it's ambient lighting problem

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Using HDRP btw

deft fiber
polar wadi
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Yes, even set it to two sided to make sure

deft fiber
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Do they appear any better if you switch from orthographic to perspective camera

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In Game view I mean

polar wadi
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No difference

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For the shadows on meshes, it's this option right?

deft fiber
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Do the shadows work in any scene in your project?

polar wadi
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Yes they do on the city map, buildings do project their shadows on the ground

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I'm using the same scene to switch between indoor and outdoor models

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Here is the city map for example

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And here is my directional light setting

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In the light explorer, it does say I use only one light so I don't think it should come from any other light

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And here is the scene when I lower this directional light intensity

deft fiber
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If the shadows work in that scene elsewhere with the same light, that suggests a problem with the meshes or camera's placement

polar wadi
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Hm, actually, it doesn't work either in the city map, or should I say it's barely visible

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After moving the cube behind the building, it should be really dark but there's barely any changes.

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It's as if the shadow intensity is too low to be noticeable

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But I can't find the option to increase the shadow intensity

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Is it in the volume ? Or Light ? Or on the mesh ?

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The volume seems to offer some control of the shadows but after playing with the sliders, it seems to affect both the bright and dark side at once, it doesn't make just the shadow cast on the cube darker.

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One thing I forgot to mention is that all my mesh are loaded from the StreamingAssets using the Trilib asset (to allow modding in the future). So I can't generate lighting using the lighting windows like all the hdrp lighting tutorials show

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Could that be a reason why it behaves so weirdly?

frozen lark
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Can anyone give me some tips on fixing my lighting settings, first of all the torch itself is illuminated for some reason and is really bright (There is a point light above it)

It also appears somewhat low res even though from my experience lightmap resolution of 20+ texels should be enough (But then this level is much bigger than anything I would usually work with)

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Everything is set to static and generate lightmap UV's are on too.

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This is HDRP btw.

austere tendon
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is it possible to pause baking of progressive lightmap baking? (i need to turn off the notebook the unity is running on)

polar wadi
frozen lark
quaint coyote
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what does "Mesh doesn't have albedo UVs" mean?

arctic isle
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In your mesh importer, check the "Generate Lightmap UVs" box

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Select your 3D object file and go to the inspector

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There should be a checkbox that says "Generate Lightmap UVs"

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I think the shadow looks correct given the position of the light and the object

rustic fable
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hi everyone. I bought this asset pack with shaders, and these shaders includes many time nodes. (like the fog, tree sway,...) but it seems like lightbaking is going into a loop when these nodes are connected. if I disconnect all time nodes then light bakes perfectly. Is this a bug in the latest URP?

arctic isle
tawdry lake
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Hey folks... no idea what I changed this morning, but suddenly my directional light is not appearing in my build. When I play in the editor it's fine, but my build is no bueno.

rustic fable
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I actually took like 2 days to figure it out xD

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I was stumped as to why I couldnt bake light

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Even went as far to reinstall windows haha

tawdry lake
midnight sorrel
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Are all gameobjects, which are static, static shadow caster?

midnight sorrel
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Dammy boy.

rustic fable
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Well when they sway, you want the real time lighting to react, no?

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Btw, I didnt change the shadow settings of the prefebs. It came out of the box like this so I thought it was all correct

midnight sorrel
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Thanks for the help!

tawdry lake
rustic fable
arctic isle
rustic fable
arctic isle
rustic fable
rustic fable
arctic isle
rustic fable
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I understand. Since this looks to be a AMD problem as well. Is there somewhere else I could go for support?

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Maybe a radeonrays problem? (Im talking out of my butt)

arctic isle
rustic fable
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Seems like it does work on my AMD after waiting a long time and after disconnecting all time nodes. So the problem is def the time nodes. Since it happens on both amd and nvidia

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Yes, haha I agree

rustic fable
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However, I also tried on the 2022 and 2023 beta

arctic isle
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Interesting. I will investigate tomorrow ๐Ÿ•ต๏ธโ€โ™‚๏ธ

arctic isle
# rustic fable You're the best

Hey, I reproduced the issue with the provided assets and I'll be filing a bug right away for you. I'll get back with the public issue tracker link.

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This seems like an issue with the lightmapper so we'll handle it. I could reproduce it with the CPU Lightmapper as well so defo not a GPU issue.

rustic fable
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Thank you so much!

arctic isle
rustic fable
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I see. Does the asset pack use a bad method for the tree sway?

slim vector
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I downloaded an office environment from asset store, it had already baked lights, from that scene I tried to redo the light baking (without changing anything) and the result was way worse

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From this

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To this

deft fiber
slim vector
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I generated lightmaps

deep marlin
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why do lights go through walls

stark temple
arctic isle
# deep marlin why do lights go through walls

Try changing the lights to area lights and rebaking-- besides that, make sure your meshes are configured correctly to cast shadows, make sure that the mesh UVs are correct (and that you have Generate Lightmap UVs on) and make sure your meshes have correct normals.

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The lights should also be placed in front of any emissive meshes you're using to display the light source.

deep marlin
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lights are set infront of the meshes

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how do rebake>

arctic isle
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Window > Rendering > Lighting

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At the bottom click "Generate Lighting"

deep marlin
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don't

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they just dont work

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i had to place new light objects

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lights still go through wall

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srtrange

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i switched to point light now it work

arctic isle
deep marlin
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no

arctic isle
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Make sure you have the area lights in place of spotlights / point lights and rebake. Area lights won't have the preview but they'll bake nicely

kind mortar
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is this normal for bakery?

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neverminfd

arctic isle
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EDIT: All filled up, thanks for the help!!

Call for help: Do you want to help make lighting in Unity better? Do you have at-least a basic understanding of how to build Scenes in Unity?

I am looking for volunteers to help with user testing for the new Probe Volumes lighting feature in the product. If you, or anyone you know in your networks might be interested in participating, I'd love to hear from you. The only requirement is that you have used Unity's lighting features before, even if just experimentally.

User testing will be conducted between April 17th and 28th of April, between 10:00 - 17:00 (CEST).

During a 1hr user-testing session we provide a test project on a remote machine.
You will be asked to carry-out a short list of workflow challenges using the remote control feature of Zoom, and to speak about your experience. This informal user testing will not be recorded, and should take around 60-70 minutes.

Your feedback will help us shape the future of lighting in Unity. ๐Ÿ™

slim vector
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does exist a way to recalculate light only on one specific object?

arctic isle
slim vector
deft fiber
strong igloo
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my giant donut has some artefacts in the lightmap after using bakery. The only thing I changed between this and the last version to work is a limited dissolve on that mesh in blender. Generate UVs are on.

deft fiber
strong igloo
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yeah sadly it has to be baked, where would I find bakery stuff?

deft fiber
strong igloo
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oki thx

indigo jewel
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Hi everyone, I have a question for all of you on Probe Volume. I am trying to make a little game in unity and I looked a ton of videos on graphics because, coming from blender, I really wanted to have a "base" on how I would like my game to look before importing the prefabs, and coding everything. I saw this video for example : https://www.youtube.com/watch?v=DlxuvvYZO4Q&t=1084s . After watching this video and trying the "3D HDRP" example project I decided to try building my own scene and use probe volume as it seemed easy to set up for a nice result and ressource efficient. However I am running into a lot of problems and there is very few documentation or videos on the topic. What is your opinion on probe volume, have you been able to work with it ? Or is it too soon to try anything with it ?

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
arctic isle
indigo jewel
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For example in this scene it should be very dark as there is no lights and no opening, however it looks like the light from the sky still goes through the ceilling and lights up the whole scene ๐Ÿค”

arctic isle
timber lichen
halcyon trench
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hey guys, does anyone know how I can get the light level of a point/the amount of light received by a gameobject? I'm trying to make a kinda stealth system

tepid minnow
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you might be able to use the light probes for that

halcyon trench
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thanks looks a bit complicated for me but I'll try figure it out ๐Ÿ˜…

deft fiber
deft fiber
arctic isle
# halcyon trench thanks looks a bit complicated for me but I'll try figure it out ๐Ÿ˜…

Either this or add a custom pass to your render pipeline that queries the lights in the scene if you only care about direct light. Alternatively, considering that your character may only be touching the ground, you may be able to unwrap the lightmaps to world space and use the lightmap color brightness at the player's XZ coordinates relative to the lightmap UVs to calculate the light levels.

timber lichen
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Hello, I am developing a game and I have this lighting problem where there is I line where there is light and another which is black. Can someone help me ?

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the light is a flashlight *

deft fiber
indigo jewel
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Do you guys know where I can improve the pixelisation of the light rays ?

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I am using hdrp and a volumetric fog

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Here are my fog parameters

night shell
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volumetric fog quality

indigo jewel
fossil leaf
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So I have a 2D URP project and I wanted to add point lights but for some reason there is no light or shadow at all when using with the URP 2D asset. It works fine when I use the universal one but it doesn't have 2D lights so I can't use that. All materials act like they're unlit, even in a fresh new project, what's the problem?

compact rock
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Hi all, can I disable some objects/tags/layers from receiving environment reflections? Thank you.

rugged galleon
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Anyone here know how I can do baked lighting with ambient occlusion WITH Shader Graph shaders? Or are these two things not compatible

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Having a lot of trouble with this

timber lichen
timber lichen
deft fiber
gray harbor
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so uh

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made just a slight oopsie and uh.....idk what happened ๐Ÿ˜ญ

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realtime lighting works just fine but baking just breaks textures

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the lightmap ๐Ÿ’€

night shell
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You need to generate lightmap uvs for the mesh @gray harbor

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You can do that with a simple toggle on the mesh import settings when you select it in the project window

gray harbor
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did some uv magic and it looks perfect now, thank's for the tip ๐Ÿ˜…

compact rock
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Hi all, can I disable some objects/tags/layers from receiving environment reflections? Thank you.

arctic isle
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It won't be perfect, but it gives you some control. Out of curiosity, what is your use-case here?

compact rock
timber lichen
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the texture type is normal map

deft fiber
# timber lichen the texture type is normal map

It looks like some kind of normal map issue, if not that
Maybe some channels could be inverted, the strength value could be wack and/or something could be wrong with the data itself, or with how the shader applies it if it's a custom shader
You can confirm this by removing the normal map entirely, assuming it uses Unity's lit or standard shader

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Not sure what could be causing the floor problem
Is that a default shader as well?

somber sapphire
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Hi. I'm struggling with getting my lightings right for an indoor scene. After baking I got those ugly bright seems around the faces. Do you have any tips how to get rid of it?

kind mortar
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yo, im trying to port this map to another game and I want to know how to get the lighting effect on the lights

deft fiber
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How were the lightmap UVs generated for that mesh?

deft fiber
kind mortar
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so any idea how i can achieve this?

somber sapphire
deft fiber
somber sapphire
deft fiber
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I wouldn't recommend it for anything
It doesn't respect any kind of continuity

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So even a flat piece of geometry will be full of seams and wasting resolution into padding those seams

somber sapphire
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Do you have some recommended tutorial how to do it properly? I was looking something, but with no luck.

deft fiber
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A proper manual UV unwrap will likely produce good results if Unity's automatic one won't

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What issues did you face with the automatic one?

somber sapphire
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I had similar issues with bright seaems. I can switch to auto generate, baked and post a screenshot with the result. I will need a few minutes

deft fiber
somber sapphire
somber sapphire
somber sapphire
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I got it. It looked something like this.

lunar valve
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i use a skybox

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but when i start

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the sky just has a flat colour

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i've messed with every single light setting i've found

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and nothing hhelps

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please help

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:T

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standard buildt in shaders

livid aurora
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I have a 2d game. the game sometimes spawns coins in front of the screen. when I enable a new canvas, the coins are still in front of the screen but their lighting disappears. what could be causing this? the light is never disabled.

main wolf
# lunar valve

check your camera clear flag setting, is it set to skybox?

main wolf
deft fiber
#

Could be other things wrong with the texture too, such as flipped channels or something else
Anyway that can be ruled out by removing the texture and/or swapping it out for other normal map textures

agile terrace
arctic isle
agile terrace
mossy pivot
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Hi in forward rendering do overlapping (same plane) surfaces end up with double lighting applied?

hot path
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why dont you test it?

mossy pivot
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it does for me - really bad z-fighting like double lighting - but not sure if I am doing anything out of the normal

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I guess I normally use defered, seems like a bad z fighting issue

deft fiber
mossy pivot
fervent swift
#

Hi what is the differnce between the two assets?

deft fiber
deft fiber
# fervent swift Hi what is the differnce between the two assets?

We can't tell for sure what they are just by looking at the icon here
But most likely the first one is an "URP asset" which are more or less quality levels/tiers in asset form
Assuming the second one is an "URP renderer asset" that means it's basically defining the rendering back-end features to use
URP assets can share a renderer, they can each have their own or they can have many in a list to use situationally

fervent swift
sullen lotus
#

Hello,

Trying to bake lighting on a Text Mesh Pro Text with color is making it just become black.
Using the shader Distance Field (Surface), which brings the correct aspect when on preview:

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But when baking lights this happens:

fervent swift
deft fiber
fervent swift
sullen lotus
deft fiber
sullen lotus
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So that`s a Unity issue?

deft fiber
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It's procedural geometry so it'd have to generate lightmap UVs additionally
And most TMP shaders don't support lighting at all

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(if not all?)

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Instead of TMP I'd use a quad with a cutout material and a texture of the text
Or a mesh text made in Blender or another modeling program

fervent swift
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Hi Im following along with a unity lighting tutorial and I'm wondering why this spotlight on object doesnt cast a shadow on the robot - is there a specific shadow that I am missing? I tried enabling shadows on the specific light

Thank you

timber lichen
fervent swift
#

Thank you

timber lichen
fervent swift
#

If a light is set to baked - and there is no baked data - will it be realtime?

kind mortar
#

i keep getting this bakery error when im baking lights

kind mortar
#

GPU: gtx 1650

lunar valve
#

: D

heavy monolith
#

anyone able to assist me with tattoo issues in this channel?

kind mortar
deft fiber
deft fiber
spring igloo
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I am having problems with baking, whenever I press generate it always finds its way to get stuck on this

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Seconds left will increase infintiely

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infinitely*

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And I am using light probes.

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Unity version 2021.3.23f1 if that matters.

hot path
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how do i get better lighting here? something is off with the shadows... i think it would help if I had like additive shadows somehow? like dark shadows where there are multiple objects in the way of the light.. and yes cast shadows is checked on every object in the demo

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and look in the trees, the denser parts of the leaves are REALLY dark compared to the rest

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my ambient lighting is all bright white, and my sun is looking like this

heavy monolith
#

i asked if it was the right channel for it

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you didnt have to be rude about it

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knock the chip off your shoulder

radiant kettle
#

I'm trying to make an hallway dark, I tried both using quads and cubes for the walls, putting a plane over it to block lights, two-sided shadows, but it never seems to block shadows, thoughts? The light comes from a directional light.

night shell
#

tattoo issues about what? are you doing tattoos on a character?

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and what exactly are you struggling with?

hot path
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i changed indirect intensity btw, looks better, but id like shadows to look more realistic

spring igloo
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I don't have too many lightprobes and tooo many static objects, neither is the lightmap res too high.

night shell
#

system specs?

spring igloo
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I mean, I had the same amount of these as before, and it was much faster, even with more probes.

night shell
#

system specs?

#

it could be due to a variety of things

spring igloo
#

Yeah, I realized it was just..extremely large light probes that I had dealt with.

#

After fixing all those problems and light probing properly, I have fell in love with them lol

spring igloo
#

Okay, I am working with giant areas to apply light probes, hopefully having multiple groups won't cause any issues judging by how the wireframes link up

timber lichen
#

because, in Unity, it is hard to get AAA graphics or at least good graphics

timber lichen
#

@deft fiber

#

I found something

#

here I rotated the floor on the Z axis

#

BUT

#

now the black square is inverted

#

its in the right

#

not on the left

hot path
hot path
#

Already done

#

Im having some weird issues though

timber lichen
#

but @hot path if you dont like visual scripting and c++ is hard for you Epic Games created a new language called "verse", and it A LOT easier than c++

#

but if HDRP works then stay on unity

hot path
timber lichen
#

I think

hot path
#

I disagree strongly

deft fiber
#

This is getting off topic for this channel

hot path
#

Sure

timber lichen
#

@deft fiber I fixed it, it was a mesh problem. (This game is a PC port of a mobile game) I replace the .obj mesh in the mesh filter component with the same mesh but in .asset ; now it is fixed. but there are some meshes that are only .obj and not .asset . do you know how to convert this type of files ?

deft fiber
timber lichen
deft fiber
timber lichen
#

I made them from scratch

#

@deft fiber the "WoodFloor" file is the .asset file; and the "Wood_18..." file is the .obj file

#

.asset "WoodFloor" file properties

#

.obj "Wood_18..." properties

#

.obj parent file properties

deft fiber
#

There really isn't supposed to be loose mesh data assets floating in the project
This is an example of a decompilation issue, I presume

timber lichen
#

its just

#

ok

#

just

#

ill send you something

#

the .asset mesh applied to the wood floor

deft fiber
#

I think you showed this already

timber lichen
#

the .obj mesh applied to the wood floor

deft fiber
#

It looks like the mesh data is partially loose in the project, some of it lacking normals, or something similar
Again not really something we're expected to face unless the project is decompiled or corrupted
But considering you said the project is a decompiled build, that seems like it'd explain it

timber lichen
#

the "mesh data"

deft fiber
timber lichen
deft fiber
#

Well, you could try to re-export it in a modeling program to make sure it's not missing any data, but I can't really help because issues with decompiled projects are totally unpredictable and out of scope of game development
Decompilation is against the server rules due to this reason, and for its dubious legality

timber lichen
deft fiber
#

Anyway, normals don't randomly turns sideways or whatever when you're working with proper sources
If you're legitimately porting a game, you should never have to decompile anything

night shell
#

yeah thats pretty dodgy

#

not sure also how this applies to lighting

#

seems offtopic to me

night shell
night shell
hot path
#

but i took a backup so i can switch back

#

im gonna upload a video to #archived-hdrp in a little bit showing a serious group of issues

night shell
#

the reason the lighting doesn't look good in that instance is because there is no global illumination happening

hot path
#

i have realtime GI on

night shell
#

shadows are flat, trees are also flat, no blend between the two

night shell
hot path
#

well why not

night shell
#

those trees are painted on a terrain right?

hot path
#

yes

night shell
#

yep, thats probably why

hot path
#

? why

night shell
#

terrain lighting sucks pretty badly

#

when you paint objects on a terrain

#

unity resorts to lighting them mostly with probes

hot path
#

so am i just meant to make my own terrain thing

night shell
#

no, there are ways to make it look good

#

but in some way yeah

#

but to keep things simple

#

to imrpove the lighting of that scene

#

I would definetly use ambient occlusion

#

SSAO

#

since I recall also your lighting is fully dynamic, which certainly makes things harder

#

SSAO would help ground your trees and other terrain objects

hot path
#

where is that setting?

#

is HDRP a good idea or will terrain lighting still suckj

night shell
#

HDRP will be an improvement but honestly not that much of one I would reckon

deft fiber
night shell
#

SSAO is a post process effect

deft fiber
#

HDRP could also be a downgrade if you aren't familiar with configuring and using it right
There's a lot to learn in it

hot path
hot path
#

i hit generate lighting

#

but thats what it looks like after

deft fiber
#

You have to make sure you're specifically precomputing realtime GI, not also baked lightmapping

night shell
#

which is why his trees and lighting looks awful currently because it resorts to probes

deft fiber
deft fiber
# hot path yeah thats what issue im having atm

My advice is that you start using HDRP on the template project
You'll be quite lost if you try to upgrade, as you're not only lacking examples of HDRP features working right, you'll also be fixing stuff that broke in the change

hot path
#

does HDRP let you work with terrains and trees? also will i be able to import all my scripts because i have a lot of stuff already working

night shell
#

what usually breaks/changes between SRPs are lighting/materials/shaders

#

your scripts should be unaffected

#

unless if some of your scripts specifically mess with lighting then you might need to change some things

hot path
#

how am I meant to import it though

night shell
#

import what, HDRP?

hot path
#

the pile of scripts and prefabs and objects i have

deft fiber
night shell
#

^

hot path
#

i meant for your idea of creating a new template project

deft fiber
hot path
#

oh

deft fiber
#

But sure you can export+import all your game content as an .unitypackage if you so wish

hot path
#

ohhhhhhhhhhhh

#

that could work

deft fiber
#

The new project would include pre-configured HDRP settings which may work better than what you've got hacked together currently

hot path
#

yes

#

video coming soon โ„ข๏ธ

#

ill be back in like 30 minutes i gtg do something rn

fervent swift
#

Hi are there any common reasons why a shadow wouldnt be showing up on this baked spotlight. I appriciate your help!

night shell
#

you can't baked skinned meshes within unity

fervent swift
#

i want a shadow on the lightmap, if that makes a difference to what you are saying

night shell
#

a realtime shadow?

#

or a baked shadow?

fervent swift
#

baked shadow

night shell
#

I just explained why you can't

#

because that is a skinned mesh

#

not a regular mesh

fervent swift
#

Ok, thank you

#

!

fervent swift
night shell
#

yes

fervent swift
#

ok thank you

#

Hi there,
I am a bit confused about shadows there are so many areas to set the shadows and im not sure whats more important light source ,or the object, or the urp renderer if someone could provide me with any resources would be really helpful. Thank you!

night shell
fervent swift
#

Awesome thank you

fervent swift
#

is it possible to bake shadows entirely?

night shell
#

yes

fervent swift
#

Is that through ShadowMask?

night shell
#

shadowmasks are for when you are using mixed lighting

fervent swift
#

what if you are doing only baked

night shell
#

shadows will be baked to the lightmap

#

if a light is fully baked

fervent swift
#

does that happen automatically or is there a setting for that

night shell
#

should happen automatically if your mesh contributes to GI and casts shadows, and if your baked light source also is casting shadows

fervent swift
#

Understood, I appriciate your help! @night shell

dire copper
#

Hi,
My question touches both lighting and the new water system.
I have followed the guides and have the water system working, however, the lighting system is giving me quite a bit of confusion.

I have the hdrp outdoor setup
I have sun with strength 100000 Lux (High sun)
I have an ocean with an absorption of 9
A red cube at the bottom at 20m (units)
Down at the cube I have my camera, and a spotlight of 172376.7 Lumen (which is insane high)

Still I get the following result:

#

Could it be that the system doesn't take the water light absorption of the sun into account when considering underwater spotlights at depth?

#

A normal dive light has around 2000 lumen (more or less). So I'm already cranking up the spot light quite a bit.

dire copper
#

This is without the ocean

#

So might be still my misunderstanding. But I expected the spotlight underwater up close to be way more intensive.
I know that when I'm diving at ~20 meters, and I turn on my torch of 2000 lumen, I can definitely see the result at 1 meter

hot path
#

any feedback on this?

#

i think it looks better but i want feedback

#

i added ssao and sss

night shell
#

missing some AMBIENT OCCLUSION

#

whoops caps

#

but yeah use some ssao

formal veldt
#

idk what's going on here, I am doing baked lighting in URP. I had no lights, and everything was blank as expected. I put one small spot light and its somehow gone crazy

#

this is not what I expected from a single small spotlight at all

formal veldt
#

what is that

formal veldt
#

I can prolly find it

night shell
#

on the mesh settings

#

when you click a mesh from the project window

formal veldt
#

ah ok

#

thanks

wraith mica
#

I'm having this issue with a plane with a water shader on it recieving shadows, creating this odd double shadow effect. Shadows seem to be casting onto the water plane and then onto the ground below it, causing a jarring and effect and doesnt seem to be how real life works too. Was wondering how I would be able to turn off receiving shadows for the water plane since I dont see any option?

deft fiber
wraith mica
#

ended up finding it in the shader settings, just not familiar with them\

#

thanks!

robust spear
#

does anyone know why i don't have any shadows/darkness at all? i believe its a setting or something i might have messed up, but i cant seem to find it

deft fiber
#

The cave is lit by the scene ambient light / sky, which cannot be occluded without some form of precalculated lighting

robust spear
prime kindle
#

So it costs at least a bit memory having light objects in the scene. Is there a difference in just disable them or deleting them before building? Especially light objects that are only used for baking.

kind mortar
#

having issues with bakery

arctic isle
kind mortar
#

i mean

#

not technical

#

you see, i've got a lamp post similar to this

#

and i want a spotlight

#

problem is, i cant put a spotlight inside the pole or else there will be no light

#

and i cant put it to the side or it will cast a shadow

arctic isle
#

disable shadows for the lamp top

kind mortar
#

where?

#

just turn off cast shadows?

arctic isle
#

cast shadows --> ?

#

ye

kind mortar
#

thanks

#

one more thing, i haave white spots in dark areas, can this be solved by just making texels per unit higher or samples higher?

kind mortar
arctic isle
kind mortar
#

soo just add more lights?

arctic isle
kind mortar
#

because i think it'll be fixed since this is the same area with the broken lamp posts

arctic isle
kind mortar
#

anyways, thanks for the info

#

oh yeah, forgot to mention the normal lightmapper is probably slower because im on 2021.3.5f1

arctic isle
kind mortar
#

4 gb vram

kind mortar
#

it worked thanks

hot path
#

this was back to URP btw

#

i would rather get HDRP working

#

also i tried out UE, dont really like it for a number of reasons, namely infinite storage usage, it takes literally 2 minutes for ever save even though i have a pretty damn good PC

#

and lots of other small issues but it does have good lighting BUT i think i can good enough lighting on HDRP

arctic isle
hot path
#

its a snowy forest

#

ive been told multiple times

#

my snow is shit

#

how do I add a glint to it? and also I need to find a good snow texture but ive got LOTS of sources for that

arctic isle
#

beyond that, I think the color of the sun could be colder

hot path
#

i dont understand those, not a professional artist yet ๐Ÿ™‚

hot path
#

anyways i dont even have my scene working on HDRP yet

#

its SUPER buggy

#

like really bad lol

#

i posted a video of it

#

maybe i make a thread for HDRP issues?

#

i think ill do that, can i include multiple messages for a thread or nah

deft fiber
#

There's no way to make a 'good' snow glint without some shader magic
Here's a how Journey's sand glint was made which is very similar to snow https://youtu.be/wt2yYnBRD3U

arctic isle
#

I like the snow particles ๐Ÿ‘

#

perhaps some frost / fog ??

hot path
hot path
deft fiber
#

I stand what said before which is that if you don't want to be fighting against HDRP you'd have to practice its use first separately
Only then attempt to convert a pre-existing project and face the conflicts of that process

hot path
#

maybe yeah

#

idk

#

it feels like a time waste for some reason

arctic isle
deft fiber
#

Even the basics of HDRP lighting are far beyond what you'd ever do in other render pipelines

hot path
#

most likely because its not working on my main project

hot path
#

you can stack materials right?

#

or no

arctic isle
hot path
#

intersting, ill have to try it then

deft fiber
#

Snow is a challenging subject because it almost entirely defies all the principles that realtime graphics use for representing materials
It has no "texture", no "reflections" and it's very translucent/transmissive with sub-surface variation

#

So don't feel bad if it seems difficult ^^

arctic isle
#

Most snow you see in videogames looks like movie snow, kind of plastic-y and without that crystal element that makes it so beautiful. But yes, an approximation like that is enough to suspend disbelief.

hot path
#

i love snow and i love forest

#

so i can make it scary ๐Ÿ‘

deft fiber
#

A non-realistic artstyle is also great for tempering player expectations towards the visual accuracy

hot path
#

i wanna get good at art anyways

#

because i have a reasonable amount of programming background but i had like 2 hours total of art background in my entire life before ive started working on a game

#

hopefully ive got the creative mind in me to make good stuff, and hopefully i can find a good resource for learning art concepts

formal veldt
#

is it possible to use specular/metallic highlights with light probes in URP?

arctic isle
#

you need a reflection probe

deft fiber
formal veldt
formal veldt
#

or could I like, change the lights to mixed and only use the realtime lights for specular stuff on certain materials?

arctic isle
formal veldt
#

how do I make sure I only apply those lights to specific objects? I don't want to have the performance cost of baked lighting AND realtime lighting, just cuz I want some realtime effects on basically a single game object

#

is it possible to do that?

#

like if I mask it to only that object will that actually save performance or will it just discard calculations that arent on that object

hot path
arctic isle
#

and skip the ref probe if you just need the specular response from the material instead of an actual reflection

formal veldt
#

im not sure exactly what that means but basically here is how I got here

#

I am using a sprite weapon, like the classic doom, but with shading and a normalmap. eventually realtime lights kept bothering me so I went to baked lights, and to make the sprite respond I needed to add light probes. and now it doesn't have that shiny look since there is no specular

#

most of my scene right now is illuminated from a single direction light and a lot of bouncing, is it not going to have any shinyness if it doesn't have a direct LOS to the direction light?

deft fiber
#

Why not use reflection probes? They normally go hand in hand with light probes

#

Rather why avoid it specifically

arctic isle
formal veldt
#

I also don't have any tool to place light probes automatically so I'm gonna probably have way more than I need and im worried about performance

arctic isle
#

there is no fps/performance overhead if they're baked

#

same for lightmaps and light probes, you just load them from disk and that's it

formal veldt
#

well, it would be RAM overhead or something then rather than CPU

deft fiber
arctic isle
deft fiber
hot path
formal veldt
arctic isle
formal veldt
#

:/ idk if I want to use them then

hot path
#

basically you try to find what changes in a few different rooms, and its sort of like a diorama for each room

formal veldt
#

though I guess I have to if I want shiny materials

deft fiber
#

One in each area where the lighting changes
If your rooms have "similar enough" lighting you might need just one total

formal veldt
deft fiber
#

No, anything within the probe's range will receive reflections from that probe

arctic isle
deft fiber
formal veldt
#

also can you just like not scale a light probe group?

deft fiber
#

Same for light probes

hot path
formal veldt
#

from what I understand the reflection probe works like a 360 degree camera, so a reflective surface can show the surroundings on it or something

hot path
formal veldt
#

so if the probe is in a location that doesnt see the light, nothing will see the light right?

arctic isle
formal veldt
#

and if it's in a location that does, then it will always think it's in direct light

deft fiber
#

Correct

formal veldt
#

so only one probably wouldnt work for the level

deft fiber
#

Mixed lights are required for specular shadowing like that, but then you incur that cost

#

Or multiple reflection probes, yes

arctic isle
#

in the time we spent trying to convince you, you probably would have made all the reflection probes just saying ๐Ÿ˜‚

formal veldt
#

nah cuz in one level theres hundreds of invidual small spaces and in an entire game that's gonna be a ton of work

#

im gonna see how the light layers thing works

deft fiber
#

I recommend you try them both out
Reflection probes don't take many minutes to set up!

arctic isle
#

Note to self: make "auto place reflection probes" button

formal veldt
#

it would be really nice for Unity to include a way to like "filter" a volume of light probes (and to place one in the first place instead of having to duplicate selected over and over) to remove probes that are in a large area where the lights don't change

#

cuz as a single person team I just don't think I have the time to manually edit all the shadows in the world

arctic isle
formal veldt
#

but there's a ton of unnecessary probes in that case

#

also is there a way to place probe volumes? cuz I only see the option to duplicate selected

#

and like, make a box by extruding the edges repeatedly

deft fiber
#

Probe volumes are a wholly different new system

formal veldt
#

do I have to add them to my project to be able to use them

#

cuz it would be really nice to just automatically fill in probes with a specific density within the convex areas of my level geometry or something

#

like the bounds

arctic isle
#

not saying you should use those editor versions just for probe volumes though

formal veldt
#

well the alternative is placing thousands of probes manually with duplicate selected or paying for Magic Probes

#

so I think I probably will

#

hm I'm trying to do the realtime thing and having a problem, basically the probe lighting appears to respect the normalmap but the "mixed/realtime" lighting doesn't and just lights it in a straight line

#

im gonna set it back to baked instead of mixed and see if I wasnt just seeing things

#

yea there's no "line" when it's baked

#

basically I'm just using this standard shader

#

on this object with a sprite renderer

#

and it seems that the indirect lighting is interacting with the normalmap of the material but the direct realtime lighting isn't

#

or...

#

its not doing the normalmap at all and it just kind of looks like that because of the directional information on the probes

deft fiber
deft fiber
#

What does your level look like? From your description it sounds like a worst scenario for any kind of baked lighting

formal veldt
#

it's incomplete but mostly interiors with holes in the ceiling for light to come in

#

but realtime lights are just so ugly I can't stand using them

#

the problem I have is with the sprite renderer I think

#

when I was in the built in pipeline the sprite renderer didn't respect normalmaps

#

like at all

#

so I had to find a shader somewhere on reddit or something that applied normalmaps to a sprite renderer

#

but that shader doesn't work with URP it seems

#

which is what I switched to in order to get decals

#

if I try to do a regular shader on the plane, it shows the entire spritesheet at once

#

but sprite renderer seems to ignore normalmaps

#

like this looks pretty nice, WAY better than realtime lights which have instant sharp shadows and fade away in the distance and stuff

#

I actually like the sharp shadows in certain cases, but I want them to be overlayed onto a soft-lit area with bouncing rather than solid black

#

like you can't see the grate texture of the skylights because it's baked

#

but if I set it to realtime, you can't see the walls at all

#

and I don't want to just add ambient light because some areas do need to be pitch black

deft fiber
#

These kinds of spotty ceiling windows with sunlight definitely are kind of a worst case scenario ^^;

formal veldt
#

I mean it looks nice to me, much nicer than realtime

#

just doesn't look nice on the weapon because it's so soft

#

but I don't have a normalmapped sprite shader in URP

deft fiber
#

Light layers may help, but the sun's shadow casting still needs to render the environment, or there'd be no shadows from the ceiling

formal veldt
#

and this is why I can't just use a normal shader lol

#

doesn't even look like the normalmap is registering here anyways though

#

nvm it is... just extremely faint

deft fiber
#

Sprite renderer with a lit normal mapped material 'works on my machine' on 2021.3.

formal veldt
#

the range is big but I had to turn the intensity to 21 to get anything

deft fiber
formal veldt
#

normalmap is actually working though on a normal shader

#

just the realtime lights are weird

#

I noticed when I switched to URP it seemed Icould not increase the range of lights

#

no matter what I did, the light never reached further unless I increased intensity, which made a giant white overexposure spot where it was

formal veldt
#

but finding a sprite shader with normal maps would be much easier

deft fiber
deft fiber
formal veldt
#

so... all my lights are just gonna have to look really overexposed if I want them to have any chance of reaching the weapon?

#

why can't you do broad soft lighting in URP?

formal veldt
#

like without being able to set a certain frame index to a point on the timeline

deft fiber
#

So it also depends on unit scale

formal veldt
#

in the real world though I've seen lights where the wall 1 inch away isn't white and yet the whole room is illuminated

#

like this light can't even reach the edge of this room despite the range being massive

deft fiber
#

Our eyeballs have an extremely wide dynamic range
Game renderers tend to simulate cameras

formal veldt
#

I have to make it burn your eyes out to do so, whereas I feel I did not in BiRP

arctic isle
formal veldt
#

maybe I should go back to BiRP, it has baked lighting right?

#

for some reason I just felt like I could NEVER get the lighting right in BiRP, felt like it never bounced and it took years and years to bake

deft fiber
#

Also make sure you're using HDR, tonemapping and linear color space
URP light attenuation won't look right otherwise

formal veldt
#

I set linear color space, where do I set those other ones

deft fiber
#

HDR is enabled in URP asset, tonemapping is a post processing voluime override

arctic isle
deft fiber
#

I'm not sure how HDR works technically, or why the dynamic range doesn't appear to be customizable, but an eyeball simulation option would be nice
Would also be nice to configure light attenuation

formal veldt
#

HDR seems to be a bit better

#

although the range still has to be absurdly large to even reach the back wall lol

#

actually nvm

#

I had it bigger than it needed to be

deft fiber
formal veldt
#

however, my main issue of the weapon shader is still a big problem

#

there isn't any converts that convert shaders is there?

#

the one I ran in the first place that was build into unity didn't fix the weapon shader

#

probably cuz it was custom idk

deft fiber
formal veldt
#

whats the big issue with going back to BIRP tho?

#

if I can get a decal shader there I dont see the issue

arctic isle
#

The birp hasn't been in active development for a while, so most of the tools there are antiquated. If it works for you though then yeah no reason not to use it.

formal veldt
#

do you know of a decal renderer within the BIRP

#

also for some reason it seems the directional light simlpy is not affecting my weapon at all

deft fiber
#

You can get flipbook animation for non-sprite shaders, and from what I've seen you can also get normal mapped lit sprite shaders using Shader Graph

formal veldt
#

what is shader graph

#

and what is flipbook animation? is that a package?

arctic isle
formal veldt
#

that has z fighting

arctic isle
deft fiber
#

Shader Graph is URP's (and HDRP's) tool for creating shaders
Flipbook is the generic concept of cycling parts of a texture to create animation or other types of sequences

formal veldt
#

so you're saying I could code those tools myself? not that they exist already?

#

I could make maybe the flipbook animator

#

but there is no way I'm writing a shader

arctic isle
#

shadergraph is super fun to use

#

but yeah I get it if you don't want to get into it

formal veldt
#

I still know nothing about shaders

#

my normalmaps were broken for a super long time just cuz the thing I was using to generate them had like, one number slight off, and it broke the whole thing

#

if I do flipbook on the material tiling though I wont need that

#

interesting thing, so the directional light I believe actually WAS affecting the normalmap but it simply looks bad, I guess because it's a flat shape. but point lights look pretty decent with it...

#

not sure how I'm gonna get good sharp lighting outdoors then

#

cuz it makes that ugly line that the point lights usually don't

#

I hate lighting ugh

#

might just have to not have sharp highlights outdoors tbh

formal veldt
#

hm I think I know the problem

#

the light probes are just a lot softer than a point light

#

which I LIKE for environment, but not for the weapon

#

I think because it's averaging from multiple probes or something

#

is there any way I can like increase the sharpness of the light it gets from the probes somehow?

night shell
#

light probes are softer than regular lighting because of how they work

#

they are almost like an ultra low resolution cubemap (think reflection probes but super low resolution)

#

as for increasing the sharpness, there is no in editor way for that currently (I think unticking removing ringing option could get you close). But if your writing your own custom shader...

#

and in that case within the shader you can apply some changes to make the probe lighting appear "Sharper" in some respects i.e. increasing the contrast of the resulting color or other ways

night shell
# formal veldt I hate lighting ugh

if you struggle with lighting and hate it, could just make your game flat and fullbright ๐Ÿ˜› then you don't have to deal with lighting

#

but as for again retaining sharp lighting on probe lit objects its again possible, either through what I described or through some other more complex means that I don't know if shader graph will allow you to do

formal veldt
night shell
#

having more or less probes doesn't make the results sharper

#

only having more probes basically just increases the precision and the accuracy of what the light should look like at a given spot. doesn't make the result sharper, it will still be relatively soft most of the time

hot path
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Ok id like to ask what the hell a reflection/light probe actually does?

night shell
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a light probe is a point in space that is used by dynamic objects to sample lighting from

hot path
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Why does it exist

night shell
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to properly light dynamic objects with lighting that matches that of the rest of the scene

#

its almost always used in tandem with lightmaps

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does that help explain it?

hot path
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No not really

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Image is too cluttered

night shell
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each ball is a light probe

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each ball is placed in a spot where lighting is sampled. this lighting enviorment is used by dynamic objects in the game world

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those balls basically show what the lighting of an object would look like at a given point

hot path
#

And so a dyanmic object sort of lerps between those?

night shell
#

yes

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as shown also with that yellow line and gizmo

hot path
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Are they cheap?

night shell
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yes

#

I believe enlighten realtime GI works with these probes as well

#

but generally they are used with typically static lighting

hot path
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Interesting

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Im using realtime lighting

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So might not benefit me much

night shell
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yeah it probably wouldn't

hot path
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But reflection probes are good for mirrors

#

And stuff like that?

night shell
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reflection probes are more than that

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they can be used for mirrors

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but in reality they should be used whenever you can

#

reflection probes are basically very similar to light probes

#

except that obviously they are a tad bit more expensive

hot path
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Arent they expensive cuz higher res

night shell
#

a bit more expensive yes, depending on the resolution and the rate at which they are updated

#

if they are realtime anyway

#

which in your game they would be

#

for PBR renderers reflections/specular are CRITICAL

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to getting good results

hot path
#

In what way

night shell
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they provide the proper shine and enviormnent reflections at any given point. PBR is all about proper surface shading, and in order to do proper surface shading you have to feed it the right information

#

let me show an example

night shell
# night shell

but in comparison to light probes lik ein this example, reflection probes would be used more sparingly since they can be more expensive but the idea is the same as light probes

#

its a point in space where the reflections of the enviorment are sampled from

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give me a moment booting up unity

hot path
#

When is a render considered PBR

night shell
#

pbr - physically based renderer

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to keep it simple it mostly starts with the shader that you use

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and if the shader is a physically based shader

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the unity standard shader for example is a PBS shader

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and most of the other unity shaders now are using physically based models

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lots of simplifcation and things im glossing over of course but generally thats the idea

hot path
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Does that include hdrp lit shadera

night shell
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yes

hot path
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So i def want reflection probes then

night shell
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100%

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being physically based is in the name, its about using actual math and information to accurately shade materials

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so material properties, light angles, and also imporantly is enviorment information

#

am I losing you?

kind mortar
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Reflection probes are cool

night shell
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enviorment example but showing you what a scene looks like using physically based shaders would look like with and without reflection probes

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top one is with reflection probes

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bottom one is without

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now

kind mortar
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The shiny stuff doesnโ€™t look too good

night shell
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here is the enviorment example with only the sky as the reflection probe

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and you can see that even with "reflections" it looks wrong in this case

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because the only "reflection" that is being sampled is the sky

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so thats why you use reflection probes

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because they can sample "reflections" from your actual scene

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understand it a little better now @hot path ? or still have questions?

#

doesn't have to be just for "mirror like" or reflective materials

#

its needed also for some more diffuse materials as well

night shell
# night shell

looking at the wooden table also which is rather matte you can see a difference here with proper reflection probes, versus without it or with incorrect reflections in the other screenshots. the color is off, but when its configured properly it looks more correct and right

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aaaaaaand probably lost y'all

hot path
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now the question is if YOU are still here ๐Ÿ™‚

hot path
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uh just some questions, the floor looks wrong with the reflection probe

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is that just bad configuration

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i actually like the floor more without the reflection probe is what i mean

night shell
#

ouch

hot path
#

?

night shell
hot path
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yeah from that angle it looks a lot cleaner

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when i was far away though i could see a lot more floor detail without the reflection probe

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not sure why

night shell
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not sure how to respond to that

hot path
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ok

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is something wrong?

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your 'ouch' made it sound like you were really upset :/

night shell
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not quite its more of that someone doesn't really have the eye for realism

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It depends on what style you are going for I suppose, if you prefer clarity of textures/details over reflections that is your choice

hot path
night shell
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ahhh you mean mip mapping thats probably why

hot path
night shell
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well to pivot away and back to the original question

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do you understand light probes and reflection probes now?

hot path
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somewhat yes not sure how often to use them or how to use them though

night shell
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for reflection probes its simple, you are given a bounding box, anything within that bounding box will use the reflection generate for that box

hot path
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thanks ill read that later im gonna give my mind a break and do some gamin

ruby sail
#

I can't find where to enable Generate Lightmap UVs. Also, If I mess with the angle of the directional lighting is or add roughness to a texture, the baked lighting gets messed up. Any ideas on how to fix this?

deft fiber
ruby sail
night shell
#

the mesh import settings will pop up in your inspector tab

arctic isle
night shell
ruby sail
#

A similar result happens if I rotate the directional light.

quaint coyote
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I baked lightmap this scene. It seems not all right. How do I fix this lightmap baked problems like this?

night shell
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and try to bake

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if you already have them its probably some other issues

deft fiber
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Shaders can technically have different ways of sampling the lightmap, but supposedly all that support lightmapping should be doing it the same way

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In this case I would make sure the bake is finished and not on auto-generate, then confirm that the artefacts we're seeing now don't show up

quaint coyote
deft fiber
stable ocean
#

hey, how would i make this more realistic?

quaint coyote
#

these shows same with UV charts

deft fiber
#

The dark grey checkers imply exactly that, I believe

quaint coyote
deft fiber
#

Basically those rules are so that when a light ray hits a point on a mesh, there will be a place on the lightmap UV for the light calculation result to be painted on as a texel
(or rather, valid texels to fire the rays from to determine the color would be more accurate I believe)

quaint coyote
#

maybe I understood hard.

night shell
quaint coyote
#

agreed

drowsy talon
formal veldt
#

hmm... is it possible for me to have an object which recieves light both from light probes AND mixed lights in a realtime fashion?

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and additionally does anyone know how I could render somthing lit as if it was a single point?

#

basically it should be all bright or all dark

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rather than having the line

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I just want it lit uniformly as if only taking light data from a single point

night shell
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should already happen by default

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mixed lights already cast realtime lighting

formal veldt
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not a mix of both

night shell
#

as for your weapon model and the shading not sure whats going on there

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are you using purely baked lighting?

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and light probes?

formal veldt
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basically my weapon is a 2d plane with a normalmap

night shell
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huh intresting

formal veldt
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I'm trying to emulate an effect from Amid Evil and failing completely lol

night shell
#

what is your scene lighting setup though, are you using light probes?

formal veldt
#

sort of

night shell
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what do you mean sort of?

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you either have them or you dont lol

formal veldt
#

I have some light probes but I don't like how they look on the weapon

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so basically for the level geometry im using bounced baked lighting

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I like how that looks

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but for the weapon I like the sharpness of the realtime lights

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however I DONT like the line going through the middle when it has a shadow

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and additionally I want to mix in some of the light probes so its not pitch black in areas that have some boucned light

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but I want sharp highligts that the realtime lights give

night shell
#

ok, whats your light probe setup for your scene though?