#archived-lighting
1 messages · Page 14 of 1
Thanks @night shell - turns out there was a hidden object in front of it
ah ok
hmm technically no
but also I was going to suggest since the resolution of your lightmap on the wall is really low
I would not mark your picture frames to be static
or to lightmap them
since they appear to small to affect the lighting of the wall drastically
Thank you @night shell that makes sense!
Depends what you mean by "hidden"
In Unity it refers just to hidden from scene view in the hierarchy
anyone know how to get right of that ugly lightmap noise?
Yes, use denoising
how?
Send screenshota
ok
cuz my lightmaps look terrible rn
when i used realtime they were good but not baked
but realtime i got like 50 fps
also how do i use reflection probes correctly
one step at a time first of all
okay
as for the lightmap noise
looks like low sample counts
what settings are you using for your lightmapping?
use open image denoise
where's that sorry
yeah
other than the obvious lightmap UV seams
yeah how do i get rid of those
oh wait i have an idea
i just merged the two objects
it's a probuilder thing
it should do that i think
so about reflection probes
mine are pretty much fine just I have a couple around my scene
Is there way to make them fade into eachother in a way?
universal
Oof, universal is strictly forward for the moment as far as i know
oh okay
So when it comes to blending reflection probes your a bit out of luck
The best way is to simply split up objects
It's only because I have a probe inside a building and when i step outside of it the colours of my pistol just snap to like red and green yk
red and green being the ones outside
Ok I rebaked
looks better
Alright well thanks a lot for your help then :)
I am not sure what lighting it is, it might be the spotlight from the street lights as I have turned off all other light soruce besides the street lights
does anyone know why my shadows look so strange?
Heyooo. With a point light, I keep getting these hideous smears on flat geometry. Would anyone happen to know what may be causing them, or how I can go about making the gradient more gradual? Thanks in advance!
https://i.imgur.com/JOnraAw.png
you can try disabling the lightmap compression and see if it works
On HDRP there is a 'Dithering' option on the Camera > Rendering component. That can help reduce those bands.
URP as well
I just created a new scene with the 2022 'Standard URP' template and shadows don't seem to work properly on directional lights...
Some obvious setting I'm missing?
huh. So now I look in my other scene that I know was previously working and distant light shadows are broken there too. WTF.
Check your camera clipping distance
If its too high that can usually be the issue
I struggle a lot with understanding why some lights are behind some objects. In this case I tested using a light source as a mouse cursor and the light is behind the wall but it's not behind the platform. Why is it behind the wall? I see no difference in the settings
Turns out it was the accurate g buffer normals setting in the renderer.
This is the first time that I've tried using baked lightmaps, and they don't seem to be working. I've set all my environment geometry to static, I've tried baking the lightmap several times, and I've tried cleaning the GI cache. When I look at the lightmap texture, it does seem to have stuff drawn on it, but nothing is being lit. If you have any ideas or need more information, then please let me know.
Not sure if this helps, but here's a screenshot of how most of my MeshRenderers are set up, and I screenshot of the scene lighting settings.
Did you check the 'Generate Lightmap UVs' box in the mesh importer settings for your geometry?
Sorry I stepped away for a bit and didn't see this. All of the geometry that I'm using is just the default objects like cubes and planes. I assumed that you don't have to generate anything for them.
You don't, so that's good. Your lightmaps seem a quite dark, are your lights bright enough and in reasonable positions?
I'm not really sure. They light up the environment when I enable realtime lighting.
When I add new lights to the scene, they interact with the environment, but they are using realtime lighting. As soon as I change them to baked and then bake the lightmaps, they stop lighting things.
Oh hang on. I forgot to set the lights to static. I'm not sure if that will fix it, but it is taking a lot longer to bake the lightmaps, so I'm guessing somethings working. I'll let you know when it's done baking if that fixes it.
Hmm, it's still not working. Setting the lights to static had no effect.
anyone know why my shadows look like this?
Old screen shot I thought I'd share. One of my first uses of raytracing in Unity.
I'm not sure why, but apparently, the problem was that my material was completely metallic. I'm not sure why that stopped the lightmap from lighting it, but dialing back the metallicness a bit fixed it.
That makes sense 🙂
Baked lighting in lightmap and light probes is only diffuse light (aka not 'reflective' or specular light) so it makes sense that turning down the metallic property on the material would help. Place baked reflection probes if you want (more) accurate reflections in your scene.
any ideas?
maybe it has to do with the ordering of the sprite layers / which layers are affected by which lights
but both objects have the same layer and order
I am not sure how the 'Default' sorting layer works, but usually in 2D I've had better luck with defining different sorting layers for foreground and background objects
uuh it was the material
Were you using an unlit shader/material?
yeah I think I did
Yep, that'll do it 😄
oof xD
but how do you make a lightsource draw on top of a canvas?
I guess they need a lit material as well
Is there a way(In URP) to get it to not cull the shadows of terrain details that are offscreen?
I think you're meant to place meshes that need to cast off screen shadows as trees rather than as details
I never found a way to control how or when exactly Terrain culls meshes or their shadow casters
fun
Then I kinda gave up on using the Terrain since it seems like such a rigid black box
In this case I'm working with someone else who made a very lovely map and I'm trying to get it to work
Heya, any advice for getting cleaner lightmaps when they are all splotchy?
I've tried adjusting:
Lightmap Resolution
Direct, Indirect and Environment samples
Filtering: none, auto, advanced
Ambient Occlusion
Trying different light types
Only way I'm able to fix this is to bring the map into an image editor and blur the areas into some sort of smoothness.
those are texel validity issues @mental pawn
that is caused when your geometry has exposed backfaces
either fix the mesh, or enable double sided GI property on the material
hello friends, a few days ago I was making a game. then one problem arose, namely when making lightning for car headlights. on the right Spotlight looks like it's cut off. does anyone know how to fix it?
I think the quickest way to fix this is to make the curtains double-sided as @night shell hints at.
Thanks @night shell and @arctic isle this has been driving me nuts for a while! Much cleaner!
You can find almost all possible issues described here
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
Be driven to nuts no more
bookmarking for future reference!
i am getting a lighting system setup for my 2d platformer, and im having an issue where i can see things through walls, i have a global light to make everything dark, and a spotlight eminating from the character, what should i do
i used a global light 2d so point light wont work
and how come stuff like this happens, where the background is hidden properly but items arent
Wow! looks so realistic. Raytracing with HDRP?
Does that ground material use a Normal map? If it does, try disabling it and see if that fixes the issue.
Using the wrong type of Normal map can do this to lighting.
@teal vale The last time I saw this there were clues that it might've been a mesh normals issue
But it was inconclusive
could anyone help with thios
Yes!
best way to optimise a scene with just alot of realtime pointlights in an interior scene? They arent all visible at once because theres alotta walls but baked lighting doesnt seem to like certain scaling of UVs and messes everything up
Do they all use shadows, because that will destroy your performance
If you let Unity generate lightmaps for your meshes the scaling issue should be eliminated
Light cost (and maximum limits) in forward rendering are per mesh per light in the light's range
Yup. Interior scene
Thank you
Directional Light?
Or Area Light, but that's for baked only
ok
thankyou its fixed
Depends on what kind of look you want, you could for example use the unlit shader and everything would be uniformly lit. No need for lights either.
I'm talking about something like this
Again, almost everything is possible 🙂 but for a uniformly lit scene I'd try unlit, it's cheap.
(correction above, it's supposed to be the unlit shader, not material)
Why the light is not "homogeneus"? You can see that the point light rays colors are not smooth
I am using URP and I have enabled HDR in my Render Pipeline
looks like banding
and is that fog? volumetrics? whats going on there
link to these shaders?
lemme send
so its volumetric lighting that you have in that scene
but i guess that the shaders are not the problem
with that I think its safe to say the banding that yours seeing there is actually the raymarching samples
that would also help
was about to say that
Dithering smudges the bands between the color tones, creating the illusion of smoothness
it was either color banding, or likely just the volumetrics in that not being jittered with any kind of noise
because it could also be caused by that
This the volumetric light solution linked above?
nah this is my solution, but demonstrating the issue I was describing
Blue noise working wonders there it looks like
I just noticed the camera dithering setting also works on non-lighting things like shader gradients which is really cool
How would I get shadows to go OVER the other things?
how is this done?
Select the model that you imported into Unity, then in the Inspector on the Model tab, select 'Generate Lightmap UVs' and hit apply.
thank you will try it now
hello everyone, I made a spotlight on the mainmenu then I enlarged the shape. then as seen in Game Unity it looks smoother and doesn't really look like a disc. but when I build the game it turns into a disk, does anyone know how to fix that?
What reasons could there be for me to have this bleaching?
It looks most like a lightmap compression artifact to me
I think I have light map compression set to zero. Is that the setting I’m looking at?
Changing it on the lightmapping settings won't update the textures until another bake, but changing it on the lightmap texture asset import settings will
I'm not totally sure it is compression but that's my guess
Anything from here I need to set?
No, it's not handled in model import settings
Rather either texture import settings or lightmapper settings
So here?
Yes, as I mentioned if you reduce compression from there after bake, the lightmap won't update until another bake
But if you reduce it in the baked lightmap texture asset itself, it will update
I don;t have any compression on and upped the resolution so what else could I change
or max lightmap size rather
It's possible that the changed compression is not reflected on the lightmap yet, but it's also possible that the issue is something else entirely
It's a bit hard to see what texture exactly the artefacting is on
Well that isn't an issue anymore specifically but I think a similar issue that is linked can be seen here if you think it is related
In addition to compression it could also be a denoising related proble, texel invalidity or UV overlap
Hey there, I've noticed (what I'm pretty sure is) some really weird behavior in the 2D lighting system, and I can't seem to find a solution. I'm using an isometric Z as Y tileset, and the tiles have an accompanying normal for lighting direction. Because of this, I have to use the 'normal maps' option of the Light 2D component. However, enabling this option seems to change the shape of the light to this cardiod-ish shape. I can't rotate it. no matter what options I select, I cannot get any section of the map with an 'up' normal to be lit above the center of the light. However, it still lights walls which are further away and have Left and Right normals. It looks really weird. Is this intended behavior, on account of the light only lighting things with the up normal if the light is physically above it? Either way, what can I do to get lighting that looks normal (pun intended)?
This shape typically occurs on normal maps that aren't set as type: normal map in their import settings
Incredible! How did you render that? with cinematic? I would be learnt to see how you rendered that with raytracing.
I've found that replacing all the walls and floors in Blender tends to help for some reason
Don't think it's solved the issues anymore
It's important to pinpoint what the issue is
Did you check for texel invalidity and UV overlap?
Those are the easiest to rule out
There is texel validity in the level but it's not near areas where it happens. There is also some infrequencies in lightmap resolution but not sure that would affect it right?
URP realtime lights keeps popping on/off when i approach or get far of them
Then it must be something else
Hitting light limit per mesh most likely
I saw someone had this issue before and the solutiuon was to remake the lighting, I did that ahd it's much better now 🙂
That image doesnt tell much but I assume its issue with per pixel light count. Have you set it to 8 (max value) in URP asset already?
Its 8, never changed it
4 is the default if you never changed it
You can also slice meshes into smaller segments and limit light ranges
Deferred and Forward+ rendering paths are also options to consider
Does somebody know why is the ground not reciving light untill I will turn intensity up past certain value?
try increasing the range and see if that helps
sometimes pointlights are behaving weird for me too and then i just increase the range and it works for no reason
They're only available in HDRP
I see
Hi, I need help from someone experienced with baking lights in Unity. I have a project, which is a horror-like game set in an office building. Our lights need to be able turn on/off, which is why I went with a mixed lighting setup. However, whatever I do, I can't seem to get the results I was expecting. On top of that, we are a tile-based setup for level design, and we are getting weird seams between the tiles in our roof.
Here's a screenshot showing how it looks right now:
how would I go about improving this even further? (without adding post processing)
also on a side note, baking lights seems to take way too long (over 10 minutes on a macbook pro m2 on low settings)
Make sure you're using the Apple Silicon (arm64) Editor and the GPU Lightmapper. Post your settings if you're still getting bad performance.
For this:
- Turn off ambient occlusion
- Consolidate your tiles in the ceiling to one mesh
- Increase the number of indirect samples
- Change to the OpenImageDenoise denoiser if you haven't already
For low-light environments, allowing a few more bounces may also be necessary
Mixed lights do not by themselves allow baked lights to be turned on and off
You'd rather use realtime only light sources for the ones that need to turn off, or use a script to swap the baked lightmap texture to another turned off version or to a blank black one
Mixed lights are for illuminating both dynamic and static objects, and for using the accuracy of realtime shadows for direct lighting for static objects
Ah yeah I guess also this but I kind of assumed it worked as you expected it 
But if you need things to go completely dark, you need realtime gi or just fully realtime lights
I'll check out these suggestions. Thanks!
@arctic isle Do you know if the new LightBaker v1.0 is different enough from Progressive Lightmapper that it would require its own specific troubleshooting guides and processes?
Nope, same user-facing output.
Seems like you are hitting the per pixel light count. I think the intensity defines which lights are taken into account when the limit is exceeded so you must increase the per pixel light count enough. Deferred and Forward+ render paths are also something to take into consideration
Hello!
I have an HDRP scene with a global volume which handles things like exposure and indirect lighting, but for indoor sections I want to use a local volume in order to make things darker and have lights be visible during daytime. However, after setting up my indoor volume to my liking, the player arms continue to reflect the exterior light from the sun, only with much lower exposure. Why do some objects play nice with the local volume and others not, and how would I go about fixing this red:ish glow?
Thank you in advance!
It seems like the pixel light count is the case here. Do you know any way around it, since from what I can see I already hit the maximum on Per Object Limit
any lads in here familiar with bakery?
I've been using unity lightmapper for years and am intimately familiar with it, but when it comes to bakery is it actually more performant and better than the progressive when it comes baking larger scenes?
especially in regards to memory management?
I could be baking a scene with 2000 lightmapped objects and easily run out of memory when I step up the max atlas resolution to 2048 or 4096 even on an RTX 3080
It depends. On RTX hardware / high-end NVIDIA cards Bakery is faster.
oh I know performance wise it would certainly outclass the progressive GPU at the moment especially on an RTX card, but I'm just curious also if its better in regards to memory management
In terms of memory management, it really depends on certain settings (like lightmap tiling) which are common to both.
Bakery has those settings exposed, we exposed them in 2023.1 for GPULM
The memory pressure in either case has to do with the size of the buffers you're allocating and passing to the GPU, there may be some discrepancy between the two but I wouldn't expect huge differences.
With tiling, we're splitting up each lightmap into smaller tiles and passing them to the GPU one-by-one so they can fit into VRAM. For 2K or 4K lightmaps that can of course create some huge allocations, depending on your Anti-aliasing multiplier in the lightmap parameters. If you have it set to 2 it will allocate 4 times the number of texels, for 4 it's 16 🙂 (numbers depending on version, we cleaned up recently)
oh yeah I know about the anti aliasing trick
I usually set it to 1 to turn it off effectively just to maximize memory
but even then usually it isnt enough sadly
so I suppose the answer then is basically no
for bakery that is, being better for memory
There are some scenes that won't fit on a GPU sadly. If Bakery can do it then I'd be surprised. That said, I don't have a lot of experience with it, so not sure. I know that Bakery is doing some OS-level tricks to maximize GPU usage, not sure if that applies.
my screenshots keep appearing super dark in hdrp, im thinking its an HDRP / lighting issue.. looks okay in scene, but not in screenshot. any idea what might cause this?
the screenshot is being created by a script and its using rendertexture
do someone know how to fix this lightings issues
Does anyone know if i install bakery to a project, then bake some lighting, then delete bakery that it keeps my baked textures and lighting?
I have a quick question on Lighting. Unity recently posted their GDC talk on their new Adaptive Light Probe Volumes. Which is pretty awesome. In their example they show a comparison between that and the old Light Probe Group:
The example they showed on the left is a problem I've run into numerous times and I've never found a good looking solution for it. For those like me that are using 2021 LTS, how would you solve the issue in the first screenshot exactly? Is there simply no good solution to it?
you would use probe anchors
so manually overriding where the objects are sampling the probes from, and picking from spots that look the best versus what it picked automatically
the problem of course is that if you have alot of objects in your scene, that is alot of manual labor that you will have to do
LPPVs are also another way to help with that
For the entirety of the truck, yes?
sort of yes, also in that screenshot only certain parts of the truck
I can tell it has some seperate parts to it
but yes essentially
for large objects though unity already has LPPV
which would allow you to sample probes from multiple areas giving you a much better result
but the problem with LPPV is that its per object
LPPV is only available in HDRP
just like light probes are also per object
wrong
Really?
yes
unity has had them for a LONG time
light probe proxy volumes
those are pretty much what your APVs are, except the difference is that its more manual, and also is per object just like light probes usually are
and are definetly more expensive
especially when using in bulk
but yeah unity has had LPPVs for a long time now, since 5.4
Sorry, what I should have said was it's not available in URP
ah, yeah its not in URP you'd be right about that
but it is avaliable in the built in pipeline
I haven't used built-in render pipeline in a long time
I tend to stick to URP and HDRP
there is a reason I still stick with BIP rather than URP or even HDRP lmao
URP for a long time didn't have feature parity with BIP
and in some cases still doesnt
Yeah, definitely lacking in some areas haha
In the case of URP, I've been using Bakery to solve that specific issue like the truck example
But it's quite annoying to setup and get right
yep, so I geuss back to your question the only solution really is probe anchors
to manually pick pots where you sample lighting for objects
Right, okay. That's something I can look more into. Thank you
can someone tell me why my shadows look like that?
Do you have any exposed back faces?
Anchoring is practically an option only if the mesh is static
In which case I'd consider baking lightmaps for it for a similar (or better) lighting effect, assuming its UVs and geometry allow for it
URP will get APVs in 2022.3. I think
They're capable of a lot more than BiRP's LPPVs
they are normal cubes, what do you mean by exposed back faces?
Wait, does it not work with dynamic objects?
thats another screenshot. i dont really know much about lighting, but i want the shadow to appear like orthographic on the floor
Changing the probe anchor points changes the point where the probes are sampled
If you move the point for a very specific appearance in lighting, it will only be valid if the mesh doesn't move
Right, I see. That's better than nothing still I suppose
A realtime direct light would give you sharply projected shadows
Baked lighting will require some tweaking if you want sharp shadows without any bounce lighting
It looks like your bake in is in progress so what you're seeing is not final
Why are you using a totally ancient Unity editor?
build target : n3ds
also, what about realtime shadows? when i make all realtime and non-static, the shadows disappear.
Hey guys, i have a question. Do somebody knows why my scene look like this when i do the scene change?
It should look like this
Realtime shadows depend on the graphics quality level supporting them, as well as the object shader supporting them
Assuming 3DS build target does support shadows I'd test in an empty scene with default scenes to try and get them to work, thought they should work out of the box
Baked lightmaps are an entirely different workflow and it's pretty important to study the guides and to practice to get a feel for how it works
Hello
I need some guide on RTX ray traced GI
and lightning
I tried to use RTXGI in this scene
but for some reason its really awful in looks
and not looks good at all
not realistic as well
any guides on what should I do?
This is a very common problem
You need to generate lighting for each scene from the lighting window (with "baked lightmapping" disabled unless you want to use it specifically)
is there a way to change the blend mode of multiple forward lighting passes
trying to clamp the final color of a surface shader to fit into a color ramp, but i don't get the correct results because each final color is added together
Hey everyone, hoping for some help here:
If I set my lighting (using URP) to realtime, my directional light doesn't bounce, however it does bounce for point and spot lights. I've added images of this above.
Ideally I'm looking for a way to create the third image I have below except in realtime, including updates to the GI and bounce lighting as the sun moves across the sky - Am I running into the limits of my understanding of lighting, the limits of Unity or something else maybe?
Thank you 🙂
how do i prevent shadows from looking like this
there are a number of visible lines forming from the edges of the model
What could cause a point light to be 'directional' like this?
the background here is drawn with a standard surface shader and currently has no normal map assigned to it
the point light always points to the bottom left when my normal map is empty
turns out the default 'bump' texture is 0.5, 0.5, 1, 1
making a texture that was just pure blue channel and setting the normal to that resolved this
Little new to how lightmaps as an asset work, is it possible I can handcraft a lightmap file that on manual application to a meshrenderer does absolutely nothing?
I have a problem that a material changes its color depending on the world position turning magenta
it only happens in the buld
Which render pipeline is it?
i managed to find the error it was something that i changed in the render features . I just revert the change and it worked. And it was on the URP. Thx anyways 😁
It would be interesting to know what exactly was it
It's proven a very elusive problem!
I believe that the additional light were disabled, and the main light had cast shadows off. I may be wrong but it was something in there for sure
and keep in mind that the bug only occurred in the build, in the editor workd good
Hm, odd
The best cure I know of is to delete and re-create the Renderer Asset
It sounds like something just gets messed up in there, if the problem doesn't seem to be replicable with any specific setting
Sometimes the whole scene might turn rainbow colors according to world coordinates
Just for future problems how can i re-create re-render assets?
Somewhere in the create asset menu, among all the rest
Okay thx, good to know. I'ts my first time in the server and it proven to be super useful. 🙂
Hi. I'm using emissive materials for baked lighting through bakery on unity 2019.4.31f. Is it possible to also use them to create shadows on dynamic objects?
No
Would there be a way to do so in Unity 2021?
cache do you know any good free light cookies? I haven't rigged up my computer for asset purchases yet
also do cookies work for point lights
yes they do
ok
even if i know any free i dont remember
ok then
probably easier to make linear
it might also be less performance heavy or smth
idk
probably just a legacy issue
still could set new projects to use squared by default
more performant yes
doesn't look as good, yes
pick your poison
depends how many realtime lights you have in your scene
it might help a tad bit, but there are ways that would likley be more effective at improving performance in your world rather than just simply adjusting the falloff
my first question though would be does your world have to have these realtime lights?
well that certainly makes things harder
yeah
are they all shadowcasting?
it has to be procedural too
no I turned off the shadows
it was costing performance and it is fine without them
if its a procedual I reckon you should put some time into writing up a simple culling system
yeah the squared lights was just already after all optimization suggestions
he has default linear which looks bad
linear is fast though
nah we were in other channel
no sqrt operations
yeah but culling is what will give perf
true
the rest is peanuts
that will
there was a culling package you sent me right?
so what about the culling though, is that doable?
should I just use that?
ive sent you 2, but there are more on github
just search for "unity culling"
i cant vouch for any
i just glance and see if its reasonably finished
does the RP version match, does it require native libraries
theres one repo fully written in c++ which im scared to suggest
what kind of procedual world is this for the record, do you have some visual screenshots to show it off?
the hurdles of multiplatform with native unmaintained libs is too much
ooooh hold on let me mess with the rendering path bcause im using forward rn
that would certainly help
what render pipeline are you in?
because deffered would be the perfect case for this
1 to 1
are you using urp, hdrp
are you me?
forward and deferred
sharing braincells mabye
using standard pipeline
but forward looks nicer
deferred is brighter
although maybe that goes away with the package
ill try it see how it looks
honestly they should be the same
but those differences are mostly small and honestly adjustable
but the real question
is performance better?
sharing braincells
yeah beyond that you'll need to put some work into a culling system
given that its procedual you'll have to make your own
unless the ones that @soft fulcrum suggested can work in a procedual context
but the idea is that in your procedual gen you would disable lights that are offscreen, or lights that you are too far from, or are also occluded
culling like stop rendering when something cant be seen right?
ok so
that sounds really performance heavy
I never said anything about raycasts
culling doesn't have to involve raycasts
now
as I was gonna say
culling will have a bit of overhead
but compared to the largest problem you have here with having too many realtime lights
it will have a benefit regardless
culling is your best friend for retaining performance
so invest some time into making one, the general idea is to avoid rendering meshes/lights that you won't see
cull as in both turning off mesh renderer and the light
because the lights are your main problem here
offscreen lights should already be culled, problem is in frustum lights/objects
to where turn off the lights when they are too far
well they already despawn
occlusion culling should solve that which based on what you need in your game is the biggest perf drain
the problem is that most of those systems involve precomputation regarding how the scene is structured
are the ones you suggested able to work procedually?
hmm if your intending your game to be multi-platform I'd probably avoid the c++ one @pastel elbow
the first one with pixel test is clever i think ive seen this somewhere
ah right lol the basic rasterization
Enlighten hasn't changed
Reading again what exactly do you mean by "creating shadows on dynamic objects"?
using emissive materials through baked lighting for casting shadows on dynamic objects...
yeah can you clarify?
technically there are a couple things you can do to get you close to that
Dynamic objects when only baked receive no shadows from what it looks like, receiving only changes to their lit amount globally across the whole geometry.
I have shader-based AO to ground some dynamic objects more in the world, but that's just a patch on the issue. My current method has limitations.
there are some techniques
you can use SSAO which is a more global ish solution
I suppose also using LPPVs would help
sampling multiple probes, and if your probes are well populated you can certainly get the impression that shadows are being cast
For example, dynamic objects with emissive materials don't cast that emission to anything, they contribute nothing. And dynamic objects don't receive any shadows whatsoever, from what it looks like.
I've never worked with LPPVs, but I'll definitely look into it, thanks
But with my current methods, that emission doesn't contribute anything. All shadows cast on the object are shader-based AO.
It just gets more or less lit, as it travels through more or less lit areas of the room.
yeah that dynamic emission is not going to do anything
you'll have to approximate with realtime lights
or if you have the chops, in theory you could write like a screen space solution for tracing emissive light
LPPVs are more for the reciving end though
in receiving light
(light probe proxy volumes)
And SSAO is deferred only, right?
no you can use SSAO in forward
Ah, Screen Space AO. You mean that I should enable the post-processing effect in my volume?
yes
bakery has probe volumes, they work
It's on already, on multi-scale.
well does that help you achieve what your looking for?
SSAO is a global solution though, so for defined shadows it will never be able to achieve that fully, but it can help give the impression of it
there are ways to get more defined shadows though
but I won't jump ahead just yet
@nova bramble there is "blob shadows" approach, there is volumetric lights volume approach as well
I'm currently using probes, more than enough. But that doesn't do much for real-time changes, other than scaling the lit amount of objects as they pass through. No shadows on or real-time emission of dynamic objects.
I'm open to using Shadowmask, at least kind of. It seems to not interact well with baked lighting.
ok wait
can we circle back a bit
seems like you have multiple questions
can you reiterate what you need help with
and what your trying to achieve
I just wanna make sure there isnt any confusion
It breaks in play mode for some reason, I'm not sure why. I get double-vision. In preview, it's entirely fine. Built-game, I don't get double-vision, but I don't build much to test. So I don't know if the AO works at all.
The entire room is lit by baked light from emissive materials.
mhm
But dynamic objects don't receive any actual interaction with these emissions, they simply get lit more or less instead.
You don't get a strip of light on character's feet, for example.
so basically you want these emissive lights to be treated as actual light sources in that they can also cast shadows for dynamic objects
right?
And the roomba doesn't have any emissive light cast to any static object either.
Yup. To interact more realistically with objects, preferably, in general.
Like this.
But I'm on Unity 2019 still.
So as far as I'm aware, my options are very limited.
not really honestly
but also, this is just an assumptionm from the screenshot
is this for VRChat by any chance?
yeah... that will create a ton of limitations then
Yup.
still workable though
That's precisely why, I can't even use C# scripts, and have to work with Udon instead, which has a fraction of the functionality.
but first I think its important to understand that emissive materials in unity are not actual "light" sources
sure they worked in a baked lighting context, but they are not really "real" light sources
Yeah. Which is unfortunate, I'm used to working in Unreal Engine and with their Lumen, despite the screen-space limitations.
and because of that, that obviously is creating problems that you are currently dealing with
now lets start simple first
the easiest problem that I saw was that you wanted objects
dynamic objects, which have emissive materials
to cast light onto the enviorment yes?
Yup.
so again knowing that its VRChat, your options are super limited
your only solution really here is to use realtime lights
to approximate those emissive lights
on those dynamic objects
bye bye performance
^^^
Enlighten to my knowledge doesn't use any light probes, which would be necessary for lighting dynamic objects with emissive light sources
The documentation is pretty lacking for it so I'm not sure
thats the obvious drawback
enlighten actually does use lightprobes
its a bit iffy at times though but it works
Its own or the pre-existing ones?
prexisting
Yeah, it does use probes, but when I last tried to use Real-Time GI, it also didn't do much for my issues. I think it also doesn't work with point lights in the first place.
Only directional?
no
enlighten does work with all lights
except area
the only differences
is that for spot/points
it doesn't support indirect shadowing
No indirect. Yeah.
it can do bounce lighting, but not indirect shadowing
With realtime precomputing?
but does that make sense @nova bramble ?
So it should be able to update spherical harmonics at runtime when the emissive light source changes
in theory yes
I rarely use emissive lights in my own work though so I never tested that
Yeah, that's the main reason I said options are limited. Have to work with Udon for scripts with much of C#'s functionality gone, even ones that help with performance. Then I have to keep real-time things very limited to keep things working in VR and VRChat with a decent amount of performance, preferably above 120 fps.
While also not using any post-fx that don't interact natively with the post processing stack, since VRChat doesn't support scripts on cameras.
Yeah, it does. Just strap a small range light to the front of the roomba, for example. That does solve one issue, at least.
Should I enable enlighten for that though?
lets step through this one at a time lol we are jumping quite a bit
I'm using bakery, so I'm not sure how the real-time will react to the baked.
but for having dynamic objects, which have emissive lights, casting light would be solved by approximating the output of those lights with a realtime light
now...
as for having BAKED emissive lights casting shadows for dynamic objects
that is a different story
That'll be much more difficult, yeah.
and given also that your in VRC, again your options are very limited
but there are solutions that can be applied thankfully 😛
so AO would be the first one, but like I said the problem with AO is that it won't give you those defined shadows your looking for
case and point
but it would certainly help
if you could setup some sampling data, similar to probes but manually crafted
for example those line lights on the floor, you would setup a line object,
you could have a system that would simply reposition 1-4 dynamic lights based on proximity but that would only work for single avatar
well reposition and set light params etc, its far fetched
laborous and not scalable
and questionable if possible with Udon or what that is
what is it btw
reading up
Udon is basically a propetiary node based scripting thing that vrchat has
designed to work only for VRChat
since vrchat at its core is all about user content, compiled C# scripts wont work
anyways
SSAO is a solution, blob shadows is another
the other is an idea that just came to mind
actually I might just implement it now for myself
but its similar to blob shadows
but the idea is basically a custom shader for an object
and its a "planar shadow" meaning that the shadow is only on planes or flat surfaces, but it basically transforms the existing model into a "fake" shadow on a floor
if that makes sense
if you are familiar with stencil shadows (i.e. doom 3 or other games of the era) this is sorta similar but not quite
Yeah, but other than me using a shader for the floor already, this would also be an issue.
I don't use planes.
yeah thats one drawback, same for blob shadows as well
yeah well sadly in that case, AO would be your only solution
if it wasn't in VRC though there would be alot we can do to help you out but yeah VRC won't let you do much
Well, it is enabled already, but it doesn't really ground dynamics into the world much.
yeah like I said thats just a downside of AO, its designed to be a global solution, it won't get you the defined shadows you'd expect
again if it wasn't VRC we would point you more in the direction of using an analytical shadow solution
either one you can buy from the asset store, or there is a free one I made (still wip though) that would be more what you'd expect probably
Yeah, it's unfortunate. It's what I meant when I said I use 2019. I forgot to add that I use it because of VRChat in the first place, which adds layers of limitations onto the project.
to pivot to the another thing you were talking about though in reciving more accurate illumination on dynamic objects
you can use LPPVs
So I just attach an LPPV component to the gameobject, and that'd be about it?
roughly yes
now it depends how populated your light probes are though
if your probes are super sparse, there won't be that much of a difference
ehh its not too much honestly
also if its an interior enviorment you shouldn't have probes outside
You do see it from the outside as well.
Hence the bridge.
There's a look-out platform.
oh ok
Yeah, I wanted to make sure the outside is baked as well.
Correctly.
The light probes look like this inside.
as long as its placed well in the correction transitions points for lights then it should be ok
as a test you can throw a unity cube in there
put an LPPV component on it
make sure that the mesh renderer on the cube uses proxy volumes instead of blend probes
but yeah sorry, not to many options especially in a VRC context but hopefully anything that we've suggested helps
No problem, thank you.
I just..need help troubleshooting the issue of this not baking at all.
I've left it for probably an hour and no progress.
I have tried clearing the GI cache, restarting unity, and restarting my pc
also tried changing settings a bit
if it takes forever to bake it could mean a few things
but most obvious would be that you just have too many objects that you're baking
My scene really isn't that big, and it NEVER has taken this long, let alone not bake at all.
how many objects?
I mean size in terms of the quantity of lightmapped objects
because you can have a large map but only a few lightmapped objects
or a small map, but with a massive amount of lightmapped objects
so how many objects are you lightmapping?
if you don't know gimme a sec I can lend you a script that'll tell you
drop it in an Editor folder
Sorry, I have returned from some stuff.
Right, I am a bit dumb so I don't know how to use that script, but it doesn't matter what I set to static, or remove from static, it always gives me the same issues.
what lightmapper are you using
and on what hardware?
GPU Lightmapper with unitys built in stuff, and RTX 2070
Progressive GPU Lightmapper*
also for this like I said, just drop the script in an Editor folder in your Assets directory
Well, after that, what do I do with it?
Ah, I see.
Okay, there was a lot more objects than I had expected, 2129.
lightmapped objects?
the number of objects contributing to GI is the objects that will be used by the lightmapper
Oh, It seems I misunderstood it? It says mesh renderers receiving lightmaps is 1241
And contributing to GI is the same number, maybe thats bad?
no that isnt
the tool I wrote there is a bit jank and not fully clear
but the number of the objects contributing to GI are the number of objects in which you are lightmapping in total
and the two numbers below are more specific
Yeah.
since you can have objects that contribute to GI and recieve a lightmap
but you can also have objects contribute to GI and just only use lightprobes
Right, well regardless I got 1241 with lightmaps and GI.
I mean that is large amount
what do your lighting settings look like for the GPU lightmapper
damn that is a lot of samples
It was given to me by a friend and it has worked like a charm until now.
especially with the bounce settings since those act like multipliers in a sense
well if its preparing to bake forever then something is clearly wrong
so first thing I'd do is drop all of those settings down in quality quite a bit
Alright.
8 sample counts
bounces to 1 minimum
max to 1 or 2
lightmap resolution drop it to like 5
and then just try to bake from there
and see if that allows you to even bake
Nope, same problem, 5%, then the time left just increases over..well time
just give it a bit of time
I've had it happen
to where sometimes the number does climb
and for whatever reason its never accurate
but giving it a bit of time i.e. around a minute or more it'll then finish prepping the bake and then it will start the real bake
Well, when it climbs, it never stops. Like I've had it hit 20 hours while just leaving it hoping it'd work.
Yeah.
Now let me bake.
And it..instantly started baking lol
This amount of objects never affected me negatively before like this though..
it could be due to a number of things
but to narrow it down I would start by enabling the objects in the scene little by little
just to narrow down what could be the problematic ones
Okay.
also going forward, in my experience even for production ready scenes you never need to really go that high for sample counts
Oh, I see, what do you recommend?
I've had sucessful good looking bakes 95% of the time with settings like
direct samples - 32
indirect samples - 64
enviomrent samples - 32
min bounces - 1
max bounces - 4
and what takes it most of the way is to use the denoising within the filtering option
and the denoising always does a great job at cleaning up your lightmaps
especially with low sample counts, and its very fast
I had set everything off of static, then slowly re-added them and its baking now.
So, that seems to work lol
And these settings are baking much faster, and from the stuff that has baked so far, it looks just the same as the one with WAY too many samples lol
yep
you could probably lower it even more and you might not notice the difference
also untick the progressive updates, that can make it go a little faster
What does it do at all?
basically it tries to show you a preview of your lightmap quickly from where your camera is currently placed
but if you move the camera you will lose that view anyway
Oh, so its using extra computation for a little thing thats..basically pointless when you step away regardless
pretty much
Good to know, thanks.
Yeah, these new settings much better, my old ones hit 0.59 gigs, this is at 33mb when its mostly done lol
well thats because I told you to lower the lightmap resolution
Yeah.
that means lower quality
Well, it looks the exact same to me sooo
I'm not too sure how familiar you are with lightmapping, but lightmap resolution is a multiplier and basically is responsible sort of for allocating objects in a lightmap
the higher the number the more every object will use up an atlas
which will mean more lightmaps of course
but better quality
due to the higher allocation
and if you want more quality you can increase the max lightmap size which will increase the overall lightmap size allowing you to get even more quality
yatta yatta
thats the dumbed down jist of it
Yeah.
It just finished and..as I am looking at it, there is a very few amounts of like..artifacts of light that shouldn't be there, stuff like that. But in my game you're not in awe over the lighting, you're just socializing and all so, I am happy with this.
I had no idea lightmaps had such an effect over the game size, it's literally halved..
doubt your still interested @nova bramble , but made a modified version of the technique I talked about here
works alright with fully baked lighting
Hi, I'm trying to bake lights on a unified mesh. I am working with a tile based approach, and baking lights directly onto them gives me some weird artifacts between the seams. I previously got advice to combine the meshes into one, so I did that. Now I'm having a couple of problems:
- I'm getting a weird "grid" of shadows over the entire mesh
- The mesh is always uniformly lit up, even in dark areas
and here's the previous Issue I had:
Mesh has no lightmap UVs
You should be getting a warning about that in console
The only warnings I'm getting is about UV overlap. I'm getting an error that says Assertion failed on expression: 'openCLRenderBuffers.HasBakingBuffers(), though
The mesh needs lightmap UVs
You can set them to be generated in mesh import settings
Also, you'll want to make sure the wall panels aren't simply joined, but also merged
That way they don't need lightmap seams between them
so, should I bake it with the individual tiles, then pass the uv2 property to the joined mesh?
No
Make the geometry continuous in modeling program so no seams between tiles
Enable "generate lightmap UVs" in Unity in mesh import settings
Bake
Hello hello ! Already made a post on the forum but maybe some of the discord community would have any idea about that,
I have some weird behavior with baking lights that are going through a wall and I don't understand why. I tried a bake in GPU, I have the good light intensity but with artifacts so I decided to go for the CPU bake as I heard that it was better but idk why, light is going through a wall.. I let you the thread here just in case !
Thanks for your time reading this ! :)
https://forum.unity.com/threads/trouble-with-baking-lights-that-are-going-through-a-wall-hdrp-14-0-7-unity-22-2-17.1436704/
anyone know why this is happening ?
in blender UV is fine but when i import it to unity i get overlap warning and this the result
You might have to generate the lightmap UVs. In the Project window, select the model you imported, check the Generate Lightmap UVs option, then hit save.
i have done it to
How do you make sure TMP texts receive shadows in a 3d scene? Right now it looks like my signs are glowing
assign them a material that is using a lit shader
That ruins the text, it just becomes blocks
Got a scene like this, all interior so no skybox or whatever and this is the sort of look i want
but when i bake it goes weird like this
Whats the best settings for mixed lighting as baked doesnt go very well for me
that AO is really really strong
it is?
ill try bake it without then. I dont remember changing anything on it so i thought that was default
nah its usually off by default
also your settings for the lightmapping are incredibly high
I would set them to something like
direct samples - 32
indirect samples - 64
enviorment samples - 32
min bounces - 1
max bounces - 4
and then use the denoisers within the filtering option (set from auto to advanced)
there won't be much of a quality drop and it will bake so much faster
How can I make this sign shiny?, I added Emission and I have Post Processing, I'm new and not sure how this works.
ah
same results
Whats going on with relfection probes?
my first bake took two minutes, but every subsequent bake took far longer, like half an hour estimated now
i even lowered the settings in between
not sure what you mean here
you mean shine as in lighting up the enviorment around it?
shine as it making it bloom?
or shine also in to make it reflective/shiny?
or all 3?
yes, I'm trying to make it light the enviorment around it
I think adding bloom somehow will fix this issue but not sure how I'll try and look up tutorials
well emissive light sources in unity will not emit realtime light
well technically it can but not in the sense that it works out of the box
if you want it to work in realtime you need to use enlighten
and realtime englithen GI within your scene
if you don't want to have enlighten realtime GI you can also bake the lighting in your scene
and emissive lights will then show up
as a note also I would advise that you don't light areas purely with emissive when using baked lighting, I would suggest you use area lights and roughly place and shape them to match the colors/light intensity of your signs
thanks man, appreciate it.
I fixed the issue, I made an Empty parent object and added a bloom effect to it, almost works, it does shine but not on the enviorment around it, any ideas how to fix that?
I think I need to bake the lights but if there's a better option I'll be happy to hear
When i make the intensity on the lamp to the right higher than the light to the left the light just stopps reflecting and spread light, and if i stack the lights up by three only two makes reflections, if someone understand my problem I would be very happy to get some help, Thanks!
I did explain briefly how you can make the light actually affect the enviorment...
I suppose the other option for emissive lights is that you can approximate the lighting from it using realtime lights, so you can place spotlights or point lights around the sign
When i make the intensity on the lamp to
thanks that worked, just added a point light and it seems like its actually from the sign.
anyone got any idea why using Baked Lighting turns my map green?
bounce lightinggggggggg
thats why @timber lichen
although that bounce is intense, either you messed with the indirect intensity/multipliers or you have green lights/emissive sources in there
dose anyone know how, or why this occurs?
im using HDRP
lights are not supposed to be flickering at all
for backrooms it seems rather fitting 😛
what should i set it to?
looks like one of the levels in that backrooms game
anyways ill just bake the lighting
@trim glade Don't harass people here, or you'll be kicked. We have zero tolerance for that nonsense.
!ban save 799190212638539796 See ya
Bate#5598 was banned.
well I would investigate first
in the sense of make sure you don't have any green emissives in that area or green lights
but if you don't, then check all of your lights and make sure indirect multiplier is at 1
and in your lighting settings also make sure that Indirect Intensity is set to 1
and albedo boost is set to the lowest one, which I think is 0?
It looks like you are hitting the limit on shadow casting lights. You can have much larger amount of them without shadows. Should post more details for exact answer.
Yea, I just need to bake the lights
I thought HDRP was mostly deferred?
When using shadow map for dynamic shadows it still has limits
really?
hm
You can extend number of shadow casting lights by increasing shadow atlas resolution (I'm not completely sure about that I only used URP and it has that) https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Shadows-in-HDRP.html
I think by default it's a tiled kind of forward, similar to forward+
HDRP has a lot of lighting stuff I don't know, but some ways to troubleshoot it would be to see if the flickering happens with smaller meshes, different types of lights or with shadow casting disabled on the lights
How do I stop the clouds from being lit up like this on the sides of the planet when looked at from behind? (front vs back view)
why when im in Scene everything is fine but when i press play the game becomes very pixely
Is it your scale in the Game window?
Well it looks like your clouds are transparent, so the light is going through them.
ohhh I think I might know where your green light is coming from, and its probably your caves text
and you have the emission intensity property on it set to something sky high
Hi, does anyone know how any possible methods to block 2D lights, especially using tilemaps. For reference I'm using URP and Light 2D. Thank you!
Making them non transparent does not fix the issue.
Can you show the material that the clouds are using.
Sure, once I get on my PC
It's a bit hard to see from your original picture how the clouds are exactly, but if you remove faces from their mesh underside then light cannot be reflected on that side
Its made in Blender, do you know any tips on how to do that?
You would delete the faces of the clouds facing the planet
Blender doesn't cull backfaces by default, but Unity does
I'd do this in blender, correct?
Yes
Thank you, any specific tools / modes you do this in blender?
(Sorry about all the questions, I'm new to blender)
Selecting and deleting faces in edit mode
It worked! Brilliant! Thank you so much, I've been attempting to solve this issue for days!
Hey, anyone have an issue when baking lighting where most lights dont generate and instead break and show up randomly on things?
You probably have warnings about lightmap UV overlap in the console
The scene window debug views can reveal that and other issues
On baking or in general, because right now I have no warnings
With baking
I recommend check the debug views first for issues, then look for your issue from this guide
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
holy moly i never noticed that tysmmmm
alright ill bake on low settings to see what happens. also forgive me im new to unity in general, where can I find the debug view?
These in scene window
Note that data displayed for baked global illumination is valid only for one scene during the editor session when you baked the lighting
Oh very useful, and the thread is very informative, I'll look into it. Thank you so much :)
this doesn't seem good
i have no idea why this light wont appear, when i am going closer to the lightsource it start to apear, someone know this problem, Thanks!
And do someone know why this decals wont render in scene view like it should, its very hard to edit them when you only can see them in particular views
per pixel light limit
are you using urp or built in?
oh wait your the same guy I told you before
ah well if that is the case then you most likely have hit the limit on the amount of realtime per pixel lights you can have in your scene
so there are a few things you can do
- bake the lighting (but that means some lights will not change, and judging from your project name that says "horror" I imagine that you want these lights to be togglable)
- cull/hide/disable lights in other rooms when your in one room
Can you change the limit
no
What is the limit
the limit is there because realtime lights are expensive
8 is the limit which you've already maxed out
I just told you a couple of ways you can get around it
Is it any simple way to hide the lights when you are in another room
yes, you can code like a simple trigger systen
to where when you enter certain rooms
you forcibly disable lights in other areas
its not difficult
again, you can't change the 8 per pixel lights limit, that limit is there and enforced because realtime lights are expensive especially in bulk
now
with that said
I suppose if you really wanted to
URP on an experimental branch has deferred rendering
which means no limit on realtime lights
URP 12.0.0
you can switch to that
not sure if the unity version you are on will allow you to upgrade to 12.0.0
I have another question, my camera is hiding my decals from rendering in the scene view, that make it very difficult to edit them in the scene, and thanks for the help before!
I'm unfortunately not familiar with the URP decal system so ask in the #archived-urp channel
ok👍
Isn't it considered stable in 2021.3. rather than experimental?
Forward+ is experimental in the beta releases at the moment I think
@frozen valley the simplest workaround to light limits is to split your meshes into smaller segments, since light limits are per mesh
oh true yeah forgot about that, that is another way around it
you'll still be hitting the limit though if the lights are in close proximity (or if your lights have large ranges and just intersect everything in the scene
So that could be the reason why the lights reflect on the furniture and not the walls
ok👍
Yes
but yeah those are your solutions
- bake lighting
- create a light culling system
- split up meshes
- upgrade urp version to 12.0.0+ to use deferred rendering
- switch from URP to built in pipeline and use their defered rendering (or stick with the forward in BIP but in there you can incrase the per pixel limit as high as you want)
pick your poison
Thanks!
Could you help me with a question in the #archived-urp tab?
I'm not familiar with decal issues
Hi everyone!
So, with 2 friends, we are making a horror game for a school project.
I wanted to implement a nice flashlight, but it is flashlight is cutted in half ??
I don't know why, and I haven't found anything on the internet about that...
Does someone know how to fix that? (I haven't changed anything in the graphics settings)
Thank you in advance!
Does anyone know how i can get lighting/shading like this?
range
light range
lightmapping 100%
also for the shadow being cut in half I would make sure that if your casting shadows, that you don't have anything in front of the light that would occlude the source, causing it to appear in half. If not I suppose I would make sure that you have no light cookies on that might be causing the issue
beyond that not sure what else could be causing that, too little information
no idea what render pipeline your using, how many lights are in your scene, etc.
Where is that?
Sorry im stupid where is it in the lighting tab?
How do i set it to 100%
oh I was just saying that as like a confirmation
I can tell your going to need some help so I'd suggest starting with these
In this video, we are going to take a look at Lightmapping in Unity 2020.1 to help you create fast and beautiful lighting in your scene.
Learn more about Lightmapping in 2020.1 from our Docs!
https://on.unity.com/2U7VQIX
Interested in the newest Graphics Features we added in 2020.1? Click here!
https://on.unity.com/2GHYGkR
Download the Spaces...
Let's learn some basics of light mapping in Unity 2020.1 using Universal Render pipeline (URP).
You will also learn some Unity tips and techniques to improve and speed up light baking workflow.
☑️Old House 3D model : https://bit.ly/2xQSeU4
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
☑️Quick Links :☑️
Introduction - 00:00
Part 1. How to bake lights ...
Thank you
How do I stop these outlines from appearing at the back of the rings?
You can limit its angle to avoid the wall, use a shadow caster to have the wall block the light or use sprite sorting to avoid lighting what's behind the other wall
How to fix this lighting on that tree, is highlighted even though it is behind the player's back
hey !
first of all thanks for your reply :)
i tried what you told me to do but it doesnt seems to work.
To show you, I created this simple setup (one simple basic spotlight and my wall which is from my blender 3D model) to show you (first pic)
As we can see, it is cutted in half :/
I can notice that the line correspond to the horizon as when i make the spotlight look down the problems doesn't seems to occur anymore (pic 2)
Finally i also noticed that when i remove my wall and put a simple cube the problem is just gone (pic 3)
It seems to be a problem from the 3D model no ?
Is there anything i should modify onthe 3D model to get rid of that ?
Where is the model from?
my friend made it on blender
I'd check the normals
But if you didn't make the mesh it might be harder to troubleshoot
I can ask him to check that anyways
normals have to be checked on blender or on unity ? (sorry im a real noob ahhahahaah)
I LOVE YOU IT WORKS
ive been on that for 1 week now
Im using a camera that culls everything except for my player to render my player to a render texture
Image
the issue is that by culling everything except for the player, i'm also culling the shadow casters which block the environmental light
is there a way i can only render the player to the render texture without culling the shadow casters?
(note in the image that the model in the scene has no rim lighting, but the rendered sprite does)
Hi, does anyone know why my baked lightmap shadows seem to pop in and out when I move the camera towards them, as if they were a realtime shadow? Im using baked indirect as the lighting mode
I thought one of the points of baking was that I wouldnt have any pop in from it
The player is a 3D model that gets captured by a camera that runs through a custom downsampling algorithm and fed into a render texture to be drawn ingame as a sprite
If that camera can see more than the player this effect breaks as I’m now drawing parts of the world on top of itself at not necessarily the correct scale or depth
URP would let you use renderer features and HDRP custom passes to render specific meshes again with a different shader, such as one that's invisible save for casting shadows
There's probably a way to replicate that behaviour in BiRP somehow
Or duplicate mesh renderers as shadows only for the other camera