#archived-lighting

1 messages · Page 14 of 1

night shell
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or potentially texel invalidity

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but also I can see that the resolution is really low

fervent swift
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Thanks @night shell - turns out there was a hidden object in front of it

night shell
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ah ok

fervent swift
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Are hidden objects baked into lightmaps?

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i guess^

night shell
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hmm technically no

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but also I was going to suggest since the resolution of your lightmap on the wall is really low

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I would not mark your picture frames to be static

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or to lightmap them

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since they appear to small to affect the lighting of the wall drastically

fervent swift
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Thank you @night shell that makes sense!

deft fiber
slow sierra
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anyone know how to get right of that ugly lightmap noise?

night shell
slow sierra
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how?

night shell
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Send screenshota

slow sierra
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ok

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cuz my lightmaps look terrible rn

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when i used realtime they were good but not baked

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but realtime i got like 50 fps

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also how do i use reflection probes correctly

night shell
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one step at a time first of all

slow sierra
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okay

night shell
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as for the lightmap noise

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looks like low sample counts

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what settings are you using for your lightmapping?

slow sierra
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i tried using the advanced filtering thing but i think it didnt do anything

night shell
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use open image denoise

slow sierra
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where's that sorry

night shell
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denoiser options

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where it says optix

slow sierra
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oh ok

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is that all?

night shell
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rebake

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beyond that I don't see an awful alot of distracting noise truth to be told

slow sierra
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yeah

night shell
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other than the obvious lightmap UV seams

slow sierra
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yeah how do i get rid of those

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oh wait i have an idea

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i just merged the two objects

night shell
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the meshes actually need to be merged

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not just a simple combine through grouping

slow sierra
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it's a probuilder thing

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it should do that i think

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so about reflection probes

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mine are pretty much fine just I have a couple around my scene

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Is there way to make them fade into eachother in a way?

night shell
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Yes

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If you are using deferred

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What render pipeline?

slow sierra
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universal

night shell
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Oof, universal is strictly forward for the moment as far as i know

slow sierra
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oh okay

night shell
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So when it comes to blending reflection probes your a bit out of luck

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The best way is to simply split up objects

slow sierra
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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

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red and green being the ones outside

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Ok I rebaked

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looks better

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Alright well thanks a lot for your help then :)

paper maple
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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

reef oracle
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does anyone know why my shadows look so strange?

tardy jay
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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

charred moth
little condor
deft fiber
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URP as well

icy tundra
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I just created a new scene with the 2022 'Standard URP' template and shadows don't seem to work properly on directional lights...

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Some obvious setting I'm missing?

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huh. So now I look in my other scene that I know was previously working and distant light shadows are broken there too. WTF.

night shell
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If its too high that can usually be the issue

stoic cave
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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

icy tundra
north echo
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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.

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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.

arctic isle
north echo
arctic isle
north echo
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I'm not really sure. They light up the environment when I enable realtime lighting.

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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.

north echo
north echo
reef oracle
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anyone know why my shadows look like this?

hoary fossil
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Old screen shot I thought I'd share. One of my first uses of raytracing in Unity.

north echo
arctic isle
arctic isle
# stoic cave any ideas?

maybe it has to do with the ordering of the sprite layers / which layers are affected by which lights

stoic cave
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but both objects have the same layer and order

arctic isle
stoic cave
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uuh it was the material

arctic isle
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Were you using an unlit shader/material?

stoic cave
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yeah I think I did

arctic isle
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Yep, that'll do it 😄

stoic cave
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oof xD

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but how do you make a lightsource draw on top of a canvas?

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I guess they need a lit material as well

icy tundra
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Is there a way(In URP) to get it to not cull the shadows of terrain details that are offscreen?

deft fiber
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I never found a way to control how or when exactly Terrain culls meshes or their shadow casters

icy tundra
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fun

deft fiber
# icy tundra fun

Then I kinda gave up on using the Terrain since it seems like such a rigid black box

icy tundra
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In this case I'm working with someone else who made a very lovely map and I'm trying to get it to work

mental pawn
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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.

night shell
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those are texel validity issues @mental pawn

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that is caused when your geometry has exposed backfaces

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either fix the mesh, or enable double sided GI property on the material

teal vale
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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?

arctic isle
mental pawn
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Thanks @night shell and @arctic isle this has been driving me nuts for a while! Much cleaner!

deft fiber
mental pawn
surreal abyss
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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

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i used a global light 2d so point light wont work

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and how come stuff like this happens, where the background is hidden properly but items arent

quaint coyote
little condor
deft fiber
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@teal vale The last time I saw this there were clues that it might've been a mesh normals issue

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But it was inconclusive

gritty fox
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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

sly fox
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Do they all use shadows, because that will destroy your performance

deft fiber
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Light cost (and maximum limits) in forward rendering are per mesh per light in the light's range

gritty fox
wheat yew
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how do i uniformly light up this restaurant

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any ideas

sly fox
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Or Area Light, but that's for baked only

limber delta
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I'm talking about something like this

wheat yew
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hmmm

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ill try that for now

limber delta
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Again, almost everything is possible 🙂 but for a uniformly lit scene I'd try unlit, it's cheap.

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(correction above, it's supposed to be the unlit shader, not material)

kind kraken
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Why the light is not "homogeneus"? You can see that the point light rays colors are not smooth

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I am using URP and I have enabled HDR in my Render Pipeline

night shell
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and is that fog? volumetrics? whats going on there

kind kraken
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there are some volumetric spot lights

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I found the shaders on github

night shell
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link to these shaders?

kind kraken
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lemme send

night shell
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so its volumetric lighting that you have in that scene

kind kraken
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but i guess that the shaders are not the problem

night shell
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with that I think its safe to say the banding that yours seeing there is actually the raymarching samples

kind kraken
night shell
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from the volumetric lighting, if it is indeed that

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yep most likely

kind kraken
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oh

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i just solved by enabling dithering on the camera

night shell
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that would also help

deft fiber
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was about to say that

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Dithering smudges the bands between the color tones, creating the illusion of smoothness

night shell
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it was either color banding, or likely just the volumetrics in that not being jittered with any kind of noise

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because it could also be caused by that

deft fiber
night shell
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nah this is my solution, but demonstrating the issue I was describing

deft fiber
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Blue noise working wonders there it looks like

night shell
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yep

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someones got an eye, suprised you caught that

deft fiber
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I just noticed the camera dithering setting also works on non-lighting things like shader gradients which is really cool

surreal abyss
little condor
# gritty fox 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.

teal vale
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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?

forest rose
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What reasons could there be for me to have this bleaching?

deft fiber
forest rose
deft fiber
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I'm not totally sure it is compression but that's my guess

forest rose
deft fiber
deft fiber
# forest rose 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

forest rose
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or max lightmap size rather

deft fiber
forest rose
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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

deft fiber
empty condor
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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)?

deft fiber
quaint coyote
# hoary fossil Yes!

Incredible! How did you render that? with cinematic? I would be learnt to see how you rendered that with raytracing.

forest rose
forest rose
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Don't think it's solved the issues anymore

deft fiber
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Those are the easiest to rule out

forest rose
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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?

west cipher
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URP realtime lights keeps popping on/off when i approach or get far of them

deft fiber
forest rose
upper fable
deft fiber
# west cipher 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

solar cosmos
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Does somebody know why is the ground not reciving light untill I will turn intensity up past certain value?

safe fox
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sometimes pointlights are behaving weird for me too and then i just increase the range and it works for no reason

quaint coyote
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How can I get Probe Volumes?

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Im using Unity 2021.3 LTS

arctic isle
quaint coyote
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I see

edgy aurora
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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:

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how would I go about improving this even further? (without adding post processing)

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also on a side note, baking lights seems to take way too long (over 10 minutes on a macbook pro m2 on low settings)

arctic isle
arctic isle
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For low-light environments, allowing a few more bounces may also be necessary

deft fiber
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Mixed lights are for illuminating both dynamic and static objects, and for using the accuracy of realtime shadows for direct lighting for static objects

arctic isle
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Ah yeah I guess also this but I kind of assumed it worked as you expected it UnityChanThink
But if you need things to go completely dark, you need realtime gi or just fully realtime lights

edgy aurora
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I'll check out these suggestions. Thanks!

deft fiber
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@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?

arctic isle
upper fable
past forge
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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!

solar cosmos
night shell
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any lads in here familiar with bakery?

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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?

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especially in regards to memory management?

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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

arctic isle
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It depends. On RTX hardware / high-end NVIDIA cards Bakery is faster.

night shell
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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

arctic isle
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In terms of memory management, it really depends on certain settings (like lightmap tiling) which are common to both.

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Bakery has those settings exposed, we exposed them in 2023.1 for GPULM

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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.

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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)

night shell
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oh yeah I know about the anti aliasing trick

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I usually set it to 1 to turn it off effectively just to maximize memory

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but even then usually it isnt enough sadly

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so I suppose the answer then is basically no

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for bakery that is, being better for memory

arctic isle
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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.

rapid tree
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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?

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the screenshot is being created by a script and its using rendertexture

frozen valley
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do someone know how to fix this lightings issues

snow pollen
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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?

unique prism
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Please help

slate ocean
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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:

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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?

night shell
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so manually overriding where the objects are sampling the probes from, and picking from spots that look the best versus what it picked automatically

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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

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LPPVs are also another way to help with that

slate ocean
night shell
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I can tell it has some seperate parts to it

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but yes essentially

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for large objects though unity already has LPPV

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which would allow you to sample probes from multiple areas giving you a much better result

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but the problem with LPPV is that its per object

slate ocean
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LPPV is only available in HDRP

night shell
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just like light probes are also per object

night shell
slate ocean
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Really?

night shell
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yes

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unity has had them for a LONG time

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light probe proxy volumes

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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

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and are definetly more expensive

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especially when using in bulk

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but yeah unity has had LPPVs for a long time now, since 5.4

slate ocean
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Sorry, what I should have said was it's not available in URP

night shell
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ah, yeah its not in URP you'd be right about that

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but it is avaliable in the built in pipeline

slate ocean
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I haven't used built-in render pipeline in a long time

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I tend to stick to URP and HDRP

night shell
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there is a reason I still stick with BIP rather than URP or even HDRP lmao

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URP for a long time didn't have feature parity with BIP

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and in some cases still doesnt

slate ocean
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Yeah, definitely lacking in some areas haha

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In the case of URP, I've been using Bakery to solve that specific issue like the truck example

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But it's quite annoying to setup and get right

night shell
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yep, so I geuss back to your question the only solution really is probe anchors

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to manually pick pots where you sample lighting for objects

slate ocean
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Right, okay. That's something I can look more into. Thank you

ivory kiln
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can someone tell me why my shadows look like that?

limber delta
deft fiber
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URP will get APVs in 2022.3. I think

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They're capable of a lot more than BiRP's LPPVs

ivory kiln
slate ocean
ivory kiln
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thats another screenshot. i dont really know much about lighting, but i want the shadow to appear like orthographic on the floor

deft fiber
slate ocean
deft fiber
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Why are you using a totally ancient Unity editor?

ivory kiln
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build target : n3ds

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also, what about realtime shadows? when i make all realtime and non-static, the shadows disappear.

lilac stream
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Hey guys, i have a question. Do somebody knows why my scene look like this when i do the scene change?

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It should look like this

deft fiber
# ivory kiln also, what about realtime shadows? when i make all realtime and non-static, the ...

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

ornate mica
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Hello

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I need some guide on RTX ray traced GI

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and lightning

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I tried to use RTXGI in this scene

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but for some reason its really awful in looks

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and not looks good at all

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not realistic as well

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any guides on what should I do?

deft fiber
subtle nova
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is there a way to change the blend mode of multiple forward lighting passes

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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

vital halo
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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 🙂

mighty dome
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how do i prevent shadows from looking like this

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there are a number of visible lines forming from the edges of the model

subtle nova
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What could cause a point light to be 'directional' like this?

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the background here is drawn with a standard surface shader and currently has no normal map assigned to it

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the point light always points to the bottom left when my normal map is empty

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turns out the default 'bump' texture is 0.5, 0.5, 1, 1

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making a texture that was just pure blue channel and setting the normal to that resolved this

unique prism
dreamy locust
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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?

lofty spear
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it only happens in the buld

teal vale
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did anyone know what happend with my lightning?

lofty spear
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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 😁

deft fiber
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It's proven a very elusive problem!

lofty spear
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and keep in mind that the bug only occurred in the build, in the editor workd good

deft fiber
lofty spear
deft fiber
lofty spear
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Okay thx, good to know. I'ts my first time in the server and it proven to be super useful. 🙂

nova bramble
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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?

nova bramble
pastel elbow
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cache do you know any good free light cookies? I haven't rigged up my computer for asset purchases yet

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also do cookies work for point lights

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yes they do

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ok

soft fulcrum
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even if i know any free i dont remember

pastel elbow
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ok then

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have a good day

soft fulcrum
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apply that inverse square faloff repo

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he links to updated version in the readme

pastel elbow
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ok then

soft fulcrum
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i dont understand why its a thing even

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there is no linear faloff in reality

pastel elbow
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probably easier to make linear

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it might also be less performance heavy or smth

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idk

soft fulcrum
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probably just a legacy issue

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still could set new projects to use squared by default

night shell
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doesn't look as good, yes

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pick your poison

pastel elbow
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how bad is the performance

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bcause im already struggling with it

night shell
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depends how many realtime lights you have in your scene

pastel elbow
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many

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like at least 27

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probably more

night shell
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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

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my first question though would be does your world have to have these realtime lights?

pastel elbow
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yes

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it is procedural so yes

night shell
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well that certainly makes things harder

pastel elbow
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yeah

night shell
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are they all shadowcasting?

pastel elbow
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it has to be procedural too

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no I turned off the shadows

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it was costing performance and it is fine without them

night shell
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if its a procedual I reckon you should put some time into writing up a simple culling system

soft fulcrum
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haha

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David just went same way i did one to one

night shell
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wait am I repeating what you've said? lmao

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I didn't scroll back and read

soft fulcrum
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yeah the squared lights was just already after all optimization suggestions

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he has default linear which looks bad

night shell
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linear is fast though

soft fulcrum
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nah we were in other channel

night shell
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no sqrt operations

soft fulcrum
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yeah but culling is what will give perf

night shell
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true

soft fulcrum
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the rest is peanuts

night shell
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that will

pastel elbow
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there was a culling package you sent me right?

night shell
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so what about the culling though, is that doable?

pastel elbow
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should I just use that?

soft fulcrum
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ive sent you 2, but there are more on github

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just search for "unity culling"

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i cant vouch for any

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i just glance and see if its reasonably finished

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does the RP version match, does it require native libraries

pastel elbow
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ok ill get both of those things in

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ill start with the non-linear one

soft fulcrum
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theres one repo fully written in c++ which im scared to suggest

night shell
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what kind of procedual world is this for the record, do you have some visual screenshots to show it off?

soft fulcrum
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the hurdles of multiplatform with native unmaintained libs is too much

pastel elbow
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ooooh hold on let me mess with the rendering path bcause im using forward rn

night shell
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that would certainly help

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what render pipeline are you in?

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because deffered would be the perfect case for this

soft fulcrum
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1 to 1

night shell
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are you using urp, hdrp

soft fulcrum
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are you me?

night shell
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or built in pipeline

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no lmao

pastel elbow
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forward and deferred

night shell
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sharing braincells mabye

pastel elbow
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using standard pipeline

night shell
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use deffered

pastel elbow
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but forward looks nicer

night shell
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how?

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I don't see that much of a difference

#

ohhh wait

#

well...

pastel elbow
#

deferred is brighter

#

although maybe that goes away with the package

#

ill try it see how it looks

night shell
#

honestly they should be the same

#

but those differences are mostly small and honestly adjustable

#

but the real question

#

is performance better?

night shell
pastel elbow
#

deferred is slightly faster by ~5 fps

#

ill use that one

night shell
#

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

pastel elbow
#

culling like stop rendering when something cant be seen right?

night shell
#

basically yes

#

no reason to bother rendering it if you can't see it

pastel elbow
#

ok so
that sounds really performance heavy

night shell
#

it is not

#

culling is designed to save performance

#

granted

pastel elbow
#

like sending raycasts to every object and seeing if they hit

#

but that seems wrong

night shell
#

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

pastel elbow
#

when you say cull do you literally mean turn off the mesh renderer

#

for the object

night shell
#

cull as in both turning off mesh renderer and the light

#

because the lights are your main problem here

pastel elbow
#

or what have you

#

yeah...

#

either way I got the performance up to the point I like

night shell
#

my advice, start simple

#

implement a simple culling on just the lights

soft fulcrum
#

offscreen lights should already be culled, problem is in frustum lights/objects

night shell
#

to where turn off the lights when they are too far

pastel elbow
#

well they already despawn

soft fulcrum
#

occlusion culling should solve that which based on what you need in your game is the biggest perf drain

night shell
#

are the ones you suggested able to work procedually?

night shell
#

hmm if your intending your game to be multi-platform I'd probably avoid the c++ one @pastel elbow

pastel elbow
#

ok

#

im going to go add some props and stuff

soft fulcrum
#

the first one with pixel test is clever i think ive seen this somewhere

#

ah right lol the basic rasterization

night shell
#

trying out bakery for the first time

#

used unity lightmapping for years

deft fiber
night shell
#

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

nova bramble
#

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.

night shell
#

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

nova bramble
#

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.

night shell
#

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

night shell
#

in receiving light

#

(light probe proxy volumes)

nova bramble
#

And SSAO is deferred only, right?

night shell
#

no you can use SSAO in forward

nova bramble
#

Ah, Screen Space AO. You mean that I should enable the post-processing effect in my volume?

night shell
#

yes

soft fulcrum
nova bramble
#

It's on already, on multi-scale.

night shell
#

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

soft fulcrum
#

@nova bramble there is "blob shadows" approach, there is volumetric lights volume approach as well

nova bramble
# soft fulcrum bakery has probe volumes, they work

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.

night shell
#

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

nova bramble
nova bramble
night shell
#

mhm

nova bramble
#

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.

night shell
#

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?

nova bramble
#

And the roomba doesn't have any emissive light cast to any static object either.

nova bramble
nova bramble
#

But I'm on Unity 2019 still.

#

So as far as I'm aware, my options are very limited.

night shell
#

not really honestly

#

but also, this is just an assumptionm from the screenshot

#

is this for VRChat by any chance?

nova bramble
#

Yup.

#

That's specifically why.

night shell
#

yeah... that will create a ton of limitations then

nova bramble
#

Yup.

night shell
#

still workable though

nova bramble
#

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.

night shell
#

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

nova bramble
#

Yeah. Which is unfortunate, I'm used to working in Unreal Engine and with their Lumen, despite the screen-space limitations.

night shell
#

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?

nova bramble
#

Yup.

night shell
#

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

soft fulcrum
#

bye bye performance

night shell
#

^^^

deft fiber
night shell
#

thats the obvious drawback

night shell
#

its a bit iffy at times though but it works

deft fiber
night shell
nova bramble
#

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?

night shell
#

no

#

enlighten does work with all lights

#

except area

#

the only differences

#

is that for spot/points

#

it doesn't support indirect shadowing

nova bramble
#

No indirect. Yeah.

night shell
#

it can do bounce lighting, but not indirect shadowing

deft fiber
night shell
#

yes

#

its been a bit iffy for me at times

#

but I've been able to get it to work

night shell
deft fiber
#

So it should be able to update spherical harmonics at runtime when the emissive light source changes

night shell
#

in theory yes

#

I rarely use emissive lights in my own work though so I never tested that

nova bramble
# soft fulcrum bye bye performance

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.

nova bramble
#

Should I enable enlighten for that though?

night shell
#

lets step through this one at a time lol we are jumping quite a bit

nova bramble
#

I'm using bakery, so I'm not sure how the real-time will react to the baked.

night shell
#

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

nova bramble
#

That'll be much more difficult, yeah.

night shell
#

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

soft fulcrum
#

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

night shell
#

^

#

the other solution is to use simple blob shadows

#

old school, but works

soft fulcrum
#

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

night shell
#

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

nova bramble
#

Yeah, but other than me using a shader for the floor already, this would also be an issue.

#

I don't use planes.

night shell
#

yeah thats one drawback, same for blob shadows as well

nova bramble
night shell
#

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

nova bramble
#

Well, it is enabled already, but it doesn't really ground dynamics into the world much.

night shell
#

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

nova bramble
#

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.

night shell
#

to pivot to the another thing you were talking about though in reciving more accurate illumination on dynamic objects

#

you can use LPPVs

nova bramble
#

So I just attach an LPPV component to the gameobject, and that'd be about it?

night shell
#

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

nova bramble
#

There's plenty.

night shell
#

ehh its not too much honestly

nova bramble
#

Yeah, there are some blindspots.

night shell
#

also if its an interior enviorment you shouldn't have probes outside

nova bramble
#

You do see it from the outside as well.

#

Hence the bridge.

#

There's a look-out platform.

night shell
#

oh ok

nova bramble
#

Yeah, I wanted to make sure the outside is baked as well.

#

Correctly.

#

The light probes look like this inside.

night shell
#

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

nova bramble
#

yeah

#

I'll definitely have to set more probes though.

night shell
#

but yeah sorry, not to many options especially in a VRC context but hopefully anything that we've suggested helps

nova bramble
#

No problem, thank you.

spring igloo
#

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

night shell
#

but most obvious would be that you just have too many objects that you're baking

spring igloo
night shell
#

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

spring igloo
#

Sorry, I have returned from some stuff.

spring igloo
night shell
#

and on what hardware?

spring igloo
#

GPU Lightmapper with unitys built in stuff, and RTX 2070

#

Progressive GPU Lightmapper*

night shell
spring igloo
night shell
spring igloo
#

Ah, I see.

night shell
#

also if it has an error just remove the first line

#

accidentally left that in

spring igloo
#

Okay, there was a lot more objects than I had expected, 2129.

night shell
#

lightmapped objects?

#

the number of objects contributing to GI is the objects that will be used by the lightmapper

spring igloo
#

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?

night shell
#

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

spring igloo
#

Yeah.

night shell
#

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

spring igloo
#

Right, well regardless I got 1241 with lightmaps and GI.

night shell
#

I mean that is large amount

#

what do your lighting settings look like for the GPU lightmapper

spring igloo
night shell
#

damn that is a lot of samples

spring igloo
#

It was given to me by a friend and it has worked like a charm until now.

night shell
#

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

spring igloo
#

Alright.

night shell
#

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

spring igloo
#

Nope, same problem, 5%, then the time left just increases over..well time

night shell
#

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

spring igloo
#

Well, when it climbs, it never stops. Like I've had it hit 20 hours while just leaving it hoping it'd work.

night shell
#

just give it a minute or more

#

and if nothing changes we can try something else

spring igloo
#

Okay.

#

No progress so far, again, 5%.

night shell
#

unmark all objects in your scene

#

specifically unmark the Contribute GI static flag

spring igloo
#

Yeah.

#

Now let me bake.

#

And it..instantly started baking lol

#

This amount of objects never affected me negatively before like this though..

night shell
#

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

spring igloo
#

Okay.

night shell
# spring igloo

also going forward, in my experience even for production ready scenes you never need to really go that high for sample counts

spring igloo
#

Oh, I see, what do you recommend?

night shell
#

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

spring igloo
#

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

night shell
#

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

spring igloo
night shell
#

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

spring igloo
#

Oh, so its using extra computation for a little thing thats..basically pointless when you step away regardless

night shell
#

pretty much

spring igloo
#

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

night shell
#

well thats because I told you to lower the lightmap resolution

spring igloo
#

Yeah.

night shell
#

that means lower quality

spring igloo
#

Well, it looks the exact same to me sooo

night shell
#

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

spring igloo
#

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..

night shell
#

you can optimize them even more

#

and make it way smaller

night shell
#

works alright with fully baked lighting

edgy aurora
#

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:

  1. I'm getting a weird "grid" of shadows over the entire mesh
  2. The mesh is always uniformly lit up, even in dark areas
#

and here's the previous Issue I had:

deft fiber
edgy aurora
#

The only warnings I'm getting is about UV overlap. I'm getting an error that says Assertion failed on expression: 'openCLRenderBuffers.HasBakingBuffers(), though

deft fiber
#

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

edgy aurora
#

so, should I bake it with the individual tiles, then pass the uv2 property to the joined mesh?

deft fiber
undone surge
#

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/

gloomy marten
#

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

little condor
forest tree
#

How do you make sure TMP texts receive shadows in a 3d scene? Right now it looks like my signs are glowing

arctic isle
forest tree
gritty fox
#

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

night shell
gritty fox
#

it is?

night shell
#

very

#

AO should never be that strong

#

as for the baked lighting

gritty fox
#

ill try bake it without then. I dont remember changing anything on it so i thought that was default

night shell
#

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

gritty fox
#

crashed 😆

#

even the reporter crashed after lol

#

1 moment

trim glade
#

How can I make this sign shiny?, I added Emission and I have Post Processing, I'm new and not sure how this works.

twin sun
#

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

night shell
#

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?

trim glade
#

I think adding bloom somehow will fix this issue but not sure how I'll try and look up tutorials

night shell
#

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

trim glade
#

thanks man, appreciate it.

trim glade
#

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

frozen valley
#

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!

night shell
night shell
frozen valley
#

When i make the intensity on the lamp to

trim glade
timber lichen
#

anyone got any idea why using Baked Lighting turns my map green?

night shell
#

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

void orchid
#

im using HDRP

#

lights are not supposed to be flickering at all

night shell
#

for backrooms it seems rather fitting 😛

void orchid
#

hah, this is what it should look like

timber lichen
trim glade
void orchid
#

wdym

void orchid
#

anyways ill just bake the lighting

mellow sierra
#

@trim glade Don't harass people here, or you'll be kicked. We have zero tolerance for that nonsense.

tawdry schoonerBOT
mellow sierra
#

!ban save 799190212638539796 See ya

tawdry schoonerBOT
#

dynoSuccess Bate#5598 was banned.

night shell
#

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?

summer aspen
void orchid
#

Yea, I just need to bake the lights

night shell
summer aspen
#

When using shadow map for dynamic shadows it still has limits

summer aspen
deft fiber
#

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

uneven karma
#

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)

timber lichen
#

why when im in Scene everything is fine but when i press play the game becomes very pixely

little condor
little condor
night shell
#

and you have the emission intensity property on it set to something sky high

fallow sorrel
#

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!

uneven karma
little condor
uneven karma
deft fiber
# uneven karma

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

uneven karma
deft fiber
uneven karma
deft fiber
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Yes

uneven karma
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Thank you, any specific tools / modes you do this in blender?

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(Sorry about all the questions, I'm new to blender)

deft fiber
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Selecting and deleting faces in edit mode

uneven karma
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Thank you

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:D

uneven karma
timber lichen
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Hey, anyone have an issue when baking lighting where most lights dont generate and instead break and show up randomly on things?

deft fiber
timber lichen
deft fiber
timber lichen
timber lichen
deft fiber
timber lichen
frozen valley
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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!

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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

night shell
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are you using urp or built in?

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oh wait your the same guy I told you before

frozen valley
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I know

night shell
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did you not set it?

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did you change the option in the URP settings? @frozen valley

night shell
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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

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so there are a few things you can do

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  1. 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)
  2. cull/hide/disable lights in other rooms when your in one room
frozen valley
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Can you change the limit

night shell
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no

frozen valley
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What is the limit

night shell
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the limit is there because realtime lights are expensive

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8 is the limit which you've already maxed out

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I just told you a couple of ways you can get around it

frozen valley
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Is it any simple way to hide the lights when you are in another room

night shell
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yes, you can code like a simple trigger systen

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to where when you enter certain rooms

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you forcibly disable lights in other areas

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its not difficult

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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

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now

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with that said

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I suppose if you really wanted to

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URP on an experimental branch has deferred rendering

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which means no limit on realtime lights

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URP 12.0.0

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you can switch to that

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not sure if the unity version you are on will allow you to upgrade to 12.0.0

frozen valley
night shell
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I'm unfortunately not familiar with the URP decal system so ask in the #archived-urp channel

deft fiber
night shell
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I'm not sure I haven't used URP in a while

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so it might be stable now

deft fiber
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Forward+ is experimental in the beta releases at the moment I think

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@frozen valley the simplest workaround to light limits is to split your meshes into smaller segments, since light limits are per mesh

night shell
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oh true yeah forgot about that, that is another way around it

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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

frozen valley
night shell
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but yeah those are your solutions

  1. bake lighting
  2. create a light culling system
  3. split up meshes
  4. upgrade urp version to 12.0.0+ to use deferred rendering
  5. 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)
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pick your poison

frozen valley
deft fiber
floral fog
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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!

pulsar gyro
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Does anyone know how i can get lighting/shading like this?

night shell
night shell
# floral fog

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

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beyond that not sure what else could be causing that, too little information

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no idea what render pipeline your using, how many lights are in your scene, etc.

pulsar gyro
night shell
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built right into unity

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in the lighting tab

pulsar gyro
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Sorry im stupid where is it in the lighting tab?

night shell
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this whole thing

pulsar gyro
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How do i set it to 100%

night shell
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oh I was just saying that as like a confirmation

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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...

▶ Play video
#

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 ...

▶ Play video
pulsar gyro
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Thank you

uneven karma
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How do I stop these outlines from appearing at the back of the rings?

deft fiber
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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

deft granite
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How to fix this lighting on that tree, is highlighted even though it is behind the player's back

floral fog
# night shell also for the shadow being cut in half I would make sure that if your casting sha...

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 ?

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Is there anything i should modify onthe 3D model to get rid of that ?

floral fog
deft fiber
floral fog
floral fog
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ive been on that for 1 week now

subtle nova
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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)

haughty jolt
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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

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I thought one of the points of baking was that I wouldnt have any pop in from it

subtle nova
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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

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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

deft fiber