#archived-lighting

1 messages · Page 16 of 1

deft fiber
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"Albedo boost" is the "intensity" you're looking for I believe

elfin dock
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I'm glad to hear you say that, I just changed the color space to linear and it does look identical to the bake

elfin dock
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Heres a screenshot with realtime linear lighting (I've turned light intensity down), which looks identical to baked

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The colors seem to be a little more saturated too

deft fiber
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What render pipeline is it?

elfin dock
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The default one, I think thats URP right?

deft fiber
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No, it'll use the built-in render pipeline unless you chose a URP template

elfin dock
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ok so I'm using the built-in I believe

deft fiber
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I'm really not sure why color space has this kind of effect on realtime lights only

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As far as I know in BiRP realtime lights use linear light falloff, whereas baked lights use inverse square falloff by default
Project color space is a separate thing that shouldn't change that, but it looks like it does

elfin dock
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Yea it really looks like when I bake while in the gamma color space, it bakes in the linear color space instead

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but they could just look very similar

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for example here is realtime in linear (I've turned the intensity back up to what it used to be), and baked in gamma

deft fiber
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Looks like progress anyhow
Just keep in mind "gamma" isn't a type of light falloff and "inverse square" isn't a type of color space, but that there are "linear" light falloff and color space both

elfin dock
deft fiber
elfin dock
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Thanks

gritty fox
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the lighting actually looks really nice, but most of the lights arent giving any light? Ive got about 320 point lights so is there something im not seeing?

main wolf
gritty fox
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But I wanted to control the lighting using point lights

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I will look into that in the morning now that you have said that

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Tried to re bake twice

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Now the ceiling is all messed up all of a sudden with the UVs all over the place even though I have generate UVs on the model. Was fine for the whole day and yesterday but now all of a sudden its broken

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This WAS the look I had earlier. Which was almost perfect aside from the fact that 95% of the lights not emitting any light at all after baking.
But yeah what I did was increase the max shadows on screen from 500 to 1000, clear bake data and to re bake so it's all messed up once again. God I hate this engine sometimes.

deft fiber
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Baked lightmapping could sidestep the limitations of realtime lights in this case

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But it has its own

gritty fox
deft fiber
gritty fox
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But apparently it was baked

deft fiber
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That doesn't sound good enough

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I recommend you do some test bakes first with just a couple of lights and default cubes, then with more lights and then with your level geometry

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The first step will ensure you're doing the bake correctly, then you get confirmation that your lights work and you have an expectation of how they'll look, then you can rule out lightmapping issues with your level geometry

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Baked lightmapping will rarely go right the first time if you don't know what you're doing

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That said, it will prevent you from turning the lights on and off without implementing extra systems for that

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In that situation I'd do tests and investigate the realtime lights as well (or instead)
Gradually increasing their number until you run into issues, limiting their ranges to decrease overlap, anything that may seem relevant

subtle cradle
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Hi !
Would it make great time difference for baking lights between a 2.5g processor and a 3.5g one ?

deft fiber
hardy raven
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Probably a dumb question but how does lighting work? If i change the range the lighting can go it makes so only certain lights are working.

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Do i need to get rid of all the lights and only put 5 or less?

hybrid condor
hybrid condor
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Or is it possible to have weighted lights? So if I just have one realtime light effect objects at a time, but it will choose which one based on if the object is in it or not. Like if I had 3 lights pointing in the same dirrection, each one is weaker then the last, so it makes a stepped light fall of. The shortest range light being the strongest, and if an object is within that range the other two farther out/weaker lights don't effect it?

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Basically I want the lights to work more like step functions, which should be pretty basic math for the lighting system.

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My other idea would be to have a copy of the 3D world render to a texture, but have a custom shader that makes objects surface specific colors based on distance from camera. Then I would use the texture as an alpha map for a dark screen layer that acts like a shadow. I have used this technic for 2D games, but not sure if it would be too much proccessing for 3D.

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Distance from light sources(not sure if this is possible).

shell totem
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Is there a way to see which objects are creating the most verts/tris/batches etc. in your scene? Maybe sort them in the heirarchy or open up a statistics window or something?

hoary fossil
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Working on a little door, love that raytraced shadows are correct but not reflections. Trying to find a way in HDRP so the transparent materials overlap properly. Any suggestions?

narrow estuary
lost granite
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does forward+ not support culling masks for lights or is my unity acting up

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in 2022.3.1f1, if I switch to forward+ the culling mask is being ignored and the light is being rendered for every mesh, even ones on a layer outside of the mask

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the only exception is if the culling mask is set to nothing, in which no light appears at all

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like, i can create a new point light, create a new layer, set the culling mask to nothing and the light doesn't appear, and then enable only the new layer I created and the light appears on everything

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and it 100% stops happening when I switch back to the normal forward rendering path

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oh it's happening with deferred too

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maybe I just gotta restart the editor edit: nope

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i mean i was probably better off with forward rendering for this application anyways but it would be nice to get to experiment with forward+

sterile lichen
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Hi im having a problem where every other object lights up except the floor, walls and ceiling

deft fiber
sterile lichen
deft fiber
# sterile lichen yes

Then likely that mesh is affected by so many lights that the pixel light limit per mesh has been exceeded

sterile lichen
elfin dock
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Hey again, I've almost got the lighting where I want it. Occasionally when I bake I get these boxy artifacts, anyone ever had these before?

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I can't think of anything different about this part of the map compared to others, which look fine now

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the models have generate lightmap uv's checked and are marked as static

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example heres another room that baked fine

deft fiber
elfin dock
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Heres uv overlap

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what should i be looking for in this view?

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and heres the texel validity view

opal chasm
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light probe

sly cradle
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i need help

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i used flipped normal boxes

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how do i cast shadows in the boxes

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because the sun goes through

deft fiber
# elfin dock

These views are only valid for the last bake per scene per editor session
They should be white/red and green/red

vestal canopy
# sly cradle because the sun goes through

You need to make it double sided so the sun light doesn't go through it. Sun light goes through your box beacuse from the outside and the suns perspective there isnt a wall to block the light
You can also put a bigger mesh with correct normals around your box and make it so that its not rendered by the camera using culling layers

untold bay
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i'm using baked lighting at the moment, and for some reason for the life of me i cannot fix this issue, along with some others like blotchy-ness. it has something to do with overlapping UVs, even though i fixed the UVs on the blender model to not overlap with eachother.

i've tried:
increasing samples
increasing bounces
increasing padding
messing with denoising
increasing lightmap resolution
increasing max lightmap size, up to 4096 (now at 2048)
increasing min lightmap size
changing lighting mode
separating UVs in blender
joining each key into one mesh
separating each key into multiple meshes
increasing and decreasing pack margin

night shell
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unity in the model import settings has such an option

night shell
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how does that mesh looked in the baked lightmap view

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its a scene view mode

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(make sure that show lightmap resolution is ticked on so it overlays a checkerboard pattern)

night shell
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yeah that certainly looks rough, have you increased the scale in lightmap property for the mesh renderer?

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its also possible that, that part of the mesh can be too complex to recieve a lightmap and it might be best just to light it instead with lightprobes

untold bay
untold bay
azure lagoon
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Hihi, I've a question about self shadowing. Assuming I want to receive shadow from other objects and to cast my own shadow but I do not want to receive my own casted shadow, what tools can I use to do this in URP? I've been playing around with the light layers/shadow layers and there seems to be no one combination that allows this.

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Unless there's a way to nicely shadow cast from a sprite in 2.5D which I highly doubt without a lot of depth and positional logic.

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By increasing the shadow bias, my quad eventually becomes darkened by its own shadow. Yet, by rotating the gameobject around, the quad remains completely shadowed even though the shadow direction remains the same.

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If anyone has any ideas how to solve this via shader code, I'm fine with that. Otherwise I'd go with my original suggestion and remove it from shadowing itself if possible.

deft granite
celest star
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anyone know how to setup a dark scene like this with indoor lighting? https://www.youtube.com/watch?v=Q4eU9PHIfwE

I've been working on basic video games recently that use code from tutorials and some pre-made assets. Since I am new to game development, I don't know much about scene editing or code structure, but I'm improving slowly yet surely.

Here's a clip of a test map I made with basic lighting.
(The tiling used for the map layout was a custom one I ma...

▶ Play video
fervent swift
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Hey would someone be able to help me understand these settings - Mesh Renderer-> Lighting -> Cast Shadows
If you know of a blog post would be great too, thank you!

fervent swift
fervent swift
deft fiber
fervent swift
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Thank you @deft fiber , are there certain times, when polygons should have more than one face? Like why would a floor be double sided? And how would that effect shadows

deft fiber
fervent swift
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Understood, thank you!

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what information is passed between blender and unity that makes a side invisible - is it the normal or the polygon? Thank you

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Thank you!

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I appriciate your help @timber lichen !

deft fiber
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We can't see the floor from either side though

tulip arch
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hey everyone,i want this area light to effect my building,but when i auto generate lightning it takes ages and i have to cancel it.

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what can i do?

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this is a unity urp nature sample scene.can i auto generate the lightmap only for my building?

night shell
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I suppose technically you can if you unmarked everything in your scene except the objects/buildings in that are as contribute GI you could, but lightmapping is a scene wide thing

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and if it takes forever, post what your lighting settings are for the lightmapper

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lightmaps taking a long time to compute can be due to a number of things

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but most often its either high sample counts, very high resolutions, or you just have a really large amount of objects that you are lightmapping, or both

tulip arch
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thank you for the reply,i'm noob at unity but i think this is the settings that you are talking about

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there is very big terrain that its lightning is baked already,so probably it is trying to compute all the terrain again when i try to autogenerate

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i think i'm stuck with spot light only

celest star
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should i use gpu or cpu to bake lighting?

heavy relic
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I'm running into a weird issue when baking global illumination where certain parts of my mesh are incorrectly lit. There are cutouts of light and shadow around the mesh as if there were overlapping UVs, but I made the lightmap UVs myself and confirm that nothing is overlapping. When I change the scene view to Baked Lightmap view, it looks perfectly fine and the lighting artifacts aren't visible. It's only in shaded mode where they appear. The gameobject is broken up into seperate meshes each with their own UV0s and lightmap UVs. This is in unity 2021.3.22f1 using HDRP.. Any ideas what this could be? It seems to be specifically a baked global illumination issue.

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the red square shows where the faces that are incorrectly lit on the right are on the lightmap preview (with the exposure increased).

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This is what the same part of the mesh looks like in baked lightmap mode in the scene view

deft fiber
night shell
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^^^

night shell
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way faster

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though can be prone to errors, and in cases like that the CPU will suffice

azure lagoon
# azure lagoon By increasing the shadow bias, my quad eventually becomes darkened by its own sh...

Still looking for some information of this. After toying around with lighting, there does not seem to be a combination such that I can shadowcast and not receive that same shadow. I've even tried tricks like creating a duplicate sprite renderer to just render that shadow on another light layer. Adding multiple similar lights and using one to only affect certain shadows (different light layers) to the scene also doesn't seem to help solve this issue, as the shadow calculations seem to only calculate from the strongest intensity light..?

Perhaps I should just do a blob shadow for now, but the shadow itself should still inherit the main light intensity. Would that be doable (without the same problems) or am I stuck with projectors?

ebon sage
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i can't figure out why my lights don't have the culling mask property? i'm using hdrp and all other hdrp projects seem to have culling mask

tulip arch
tulip arch
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thank you 🙏

supple turtle
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Hello guys,

I have an lighting issue inside unity with an addressable scene.
The scene has its lightmaps overexposed (no RT, everything was baked indirect mode with Non directionnal).
I've builded an apk, and the same scene as an additive scene, same issue.
The scene is ok inside the viewport btw. (Unity 2020.3.39f1).
Any idea ?

ebon sage
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yeah my bad i watched a few hdrp tuts and they didn't have any of that they just did it the same way they'd do in urp

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thanks man

drowsy talon
supple turtle
civic wolf
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What is the best lighting solution for objects that can be interchanged with others at runtime in a lightmapped environment?
Lightprobes?
Faking the lighting with a blob shadow and a AO texture?

languid blaze
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a light probe captured the intensity and direction of light at that point in space

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your screenshot still looked like it put every single probe either inside a wall or outside of the room

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put them inside the room

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in the free and open space inside of the room

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not in the room's ceiling and floor

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Do you not undertand what I'm talking about?

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You have still placed every single light probe in a wall

languid blaze
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If this was a room,this would be a bogus setup. The light probes are all stuck in the walls

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The results will be very unpredictable. You'll get random light leaks as the algorithm struggles to decide what to do.

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This would be reasonable (assuming, again, that this was a hollow room)

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notice how the probes are inside

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light probes measure the intensity and direction of light. they're a snapshot of all of the light flying through the scene at that point in space.

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if you put a light probe inside of a solid object, it will capture no light

amber mauve
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hi , how can i make a realistic police lighting as gta LSPDfr ? like which type of light to use and else

azure sequoia
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Looking for any help with:
GfxDevice renderer is null. Unity cannot update the Ambient Probe and Reflection Probes that the SkyManager generates. Run the Editor without the -nographics argument or generate lighting for your scene.
This is a AssetImportWorker threads' logs and it's stuck forever when build executed by command line with -backmode and -nographics

celest star
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Anyone know how to make good baked lighting with emissive object lights similar to how dani does it in this video?

teal vale
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So I'm making a car game. when I made the light for the car's headlights in the unity preview it looked good but when it was built and played on a mobile device it looked like the first picture

deft fiber
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Make sure to bake after adding the light probes, and to not place them inside geometry
I would practice the process in a small test scene to rule out unknown factors and to get familiar with it

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What's the probe placement like in this scene?

little condor
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Probes need to be where the light will be, so they should be inside the building.

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If B are your light probes, yes. But those probes will only sample the light near the walls, so you should add additional probes around the interior of the room to.

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Yes, probes need to be near lights that will effect the dynamic object. Like this:

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The lights in that scene are emissive textures, and the probes will sample the light when baking and then pass that info on to the robot at runtime.

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The position of the lightprobes for that particular scene, i.e. an open-top maze, might be appropriate. But you have an closed room so the lights need to inside.

This video might be more what you intend to do:
https://www.youtube.com/watch?v=SJrm5C7aJdg&ab_channel=aboutgamemaking

This video shows how to express the brightness and darkness without the light source.

You will learn about :

  1. Baking lightmap with HDR color and intensity
  2. Understanding Light Probe
  3. Positioning Light Probes for storing brightness and darkness from lightmaps
▶ Play video
deft fiber
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@zenith pond Ah, so it was a room and not just a solid box
You'll also probably want a reflection probe inside the room

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Probably not why they turned black
But if you want shiny objects to reflect the inside of the room rather than the sky outside then a reflection probe will help

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The reflections work 'as expected' since you can see the sky from them but there's another problem with the probes

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light probes that is

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Maybe they're not baked yet or they're in invalid positions still
It may help to see how you placed the probes in the room

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Still I'm not seeing the probes UnityChanBugged

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Some of them are too close together and some are inside the walls

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Probes sample light that passes through their position during baking, so they shouldn't be in places where light physically cannot be

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This also means you'll want to place them in spots where there are lighting conditions have changed, e.g. within spot light's cone and around it

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The maze tutorial's way is not correct

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The light probes don't care what type of light they're dealing with

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Like I mentioned what matters is that they're not inside geometry and that they're placed where it's meaningful to sample lighting conditions

drowsy talon
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If you want to completely eliminate it as an issue, though, and get rid of the warning, you can do one of 2 things:

  • Open each relevant scene, and perform a bake (Window > Rendering > Lighting > Generate Lighting)
  • Open each relevant scene, and disable environment lighting (Window > Rendering > Lighting > Environment, set Environment lighting source to Color, and set Environment Reflections source to Custom with no cubemap assigned)
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This warning will only appear for scenes that:

  • Have environment lighting enabled
  • Have never been manually baked
azure sequoia
# drowsy talon This should be harmless. This isn't an error, just a piece of information, telli...

Thanks for you reply! My main concern is about hanging worker threads forever and since this line is last I thought it could be related to this problem.
I think this thread is full of the guys that have similar problem: https://forum.unity.com/threads/import-getting-stuck-after-upgrading-to-2021-2-2f1.1208224/

frozen geode
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is there any way to make area light light up the ceiling without using reflection probes and other light? second pic is point light. [all the light are realtime and cannot be baked because they are generated in real time]

deft fiber
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But even those, despite the cost, are unlikely to work very effectively with just an emissive material without any lights
I would an additional spot light or area light, a dimmer one facing up to simulate bounce lighting

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(I somehow skipped over the part that you were using an area light already instead of an emissive material, edited)

main wolf
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🤔 I always thought that area light is baked only.

deft fiber
blissful sky
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I am having this issue where my directional light still causes the headset model (and other models) to cast a shadow, even when the light is obscured by another (static) mesh. What could be the cause of this?

umbral gate
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I get this weird thing when i turn on fog.

twilit garnet
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Does anybody know why baked lighting looks that bad and has weird artifacts?
Here are my settings:

*Developing a VR Project

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Here's how it looks with higher resolution light map

night shell
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not to mention ontop of that it looks like your lightmap has invalid texel artifacts

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intresting that it says high quality compression is set but clearly doesn't look like it

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are you on a PC build target @twilit garnet ?

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I would check your player settings for the lightmap quality setting

pine zealot
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I am trying to make an in game computer screen.
I figure I could put a transparent screen in front of the text canvas screen.
How can I create a transparent material thats effected by post processing bloom?

upper fable
twilit garnet
snow pollen
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for bakery lighting,
it all works fine if I bake let says scene A
then ill bake another scene
then if i go back to scene A, the textures on that gets all weird like this

main wolf
snow pollen
main wolf
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🤔 when you said bakery, did you mean baked lighting (using unity's lightmapper) or 3rd party plugin 'bakery'?

snow pollen
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3rd party bakery

deft fiber
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With Bakery problems you generally should find Bakery resources and support

deft fiber
# pine zealot

Transparent materials are affected by post processing bloom, as seen in your screenshot

umbral gate
deft fiber
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It may be relevant information which Render Pipeline you're using and whether it's forward or deferred rendering

umbral gate
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The sun

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I set the skybox to be a solid color

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So i can see the sun

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But

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It happens where its supposed to be

heavy mulch
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i'm newbie in unity, and this is first ime i using generate lighting for my project, how to fix this when i generate lighting. my project become dark?

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like this

deft fiber
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The console gives you detailed warnings about lightmapping problems, but I'd like to confirm first if you're generating lighting for that reason or for some other reason

heavy mulch
heavy mulch
deft fiber
heavy mulch
rancid acorn
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What should i do that it looks better or is it enough lighting?

deft fiber
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With baked lightmapping it's best to study the basics and do some practice bakes first
There's a lot of concepts and settings to consider

heavy mulch
heavy mulch
brittle echo
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im building a sort of dungeon generation game but my all my lights is taking like 40 fps off of my performance, any way i can improve this? the lights are already baked

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i get around 50-70 fps with all the lights

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now with all the lights removed i get around 80-100 average

celest grove
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i have this character with default shader in hdrp and in the editor its all good and he looks fine but in the build hes almost invisible idk why has anyone ever exxperienced this. (thinking it could be something with casting shadows? but why)

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and he looks normal in play mode in the editor

deft fiber
heavy mulch
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hello my friend, i want to ask about my asset when i using baked, why my material asset become like this? is only happend in baked, in realtime and mixed its normal

heavy mulch
deft fiber
heavy mulch
deft fiber
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It seems to have some color yes

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As many tables do

heavy mulch
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no bro

deft fiber
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It's important to be descriptive
If I start guessing what you're referring to I'll likely waste time guessing wrong

heavy mulch
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tha color should like this

heavy mulch
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the clover table

heavy mulch
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in top of the table, there a point light

timber light
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Hi, is there a way to have a light cookie texture be animated ?

deft fiber
timber light
deft fiber
timber light
deft fiber
timber light
deft fiber
timber light
deft fiber
timber light
signal shadow
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Hi guys! I've been having a problem since yesterday where I get these weird pink lines after baking the lighting. I tried changing to a newer version, changing the bake settings, reimporting the mesh. What could the cause be? I don't get any errors in the console also.

tiny kelp
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does unity's built in and urp renderer support ray tracing or is it only for hdrp?

pallid bear
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Why does this happen with the water? It started happening once I added fog. Depth texture has no effect on it and it happens both in game view and scene view

patent hare
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anyone know how I can fix this? looks fine in the editor but when I make a build everything goes ass-up

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you also aren't supposed to see the ship through the water

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I tried regenerating the lightmaps but nothing changed

pallid bear
patent hare
golden turtle
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Hello, I wanted to make the windows of this building emissive, but when I bake I get weird lines as well as the cup handle is lit in a way that doesn't make sense. I don't have much knowledge on trouble shooting lightning problems.

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I also made this light probe group but I'm not sure if I'm using it correctly

drowsy talon
# golden turtle Hello, I wanted to make the windows of this building emissive, but when I bake I...

Your light probes should ideally encompass all the objects you want to light with it. It looks like the teacup lies just on the border of the bounding box. Try either moving the top layer of probes up to encompass it, or adding another layer of probes above it. If the teacup handle and body are seperate meshes, this is probably the handle falling back to the skybox probe.

As for those "weird lines", they look like texel validity artifacts to me. Could you open the texel validity view and check if you see any red? https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/#post-8467202

golden turtle
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Thanks for replying, so after enabling this in the import settings, it started looking a lot better. However there are some odd parts still. I'm not sure if I was supposed to make UV maps in blender for the objects beforehand, but I didn't because I was using primitive shapes with sort of flat shading for materials. I also have everything except the player marked static.

I added 2 area lights on the windows and lowered the emission of the windows hoping that would make it better, but I realise that area lights don't cast shadows by the player, which is not a big deal for now.

And yes there are some red spots in texel validity view, so I will read the thread you sent to see how to fix those.
Thanks.

drowsy talon
fervent swift
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Hi does anyone know what could cause these "spots" (image atttached) to appear in my baked lightmap?

Thank you!

fervent swift
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Do reflection probes contribute to lighting? Where can I learn more about how they effect the lightmap, instead of just reflections? Thank you!

fervent swift
vital halo
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Hey everyone, hoping for advice more than anything - i'm using the Unity beta (2023.2.0) and am trying to light a scene in realtime, however after "generating" my lighting the lightmaps are unchanging, basically as if I'd baked them after all.

I read I need to disable "Contribute GI" so I've done that, but now I'm missing out on bounce lighting and emissive materials. I'm using URP and have disabled Baked GI completely.

In the lighting panel I can see that there is a distinction between realtime lightmaps and baked lightmaps. I would like for my objects (+ their GI) to be fully dynamic within my scene, but I still suffer from issues where if I remove an object its shadow will remain.

Am I misunderstanding how realtime GI is supposed to work?

shell juniper
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Anyways, unless you're targeting high end hardware, realtime GI with moving objects is just too expensive in general

vital halo
shell juniper
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For increased quality it's also common to have dynamic objects "sample" the baked lights. Effectively, moving objects can receive bounced light and GI, just not cast any of it. Combined, these techniques are what's used by pretty much any game which doesn't require large parts of their environments to move. (think cod levels for example)

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Unity has two systems for sampling the baked lightmap. APV, and light probes, it's a whole other can of worms to explain them, but suffice to say, APV has better quality in almost all cases, but it's also really new, and I'm not sure if it's in URP yet

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Whatever you end up doing, good luck!

drowsy talon
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They do "contribute to lighting" in the sense that they will affect how objects are shaded. If you only use lightmaps, and have no source of reflections, like reflection probes or screenspace reflections, your objects will only receive diffuse lighting.

drowsy talon
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Increasing the scale in lightmap of that closet may also help

whole hamlet
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Can anyone help with shadows and lighting? I've got some over all problems with lighting in this scene, but I also notice now that objects aren't casting shadows... this desk should certainly have a shadow! I've toggled shadown controls on the object and the light to no avail..

whole hamlet
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@quartz lily were you able to help?

quartz lily
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Have you looked at the settings on that light component?

whole hamlet
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Yes, and please, I am just starting with unity.. sorry for not being to proffeciant...

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And sorry.. I should have specified.. I have toggled teh No Shadows there.. no change

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I'm not THAT stupid.. 🙂

drowsy talon
whole hamlet
#

I may need help with alot of those terms.... The shaders/textures are from the Assest Store... and I will have to look up Shadowmask mode.... I've toggled between different lighting settings..

#

Ok, so I have investiaged, there was no Light Setting Asset... I have since made one, played with Shadowmask mode and such,, no change.

#

I do have lots to learn,, but appreciate any help people can provide!

whole hamlet
#

@drowsy talon based on what I said, what should the settings be then?

drowsy talon
#

You aren't using shadowmasks then 🙂 They are specific way to blend between baked and realtime shadows and could cause an issue like this with a botched setup. Shouldn't be the case here.

drowsy talon
whole hamlet
#

Ok, I can certainly try.. though I'm not exactly sure where I even find the built in shaders! When I first started, I was shocked to see absoltuly no textures or shaders...

drowsy talon
#

Also, which version of URP and Unity are you using? @whole hamlet

#

There's a dropdown on the material inspector. I'm not using URP in this project, but you should see a URP lit option

whole hamlet
#

So I'm using version 2021.3.21f1 with the Sptaial SDK..

#

And yes, I am using the URP (Lit)

drowsy talon
#

Click on it and check the mesh renderer inspector

whole hamlet
drowsy talon
# whole hamlet

Fold out mesh renderer insecptor. Check that Cast and Receive shadows are on

whole hamlet
#

I see cast shadows

drowsy talon
#

Hmm. Those settings look fine. Are they the same on the floor mesh?

drowsy talon
whole hamlet
#

Let me check

#

This is for the floor mesh..

drowsy talon
#

Wrong image 😛

whole hamlet
drowsy talon
# whole hamlet

Which version of URP? You can check in Window > Package Manager

whole hamlet
#

I don't see it...?

drowsy talon
#

Change the filter that says "My Assets" in the top

#

Should be under one of the other categories

#

"In Project" or something like that

#

@whole hamlet

whole hamlet
#

Sorry... nothing seem to be attached to that mention..

drowsy talon
#

If you press on that you should see a dropdown

whole hamlet
#

Ok, under Unity Registry there are lots of items.. looking for URP

drowsy talon
#

I believe it's called "Universal RP" in there

whole hamlet
#

12.1.10

drowsy talon
#

Hmm. Alright. IIRC point light shadows were added in URP 11, so you should be good there too. I'm out of ideas. I'd suggest you file a bug report if this is blocking you.

#

Actually, 1 last thing. You don't have this button disabled do you?

#

@whole hamlet

#

Keep forgetting to hit the reply button x)

whole hamlet
#

I do have it toggled on! But toggled it off and though it changed teh sceen lighting, it didn't give me shadows!

drowsy talon
#

It should be on. I made a typo

drowsy talon
whole hamlet
#

Well, thank you Pema... how about @carwash, care to give it a wack?

livid hazel
#

Why are there weird bands on the floor

#

This as well

opal haven
#

Hey guys! Could anyone please help me with lightmaps? I've placed some static lights on my scene and baked the lightmap and everything works well outside of runtime. However, while playing my game, dynamic objects do not receive any lighting from the lightmap. Is that expected? I'm on 2020.3.21f1, using URP.

opal haven
#

I have also placed some light probes on the scene, but it doesn't look like these change the lighting much

#

Scratch that, they do change the lighting. But it's only while outside of play mode - While playing the game it's almost like the light probes are not there

deft fiber
deft fiber
#

Color banding is usually the worst in gamma space, but this is worse than I've ever seen even with that

livid hazel
#

Still there

deft fiber
livid hazel
#

Nope.

deft fiber
#

So it's hard to say if it'd help or not

#

Post processing must be enabled on the camera for dithering to work

#

Banding is usually worse if post processing grading mode is Low Dynamic Range instead of High Dynamic Range in quality settings

#

Additionally HDR should be enabled

#

Assuming your target platform supports these

livid hazel
#

Well uh

#

Post processing is enabled

#

HDR is enabled

deft fiber
livid hazel
#

Yes

static carbon
#

Hey there, I need to be able to use 3D lights on tile maps, it's a very specific use case where I'm layering tilemaps to create depth and I want light to come from the camera's point towards the tilemaps so to speak

#

How can I achieve this?

mint furnace
#

anyone know how to fix this? im using plain colour materials and after generating the lighting, this happened.

whole hamlet
#

@livid hazel Willing to take a wack at my issue?

whole hamlet
#

If you can scroll up, you'll see my issue and others troubleshooting a few hours ago... shadows nto working for some reason:-)

livid hazel
#

Sorry I'm not very proficient in lighting issues, I'm more of an art/code person

whole hamlet
#

Ah, well, just saw you helping here, thought I'd ask:-)

mint furnace
vital halo
#

@shell juniper Thanks again for the advice! I did already fill my level with light probes and to be fair apart from some very obvious light bouncing not happening (we're talking blocks of primary colours bouncing white light around) overall I'm still very happy with how my lighting has turned out. I don't know if my light probes are exactly perfectly laid out but it's at least giving me a good approximation of how the lighting should bounce, I think.

I did give APV a try before but couldn't seem to get it working - Might be worth another look.

Here's what I've been able to achieve up to now with only the room contributing GI (still with 1 realtime light - I will experiement more with mixed lighting later) and vaguely decent use of light probes and a single reflection probe.

I'm pretty happy for a first time go at things.

timber lichen
#

why does spotlight not show on my 2d sprite?

deft fiber
drowsy talon
#

Can sometimes cause extra banding artifacts

livid hazel
livid hazel
whole hamlet
#

@livid hazel and anyone else.. I'm going to try this again and see if anyone new can try and help... I have a situation where my objects are not casting shadows... we've coveed shadow toggles for the light and game asset, the light settings in general as well, URP version.. and it's also affecting spot lights from working at all...

#

Notice the point light to the side of the desk... and no shadow!

whole hamlet
#

If it helps, here is the space in Spatial… no actual light sources inside! Hold for wall, sealed, with render textures on both sides enabled. This room should be 100% dark, yet every object seems to generate its own light somehow.!

whole hamlet
#

In troubleshooting... I find none of the point lights are able to cast shadows on anything... but teh global environment light source does!

whole hamlet
#

Anyone? Purdy please with sugar on top?

deft fiber
deft fiber
deft fiber
whole hamlet
whole hamlet
#

Not what expected???

obtuse ice
#

#💻┃unity-talk message
#💻┃unity-talk message

I can't seem to get good baked lights

Ive exported this map from postal 2 using a tool that is as old as postal 2. I've tried splitting the map, generating lightmap UVs but it is still dogshit most of the time.

deft fiber
mint gorge
#

Hello guys i have some problems with colors in my build(pic2) vs my editor(pic1), why does that happen? thanks

deft fiber
marsh wasp
#

Hey everyone. I'm very new to lighting and I'm trying to get an understanding of what is happening here.

I am using URP in version 2022.2.19f.

I have baked lights, added light probes for small objects that will not contribute to GI, and baked my reflection probe for the room. The problem is when I view objects at glancing angles - there is additional light that is visible. I'm not sure what is contributing this. Is there any way to remove it? I'm not sure where to begin.

addition info that might be relevant:
Double sided shadow casting is turned on.
Walls, Ceilings, and Floors are set to static with contribute to GI on.
Other objects in the scene are not contributing to GI

midnight thorn
#

you should custom a skybox in light setting

marsh wasp
gloomy lily
#

any idea of how to fix it?

#

the light passes through the edges of the plane

deft fiber
gloomy lily
#

ok

midnight thorn
#

is there any tool to generate shadow as mesh?

deft fiber
slow pilot
#

Isn't shadow a texture?

midnight thorn
#

a fake hard shadow which is mesh

night shell
sharp glen
#

I am having problems with my torch, I am using URP

sharp glen
sharp glen
#

how do I fix

deft fiber
sharp glen
#

to unlimited

deft fiber
#

Alternatively you could have smaller light ranges and mode modular meshes to reduce number of lights per mesh
Or use baked lightmapping instead

sharp glen
#

okay we will try that 👍

tough cave
#

can anyone help with reflection probes? I'm trying to bake a lot out at different times of day and blend between them as the time passes

#

I've found that if I look at a mesh I can move the probes to a place and get this

#

weight 0.5

#

but if I put them both in the same place and adjust the intensity as the time of day passes I get the wrong result

#

which makes sense I suppose

#

(because I have 2 probes at 0.5 intensity getting blended)

loud kernel
#

I'm not sure what channel to ask this in, but thought I'd try here. (Please direct me if there is a better one.) How might I make a GameObject transparent, but only see the surface(s) facing the camera, and not the interior or back surface(s)? So it looks like a ghost or a reflection or a holographic message in Star Wars. For example if I had a cube that was transparent in this way, the camera would only see the faces and edges closer to it (what it would see if it weren't transparent), and not the faces and edges away from it. But still see through it to other non-transparent objects behind. Any ideas or packages for this?
EDIT: I should mention I want to do this in a 3D Core project.

midnight topaz
#

Hey guys, small doubt. I imported the dungeon scene and set up post processing profile along with some bloom. Can someone explain why this fire fx is emitting? It is a particle effect but the material used in the renderer does not have any emission parameter. The color of the particle is also not HDR, meaning I can't increase the intensity.

#

Nevermind, I had a low threshold for bloom

sturdy gulch
#

Hi, i make indoor 3d puzzle game, i use unity URP baked lighting system to lightup my rooms, but all other rooms baked the light correctly but two rooms are not baked correctly..one of the room is like this and another room the spotlight is flickering for no reason..i pretty new for the lightings stuffs in unity URP...how can i fix this ? any help appreciated !

Unity version: LTS 2021.3.24f

midnight thorn
sturdy gulch
midnight thorn
#

still need uv2 for lightmap

#

uv2 is overlaped ,unfolder them to make lightmap correct

sturdy gulch
sturdy gulch
#

Alright I try now

sturdy gulch
#

but still having some minor issues

midnight thorn
sturdy gulch
midnight thorn
#

wall

#

white one

sturdy gulch
#

yup it does

sturdy gulch
#

one more in another room the spotlight is flickering when the player approach it..that's only the problem for now

sturdy gulch
midnight thorn
#

how many light you are

sturdy gulch
sturdy gulch
sturdy gulch
midnight thorn
#

yes

#

if more than 8 you need rest except forward

sturdy gulch
#

i think have a lot

midnight thorn
#

they are baked

#

how many runtime

sturdy gulch
#

nothing is runtime all are baked only

midnight thorn
sturdy gulch
#

ohw how can i fix that

midnight thorn
#

try this

sturdy gulch
#

Thanks i solved it

#

Thanks a lot to helping me 👍

outer field
#

Hello, is it possible to use a shadergraph from c# ? I mean to get the output colour by the worldposition for example?

#

Am I unclear ?

outer field
#

It should be possible to make a request to the GPU with a material method or I don't know

#

So the only way is using a render texture ?

midnight thorn
outer field
#

Chatgpt m'a dit la même chose mais a priori ça ne sert qu'à récupérer les valeur de propriété, pas la sortie

outer field
#

Sorry

languid cove
outer field
#

I mean I already asked chatgpt but getcolor only get a property , not an output

drowsy talon
livid hazel
rustic fable
#

Does anyone have any idea what could cause this? Its fine in editor mode, but when in playmode the light is wrong until the window focus gets changed.

rustic fable
#

fixed

deft fiber
rustic fable
timber plank
#

Hi there, I have a problem with an object in my Scene that take baked lights but it should not.
My scene is composed by a directional light, setup in baked with cast shadow.
I have big wall that block lights in front of my directional.
My lightmaps UVs are generated by Unity
But as you see on the picture, my object is lighted while the cube is not.
The expected behavior is the one on the Cube.
All my objects are in statics
Could you help me?

sudden epoch
#

No matter what I do, the shaders / materials I'm using do not seem to be effected by light

#

Does anyone know what I could be doing wrong?

languid blaze
#

I use LightProbes.GetInterpolatedProbe to sample a position and evaluate the brightness

daring seal
#

When I hit Generate Lighting my cpu goes to 100% usage and my gpu stays at 0%

#

My gpu is an AMD Radeon RX 580

deft fiber
daring seal
deft fiber
#

It's also possible that your GPU is too old to be supported

daring seal
#

Doubt this error has anything to do with it, but there it goes anyways xD

#

In the little menu in the second capture, it does say "Baking device: Radeon RX 580 Series"

deft fiber
#

Sometimes windows task manager doesn't report GPU use directly if it has multiple rendering APIs so it's also psosible that it is working after all
Swapping to CPU baking and comparing the bake performance might give an answer

charred moth
#

https://youtu.be/RjZeU4aLmBs how is something like this not possible in unity yet atwhatcost

Added ReSTIR GI for diffuse global illumination, now reaction time is instantly and most ghosting that was present on old SVGF implementation is gone
For the denoiser I removed the SVGF temporal part but kept the A-Trous passes, ReSTIR's + TAA is good enough in most cases
Noise is still visible in some places, I'm working to fix these
Reflection...

▶ Play video
deft fiber
#

Voxel based engines have a huge advantage with RTGI because right angles and identical polygons allow for many shortcuts in the calculations

#

But they can't do that with anything that isn't voxels

charred moth
#

thanks

limber zodiac
#

if you change a few objects and generate lighting again, will it have to re generate lighting for the whole scene or will it just affect the new objects?

deft fiber
limber zodiac
#

thanks

errant plank
#

Umm I have a problem, my shadows aren’t working after playing with the lighting. What do I do?

spice heron
#

so uh
i want the dark parts of my map to be pitch black
and for some reason
i got it work by changing Baked Lightmaps from NONE to NONE
like wtf???
and then it just works for me??? but when i send the game to my friend its broken for him until he changes it from NONE to NONE???
how can i perma fix this??

#

like its just broken and awful gray (first image) and then i change the baked lightmap from NONE to NONE and it just works
but not when i send it over github to a friend
he has to do the same thing to fix it

deft fiber
#

Removing Lighting Data to make everything dark is likely an unintended effect or a bug

#

If you want everything dark without baked lightmapping, you should set environmental lighting source to a black color from environment lighting settings (and hit Generate Lighting with Baked Lightmapping disabled to make that change stick)

#

But which way of the two you should use depends whether you want baked lightmapping or not

dark jay
#

how do i add more light layers

glass vessel
#

For reasons, I'm using a realtime refprobe as my skybox (standard pipeline). The refprobe is 2048 and the refprobe preview in the inspector is nice and crisp. But the skybox is apparently using the lowest mipmap. Because it's a live rendertarget, I have no import settings to control mipmaps...and disabling them on the refprobe's realtimeTexture in script doesn't have any effect. Anyone know how I can (preferably) disable mipmaps on the refprobe, OR force the skybox to use the top mip?

deft fiber
glass vessel
tiny imp
#

I have this spot light above a piano. I added some cubes so that black keys cast a shadow. However, there is no shadow. The part marked red is supposed to have a shadow right?

deft fiber
tiny imp
#

oh ty !

worn wigeon
#

Hey guys, i hope its right place to ask. Im struggling with one problem. After baking lightmap in a scene i have weird result in some objects normal maps. Im getting hard edges (its removing bevel-normal from the normal map). The UV are ok, UV shells are also splitted, in other softwares (and in unity without baking lightmaps) everything are good. First png are after bake with setting as static (which gives me worst result) and non static(better result , still not perfect). I Have light probs and reflection probs on the scene. And Settings for Lighting. What do You think? its possible to fix it? or its depends on the light inside scene? (its not very visible from player perspective, but well.. i would like to fix it somehow)

austere thistle
#

Hello! I got a big question about lighting.
So I'm more of working on an 'animation & video' inside of unity where I want to have a day night cycle.
I setup all the lighting how its needed and even when putting the scenelight on skybox and realtime, once i play the scene, the environment is still lit up. While in edit mode and moving along my keyframes, the light is fine and the scene and objects turn dark normally. Anyone know whats up with how the game-mode doesnt want to change the lighting?

deft fiber
deft fiber
worn wigeon
deft fiber
#

and/or visually confirm how they look after baking on the lightmap itself

onyx sorrel
#

does unity urp soft shadow implementation is really limited and doesn't even has spread/absorbsion?

onyx sorrel
#

is hdrp any better at that?

onyx sorrel
#

and such shadow bias will be always visible?

wooden dawn
#

Does anyone know of a way to split the areas in a scene to bake?
i'm using unity 2021.3.13f1, bakery is not an option as i'm using amd.

deft fiber
#

If it turns out as a problem regardless even after replacing your greybox assets, you can control bias values and additionally decrease light source size and enable screen space contact shadows
Or increase light source size to make the shadow softer to conceal the transition

onyx sorrel
#

iirc that happens with baked lights even with low shadow bias

deft fiber
onyx sorrel
#

okay maybe i baked in low res

dark jay
glass vessel
dark jay
#

oh

#

i see, thanks

glass vessel
#

It's very annoying TBH

shell juniper
#

At least they fixed it for the SRPs

#

oh well

torn rivet
#

been trying to get the point lights here to not cut off at a certain point, would anyone know why is this happening, and how to fix it?

deft fiber
torn rivet
#

a

#

knew had this problem before, thanks for the help~

mental pawn
#

How can I make objects like these take up more room in the lightmap?

chilly kettle
#

@mental pawn

#

You can increase the scale for important models. And you SHOULD lower it for unimportant stuff, like far terrain or something.

#

If you have a building in the distance, you can easily set the scale to 0.1 or something.
And for important small pieces to something like 5 or so

deft fiber
#

If that's in check, make sure your lightmap padding is not too big
It should be 1 or 2 usually

#

Increasing the lightmap resolution would also make them island use lightmap space more efficiently relative to padding
But that's assuming those meshes aren't completely wasting their lightmap space anyway

#

A lot of those UV islands are barely taking up 1 lightmap texel which seems pointless

mental pawn
#

@chilly kettle I was making it harder on myself by trying to not have to go around a few hundred buttons to set that, but I figured out how to adjust them through script. Thanks for the reply!

stark star
#

any idea what happened here? for some reason after i added the second level baked light broke?

#

the right side is fine but model on the left are acting very weird?

#

they all have generated lightmaps and worked perfectly fine before

#

lightmpa prev looks fine

#

it just decided to bake nothing?

deft fiber
#

@stark star Enable "generate lightmap UVs" on mesh import settings for meshes that need it

#

What do you mean by "added second level" precisely?

#

Into project? Loaded it additively?

#

Make sure all your scenes have their own lighting settings asset

stark star
#

that every single object

#

has that enabled

deft fiber
stark star
#

found a solution thou

chilly kettle
#

@deft fiber - Texel invalidity incoming?

stark star
#

?

deft fiber
stark star
deft fiber
#

What did it turn out to be?

stark star
stark star
#

if i disable them it bakes just fine

#

i dont know why thou

deft fiber
#

ProBuilder meshes often break in strange ways when baking lighting for them, unless you've saved them into an un-editable mesh

stark star
#

but they are here so how they break everything else?

deft fiber
#

I don't know the exact process since I don't use the tool, but there should be some way to save or export it from within ProBuilder into an ordinary mesh asset

stark star
#

not much here :/

deft fiber
#

Then it is somewhere else

stark star
#

it lets me see more clearly how the light looks before the filtering

#

imagine i exported the plane and it still breaks the bake
im impressed

#

even after changing it to plane

#

from unity meshes

#

it still breaks

#

changing the material also didnt help

#

😄

#

without the planes it works

#

im so confused

deft fiber
#

I've only seen this type of inexplicable issues when they're meshes handled by ProBuilder, but it's hard to say
Could still be even if you change the mesh filter, not sure since I don't use the tool

stark star
#

imagine

#

by rotating the planes

#

the issue was that they were facing the other side

#

and this somehow broke the whole unity bake

deft fiber
#

That makes sense
Light rays hitting the backface are terminated, basically
Texel invalidity debug view would've revealed that
@chilly kettle You were spot on all along UnityChanCheer

stark star
#

last thing >.>

#

wat is that

#

and why is it there >.>

#

without post process

#

no double faces what so ever

#

its only visible after bake and with bloom

#

and its not filtering issue

deft fiber
# stark star

I think usually because the shader would be producing Not a Number values
I'd try to check if it happens with a default material/shader as well

stark star
#

it happends with anything

#

ow

#

not rly

#

.>

#

its a shader issue

#

still weird that it happends only after baking

#

its weird because every model on that scene uses this shader

#

and this one face decided to break

velvet forge
#

How can I make the lighting darker in a 2d game?

deft fiber
velvet forge
#

idk

timber lichen
#

this may be a post processing question but how would I make a area that has 3 sides like a tunnel be completly dark?

left zodiac
#

Heyyyy Im working in URP and im trying to get light to work, i use the default lit materials, but everything appear fully lighted by default, anyone knows how to fix that? thank you very much 🙏

#

No light seem to work and everything appear as if it was already completed lighted up by default

chilly kettle
left zodiac
#

im not sure?

#

idk i left it as default but its not white

chilly kettle
#

what happening if you choose black for the ambient color?

#

and click generate lighting

left zodiac
#

maybe the lighting isnt even applied my scene?

chilly kettle
#

Show the inspector when you have selected one of your walls

left zodiac
#

is this fine for you

chilly kettle
#

And the Mat?

left zodiac
#

i mean its the default urp sprite lit

chilly kettle
#

You use an Unlit Shader there

left zodiac
#

oh my god

#

oh my fucking god

#

thank you so much

chilly kettle
#

😄

left zodiac
#

you saved my life

#

HAHA idk how i messed that up

chilly kettle
#

Just checking everything twice will help sometimes 😄

left zodiac
#

its always great to have a second pair of eyes check your things thank you very very much have a nice day

chilly kettle
#

No Problem 🙂

sudden epoch
#

I was having a similar issue, though I’m using lit shaders and it’s still not working

maiden field
#

and did you fix it?

sudden epoch
#

No

#

Not sure what the problem is

#

I kind of just moved on and maybe I’ll figure it out eventually. I’m using corgi engine so that might have something to do with it, although I converted it to a URP project so I’m not sure what’s the issue

wicked yew
#

Hi guys, the "tile" in my scene (which is actually a 3d object) is set to be a lit shader, and for some reason although there is no 3D lighting in the scene it is fully lit, how is that possible? I have made sure that there is no global illumination and that there isn't lightning from the "skybox"

#

It also does not react when I place colorful 3D spotlights next to it

chilly kettle
chilly kettle
#

yeah mean the small white thingi under your character?

#

did you try the "generate lighting" button in the lighting tab?
Sometimes its fixing lights.
Or do you import some lights with other szenes? Because i see you have several scenes into your main scene

wicked yew
#

for scene, environment, realtime lightmaps, baked lightmaps

#

Oh, and yes it is the lines which are under the players

chilly kettle
#

Hm.. Hard to say for me. You seem to have a correct shader and Material and the Objects seems to be OK also.
Can you show the lighting window?

wicked yew
chilly kettle
#

seams all correct to me.. the only thing that i can recommend is hitting the generate lighting button. 😄
If that doesnt help, i have no clue what that is..

#

Maybe restart unity, or check how it looks in another scene

wicked yew
#

Yeah I just changed to the regular pipline (not 2d) and it turns dark

chilly kettle
#

Never did something lower than 3D, sorry ^^

wicked yew
#

thanks anyway :d

amber mauve
#

Hello , hope everyone doing good here , I wanted to know if someone can help me making realistic police lights as GTA Five M ? Like what do I need to use ? And how can I make it if possible, hope having a response from you soon .

proven hedge
#

aight

#

@olive python

chilly kettle
chilly kettle
#

Sure

amber mauve
brave sandal
#

Hey guys, does anyone know how to fix this? The light is visible through the object

wooden dawn
#

I have a problem after baking my scene,
the moment I try to build the application the application crashes until I remove the lightmap data from existence.
the same occurs if I exit the editor and re-enter.

I am getting the error: Size overflow Allocator.
I tried to look for a solution though the internet & ChatGPT, but haven't found a solution.

Unity engine: 2021.3.13f1 (also tried 2022.3.4f1 - error appears during bake)

things I did to generate the issue:
After I bake my scene on either Progressive CPU/GPU on the lowest/highest settings.
the lightmap data files are quite large (4GB+).
During this time I can build the application/stay on the scene.
problems occur after attempting to build once or exit and reenter.

I cannot share more details regarding the files themselves due to them being classified.
any help would be gladly appreciated.

soft fulcrum
#

you can get Beautify asset it has those built in

quartz lily
#

I'm trying to change the scene light/ fog settings at runtime. In editor it works, on mobile (only tested Android so far) it doesn't. Is it possible to do and I've just missed something ?

deft fiber
quartz lily
#

I'm still testing atm, but someone else mentioned shader varients, if fog is disabled by default (which it was) then the shader varients for fog aren't included

#

I'll need that call you've given too though, as I change those settings too.. thanks

gloomy marten
#

are there any tips on how to get the appearance of room or environment lighting like this without URP or HDRP?

chilly kettle
#

Sorry i dont understand your question 😄

gloomy marten
#

sorry, let me give more detail. I have this office space and I want it to have the lighting of the previous photo I've sent, but without URP or HDRP. Are there any tips to make this happen?

chilly kettle
#

You mean this flat light like on the brown building?

#

Not sure if Build-In Pipeline hast this Lighting settings, but in URP i would try it by just giving the whole scene a single environment light color, or a gradient between 3 colors.

gloomy marten
#

yes, like that or maybe with more increase in the color quality. My wall are white, but like you can see in the picture, the walls are gray. It looks gloomy

gloomy marten
chilly kettle
#

Did you model this room?

gloomy marten
#

yes

chilly kettle
#

Im not sure if this is even a lighting or a normals problem.

#

Hard to tell. Can you send this 3D Model?

gloomy marten
chilly kettle
#

Hm, looks okay. Its not the same like in your screenshot but you did the 90° corners correctly ^^

#

Sadly i have no clue about MRTK or Built-In Pipleline

#

Maybe @deft fiber can help here, when he is online.

#

The main difference i see between your Szene and the Screenshot you send is, that the Building in the Screenshot has completly flat walls, which result flat shading

gloomy marten
#

or do you have any suggestions to improve the light quality/wall color ?

amber mauve
chilly kettle
#

I never used the Built-In Pipeline. I dont know how light behaves there.

soft fulcrum
amber mauve
#

Okay I'm gonna do some research thanks for your help

gloomy marten
amber mauve
#

And for the rectangular style of the light?

#

Urp doesn't? Cause I'm making android game

#

Nah nevermind

chilly kettle
#

Emission, like i wrote 2 hours ago 😛

amber mauve
#

I think just need to use the bloom in this case

chilly kettle
#

Bloom only works where light is, so you need an emissive material there ^^

amber mauve
#

Like the glow effect

chilly kettle
#

Yeah, Emission is in your Material.
Bloom just creates this "light effect"

amber mauve
#

So in this case I need to use lens flares + the glow effect ( emissions)

#

Yeah but can I like change the graphics settings setup as Low ?

gusty jetty
#

Getting these weird shadows that move with the camera, they appear when getting near the ground (using hdrp)

#

another view

#

and when i go far enough, they're gone

#

(also yes, these also appear in-game)

#

they also go over walls like this

deft fiber
deft fiber
gloomy marten
serene valley
#

Hello, I'm trying to make a neon florescent bulb glow. How do I do that?

#

More details here if it helps

serene valley
#

Yes.

gloomy ember
#

what kind of light would work best for these kind of lights?

#

i tried using spotlight but the problem with it is that it originates from one point

#

so its not equally spread throughout the led tubes

gloomy ember
#

yea i did that

serene valley
gloomy ember
#

just move the light above the led

serene valley
gloomy ember
#

wdym

serene valley
#

What is the light layer excluding in your scene to make it work?

#

Actually nvm lol.

shell juniper
gloomy ember
#

im using urp

serene valley
whole granite
#

if not use 2 point lights

gloomy ember
fringe plume
#

so because of environment lighting from the skybox my scene isn't even completely dark in closed rooms without light, any solution without removing it or nah?

deft fiber
#

Light probes and reflection probes can technically be used for that effect even without baking, but that requires understanding how they work as baked lightmapping is the only provided tool to write to them

tepid dragon
#

Hello
i baked the scene lighting but it messed up the materials, How can I fix that?

deft fiber
nocturne dock
#

hey, need help. is there a way to have a 2D Point Light ignore effects of global light?
first pic is what i want the torch to do when it's night.. 2nd pic is what i get when it's actually night

nocturne dock
#

i got this rn.. which is better, but not exactly providing light... it is still dark af no matter what settings i put. it just makes everything white, but it is still dark

halcyon sigil
#

I'm attempting to bake my lighting and all the sudden it isnt working

#

Could the problem be having faces on one side of some objects but not on the other like this here

#

Like trying to bake lighting just wont work

#

The progress bar just goes to 99% resets and does it again like a 2 second span

#

its stuck on Preparing bake when it does this

#

Ig I'll just leave it doing that overnight and tell you how it goes

#

Chaged settings I'll tell you how it goes

#

Now the time is just going up and up

halcyon sigil
#

(Ping for response)

warm flume
#

idk restart computer

#

fixes it sometimes

deft fiber
#

I'd try to get a simple test bake to work, then move over parts of the level and bake again to try to catch the culprit

vital halo
#

Hey everyone, having a devil of a time with lightmaps here.

Trying to change my lightmapping from realtime to baked to make use of Probe Volumes, however when I switch to baked lighting my maps come out like this

#

I know it's because my ProBuilder mesh is borked and I've been trying for hours to rebuild it but no matter what I do I can't get it to light the surfaces correctly

#

I don't get this issue with Enlighten realtime lightmaps however

chilly kettle
vital halo
vital halo
halcyon sigil
vital halo
#

Hey everyone, has anyone had this issue before?

it doesn't happen in game mode and only started when applying materials to the objects.

If I switch the editor to unshaded mode I can view the scene fine too

vital halo
#

more testing - It's only objects from the Unity Kitchen asset pack when they have reflective materials applied to them

vital halo
#

It's UVs. And the UV being reflected in the other objects is causing it to go haywire. UGH.

halcyon sigil
deft fiber
#

Easy way to rule out things in your scene

arctic isle
halcyon sigil
arctic isle
# halcyon sigil 2021.3.28f1 Personal

If you find what's causing this it may be a bug and I can help fix it. We had a similar case with animated materials recently but it should ™️ be fixed.

halcyon sigil
#

It didn't start happening till recently which is strange

arctic isle
#

On the same Unity version and with the same scene / assets?

halcyon sigil
arctic isle
halcyon sigil
#

But even my old scene that used to bake fine now isn't

#

Strange

arctic isle
tawdry schoonerBOT
#

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!

💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

halcyon sigil
#

Reporting now

#

I hit send, how do I know when I can close the window?

#

There we go I see it says Packing Report

#

Its gonna take a while only at 1% still 😭

#

2% finally

#

oh lessgo it jumped to 25%

halcyon sigil
#

I THINK I KNOW WHAT THE ISSUE IS!!!!!

#

YEP

#

I had objects marked as static but had a script on them FloatingTransform (from the stylized water 2 plugin)

#

So sorry if I wasted any of your guys time

nocturne dock
chilly kettle
nocturne dock
chilly kettle
nocturne dock
chilly kettle
#

environment light is in the lighting tab ^^

#

Window > Rendering > lighting

nocturne dock
chilly kettle
#

Well, most tutorials only show what they like to ^^

nocturne dock
chilly kettle
#

Environment light hits everythinh

nocturne dock
#

this work for lighting 2d?

chilly kettle
#

not sure, never did 2d

nocturne dock
chilly kettle
nocturne dock
#

my guy linking a 118 page book for one issue :p ill start readin

chilly kettle
#

xD well, i dont know how deep you are into unity ^^

nocturne dock
chilly kettle
#

well, im not the right guy for 2d Lights, sadly. Doing 3D for 6 years now 😄

And it makes no sense, that your scene gets darker, when you turn on the light 😄

#

Thats weird

#

And its propably not a shader problem, because your models are lit in the first screen

nocturne dock
chilly kettle
#

What are these pictures?

nocturne dock
#

so i have 3 things.

  1. global light that lights up scene.
  2. a volume that makes it night (see picture)
  3. the torch spot 2d light
chilly kettle
#

You use Postprocessing for what?
Making the scene dark?

nocturne dock
# chilly kettle You use Postprocessing for what? Making the scene dark?

yes.
for specifics, i followed this tutorial
https://www.youtube.com/watch?v=ihurRMKz2es

I have always admired day night cycles, and have made a few in the past. This is an easy way to get a good result!

Code:
https://pastebin.com/6Yfhy50x

Project: https://drive.google.com/file/d/1tCtqEHcH98gTVjKQ1uICPToy15EW0Fcm/view?usp=sharing

Want to talk to me, or other like minded developers?
Join The Discord: https://discord.gg/MVYFGFyhS8...

▶ Play video
chilly kettle
#

gimme a sec

nocturne dock
chilly kettle
#

Weird.
The Color Adjustments normally effect the whole scene.
I dont know, why his lights are still bright

nocturne dock
#

it was also 2 years ago.. im sure some things have changed since

chilly kettle
#

So.. how do you scene look, when you turn your global light to something like 0?

chilly kettle
# nocturne dock 😩

Two TV Games - Free Day and Night Cycle 2D

Download on Asset Store: https://assetstore.unity.com/packages/tools/particles-effects/day-and-night-2d-system-174620
Download on GitHub: https://github.com/leandrovieiraa/Unity-DayNightSystem-2D

__
This is a FREE and simple package made in Unity Engine (Version 2019 LTS) to help developers create th...

▶ Play video

Use the Day and Night 2D System tool for your next project. Find this and more particle & effect tools on the Unity Asset Store.

nocturne dock
#

i'd prefer just seeing if i can fix this one, single issue

nocturne dock
#

just gonna fix the fact that it looks like im underwater, but this should actually work 😄

copper folio
hollow forum
#

I want my objects to become pitch black basically same color as skybox

#

but when I make the skybox black

#

all the objects become green

#

nvm

#

figured out that it is fixed if u make directional light to black

chilly kettle
mortal acorn
#

Hey, I try to import .glb files with GLTFUtility. It works but the shader seems to not support external lightning :

#

What can I do ? The shader is provided by GLTFUtility

deft fiber
mortal acorn
#

Other shaders either render pink or with no textures

deft fiber
#

When swapping between shaders, properties like texture reference can carry over only if they have the exact same reference
which is not guaranteed when working with custom shaders

mortal acorn
#

yes but the texture is in the GLB file, which is not accessible directly as far as I know

deft fiber
#

If the shader can access it, it should be accessible in the inspector or project window as well

deft fiber
mortal acorn
#

by default it looks like this

#

when I changed the shader with the GLTFUtility one :

#

In my project window I have only this :

deft fiber
# mortal acorn In my project window I have only this :

Meshes with embedded textures usually have the "Extract Textures" option, but I really don't know how this GLTFUtility works, maybe it has its own system for extracting them
If you know your way around shaders a bit then it could also be an option to find the property references of the shader using the debug inspector to find out exactly where it's getting the texture from, then make a new shader that uses the same reference

mortal acorn
wild fog
#

can someone help me with this bug

chilly kettle
wild fog
chilly kettle
#

Sure 😄
Did you do the models by yourself?

wild fog
#

no i imported a css map in blender then exported it i think the VMF importer did a shit job

#

i know what the problem was the model was smooth shaded

chilly kettle
#

yes, but you want it to be smooth shaded.

#

If you shade it flat, you see every edge.

#

Normally you smooth your model, and mark edges as sharp, which you want to have a nice, sharp edge

bleak patrol
#

hey, not sure if this is the right place but does someone happen to know if Unity has a truly dynamic GI system? I'm procedurally generating certain interiors and I would like them to look nice, lighting wise

#

I've seen Enlighten but it seems it's deprecated as the company developing it is not longer going to comercialize the product

chilly kettle
#

If you want to get the best results, you have to use HDRP

slate depot
#

Hi, I've been having this problem for a bit now. Well it seems the lights only illuminate in one direction

#

As you can see, it's a point light

chilly kettle
#

Is there something on the left? 😄

slate depot
#

yes

#

Oh, I fixed it, it was a problem with the normals

#

How did I not notice

bleak patrol
nocturne dock
# chilly kettle Good job!

sorry to interrupt, but
thanks btw man! been spending months trying to do a lighting system here-n-there. c:
Glad to see it finally working

halcyon sigil
#

Now my lighting bake is stuck on 99% wah

Fix: Disabled my light probes

errant plank
#

My shadows aren’t working

deft fiber
topaz bluff
#

Hello!
I'm trying to make a big voxel terrain with a mesh but that takes a lot of memory 😦
So I thought I could reduce it by packing all vertex data (position = 3 ints between 0 and 5000, normal = int between 0 and 6, color = color ID = int between 0 and IDK how much) inside of 2 floats given to the mesh as texture coordinates and then unpack that data in the shader's vertex function.
Right now, it looks like everything works (color, vertex position, lighting, ...) except the shadows. My terrain does not cast or receive any shadows.

Here is a simple example where I make a 10x10 square. Then I add a classic cube on top of it and I don't see its shadow 😢
Would you have any idea why?
Here is my shader and the code I use to create the mesh :

proven hedge
#

hey as my small room is exposed to the sun it is still pretty light in here, is there a way to block light and still be able to walk through?

deft fiber
proven hedge
deft fiber
#

Shadow blocker geometry is limited by shadow render range though
Baked lightmapping may be required if that's a problem

proven hedge
#

ok

#

thanks

topaz bluff
#

(Nevermind I found 🙂 )

deft fiber
topaz bluff
# deft fiber What turned out to be the problem?

This line in the shader :
v.vertex = float4(v.texcoord.x % 5000, int(v.texcoord.x / 5000), v.texcoord.y % 5000, 0);
It actually has to be a 1 at the end :
v.vertex = float4(v.texcoord.x % 5000, int(v.texcoord.x / 5000), v.texcoord.y % 5000, 1);

#

No idea why but it works now 😂

deft fiber
# bleak patrol Much appreciated!

Oh and since you brought up Enlighten I would clarify that though it allows lighting conditions to change, its lightmaps are precomputed which means that the geometry must be static

bleak patrol
#

I see, much appreciated! I think I will go with screen space GI and figure out some cheap baking solution

deft fiber
bleak patrol
#

I see, I will do some experiments and see how it goes. Thanks you the input and information!!

silent mortar
#

anyone know why i'm getting these white surfaces after baking lights?

deft fiber
silent mortar
deft fiber
ornate vine
#

is there a way to make my scene entirely dark? im using urp and turned off every light

timber lichen
ornate vine
timber lichen
#

all good

plucky ginkgo
#

happens to the best of us

ornate vine
#

btw, do you need to do baked lighting to get pitch black indoors? this is surrounded on all sides by walls btw.

timber lichen
ornate vine
#

Ah okay, thanks for the help!

violet arch
#

can some one help me with this

ornate vine
violet arch
#

the patches of light

#

how do I fix

#

so it looks normal with out those patches of white and stuff

#

?

#

@ornate vine

deft fiber
# violet arch

Is it baked lightmaps or realtime? Try to provide more information

violet arch
#

baked lightmaps

#

@deft fiber

deft fiber
violet arch
#

would that fix it

deft fiber
violet arch
#

whould changing the Lightmap Padding do anything

deft fiber
violet arch
#

idk what the problem is yet

deft fiber