#archived-lighting

1 messages · Page 18 of 1

deft fiber
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After
Otherwise there isn't much to look at

wispy dome
deft fiber
wispy dome
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I dont think so

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so i guess it is fine then?

deft fiber
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You tell me I suppose

wispy dome
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thank you too!

deft fiber
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Looking at the baked lightmaps themselves through the lighting window can give you more information about potential issues, if you know what to look for, but if there visually isn't any issue then it's unlikely that effort needs to be put into solving issues that may or may not exist

tender breach
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Why do I get these lines on the screen on every object

deft fiber
cursive rapids
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Hey, i actually learn unity, and i created "backrooms" level but my light have problem, is very high in roof, what is the problem ?

chilly kettle
cursive rapids
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In game object then light then I applied it to an object to make a light like neon

neon pebble
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what kind of light?

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point/spot/directional

cursive rapids
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point

neon pebble
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i think you need spot light instead

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try it out and see if it fits, it will only spot to a certai direction

chilly kettle
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Its nearly not possible to get a good result with realtime lights there. You will always have a light blob on the ceiling.
I would recomment using a big area light for the whole room and bake the light.
Then add emission to your "lights" so it looks like they are bright.

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Or like Murado said, use spot lights with a very far angle

zenith flax
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Is there any way to have shadows/ights follow the QualitySettings.shadow variable in URP? Or is the only two options for shadow manipulation in URP shadow resolution and shadow cascades?

cursive rapids
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okay thank

deft fiber
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Probably pixel light limit

quick jackal
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How do I fix this ( what are the deafult coords and rotation for the light )

ancient laurel
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Hello! Can someone help me and explain why when I load the scene directly the shaders and shadows look good, but when the load goes through a transition from another scene the shadows break?
Some people have told me that this is an editor error and that was when I was building the game for the first time. But when I made a new one after a while, my build now looks like on the third screen.

gusty jetty
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it's all black for some reason

deft fiber
gusty jetty
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Added reflection probes and it works now

deft fiber
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SSR and cubemap reflections work in tandem, with SSR taking over for the pixels it's able to

jaunty sun
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Hi the Unity Team , do you have any idea why on my main camera I can see the sun reflection but on the scene screen i have nothing 🧐

chilly kettle
jaunty sun
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Yes but the problem it's not that, I want no light 😅

jaunty sun
chilly kettle
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You want no light?

jaunty sun
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yes

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Because to create a day/night cycle I rotate the sun in X with an animation but when he is between 180 and 0 (night rotation) I have a this little reflection on all object in scene 🥹

chilly kettle
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There are plenty day/night circle tutorials out there

dry kindle
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hey, couldn't find the words to search for this online - i'm playing with my scene lighting right now and was trying to figure out what light modes i can make use of for lights that i want to be toggleable (e.g. hitting a light switch) in-game? do i simply need real-time lighting for that or can i somehow configure the lighting engine to be able to switch in and out of using baked lightmaps on a per-light basis?

chilly kettle
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For this you have to use realtime lights.
You can switch lightmaps with 3rd party assets also, but thats not a smart way für a lightswitch.

dry kindle
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i switched to realtime but there's an odd effect where as i move around, lights near me get toggled on and off - it seems related to which light probe i'm near...?

chilly kettle
dry kindle
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oh! i'm on URP by the way

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that is useful info

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yeah

chilly kettle
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URP only shows a maximum of 8 lights per mesh

dry kindle
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ah, so it's because all of the lights are affecting the ceiling?

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i would expect it to then cull lights based on distance, not just random ones

chilly kettle
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it does, but if there are more then 8, getting confused😄

dry kindle
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i getcha, dang

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that is tricky

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yes, as i disable lights below 8, it stops

chilly kettle
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i think there is a possibility when changing rendering path from forward to deferred

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but not sure it urp supports it too

dry kindle
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haha, i just read that as well in a forum thread

chilly kettle
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But, normally you dont want this many realtime lights in urp

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because you use urp if you want to do a game for low end hardware?

dry kindle
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yes, I didn't want to do anything expensive, just have light switches for the house

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but maybe that's just expensive

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I'm sure I can just do some tricks and reduce light count per room and sneakily disable lights in rooms you're not in... that kind of thing

chilly kettle
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Well, working with urp is working with "faking" stuff 😄

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Like putting a black plane infront of the camera and changing its alpha, or working with postprocessing.
Or just splitting the ceiling into a few more meshes.

dry kindle
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I was getting the problem also on walls and stuff, which was a bit surprising, but i guess even with very distant lights it counts towards the 8 limit

chilly kettle
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depends on the lights range

dry kindle
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anyway, I'll just try deferred, maybe it fixes the issue without more hassle

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actually! the forward+ path seems to just fix it completely

chilly kettle
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ah nice. im on a older version of unity. dont have this right now

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BUT.. realtime lights are expensive 😄 keep this in mind

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especcially point lights

dry kindle
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yep, it'll be one of the first things I look at optimizing

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but nice to have the option for design time at least

dry kindle
chilly kettle
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👍🏻

stone sigil
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Does object scale affect lightbakes? I scaled a scene up 10x and got very different lightbake results with the same settings

chilly kettle
stone sigil
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Ah, so for nice lighting should I just scale my stuff pretty small or is there a drawback to that?

chilly kettle
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well, you should keep the scale in mind 1 unity unit = 1 meter

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and you are fine

stone sigil
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Practically that doesn't really mean much though...

chilly kettle
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Well it does.
Its important to keep everything in a realistic size.

stone sigil
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Why? You could just scale everything down and the player wouldn't see the difference. (Assuming you wanted to get good lightbakes quickly)

chilly kettle
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Because you will get problems with shadows in small scales for example

stone sigil
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Okay, that I can accept

chilly kettle
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well, do what you mean. I can just tell you how you should do it ^^

stone sigil
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I appreciate the advice. I just was curious since I had two scenes at different scales and even though I upped the resolution in the larger scene my results were still pretty bad. It was only when I scaled the larger scene down that I got something decent.

chilly kettle
thin kernel
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Does anyone here know how can I add shadowCaster on tilemap? Shadowcaster2d and comositeshadow caster dont do anything(changed material in tilemap rendered to sprite-lit-default)

timber lichen
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URP

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I'm 3 years deep into Unity but haven't touched graphics. Made a simple scene in blender for what will be the map.
I don't know how to make water
I don't know how to do lighting/shadows
I don't know what the topology for terrain to look like in order for it to be "natural"

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Links to resources would be great, or more direct suggestions

tawdry schooner
# timber lichen I'm 3 years deep into Unity but haven't touched graphics. Made a simple scene in...

There are tons of tutorials for all of your artistic questions on youtube. To improve your scene though, I would start with adding a custom skybox, then filling out the environment more with some terrain/rocks. Find a free asset pack that can you practice environment staging with so you aren't bogged down with modeling new things from scratch. Here's an example tutorial for doing terrain that's decent. Terrain requires some assets/textures before you can do it though. https://www.youtube.com/watch?v=2XdQkwSw-bA

In this How to Make Beautiful Terrain with Unity tutorial, I'll be showing how to setup and use the 3D Terrain with Unity 2021 URP. I'll go through the process of using the terrain brushes, terrain layers, and also setting up fog and post processing.

► Lowpoly Environment Nature Pack FREE https://bit.ly/3Jmpmlc
► Fantasy Skybox FREE https://bi...

▶ Play video
timber lichen
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Only on ship

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If that changes anything

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basically terrain will not be closely inspected, I guess I just need to make the "environment" look good

timber lichen
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yeah I'm diggin it!
4.5 fps

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Cool tutorial but nothing I don't know already (that I intend to use)

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terrain maker is not applicable here, I think

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fog is a good option, should try

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and other global lighting settings

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I'm looking for something different though

blissful ether
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But regardless, I'd start with learning some of the light settings more in depth, tune it to something you really like the look of in one of the sample scenes and start a fresh project with that. It'll help you make better decisions for your level design.

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If you're not a 3d designer, use models that have already been made to practice level composition, and figure out what looks good to you. Analyse shots from games you like for inspiration. You can then tackle custom models etc if that's something you're interested in.

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It's important to break the problem down into different areas you can focus on.

timber lichen
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Cargo ship map, all gamplay will be from that ship

blissful ether
# timber lichen Multiplayer FPS

Yeah in that case honestly I'd just get some nice light, and block out the level and playtest from there. Mechanics are going to be more important than visuals to a game like that.

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After all the game can exists with coloured blocks

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The game can't exist with just pretty visuals

timber lichen
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Most of my mechanics are done

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Player gameplay is like 80%

blissful ether
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Great well I'd follow what I said above.

timber lichen
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I've been mechanicing for 4 months 😢

blissful ether
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Allow to me to repost this, have any advancements been made recently?

Does anyone know if there's a way to get the high quality bounce lighting offered by bake lighting with realtime shadows cast onto / from moving objects?
https://support.unity.com/hc/en-us/articles/207820473-Mixed-mode-lighting-my-baked-objects-are-not-casting-shadows-on-RealTime-objects
All I've found is this so far.

opaque prawn
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oy lads. i've got a point light asset and it illuminates objects that are covered behind another, and i'm not sure what to do to fix it.
this here is an aerial view of what i'm seeing.

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i've done some research on my own, but the answers i've seen some people with similar issues get are a little too advanced for me to understand, and i feel like this is something with a simple solution that i just haven't seen.

tawdry schooner
opaque prawn
tawdry schooner
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you may have shadows disabled in your renderer settings if turning on shadows doesn't fix it

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not the most optimal solution though

opaque prawn
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i've confirmed i have shadows turned on for both the lightsource and the renderer settings

blissful ether
tawdry schooner
lean vault
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I'm having an issue with light currently with the 2D Universal Render Pipeline. My issue is moreso with the normal-map I'm assuming, but not sure what's wrong.

Currently, I have a 2D Spot Light, and when Normal Map is disabled, it shows a full ring around the light.

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The moment I turn on the normal map, direction 0, the light ends up only shining in a certain area, even though the top face should still be lit, right?

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It works well when lighting the edges properly, just doesn't feel like it's working on top properly.

chilly kettle
lean vault
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It's got a Normal Map though, so lighting treats it and acts like 3D

chilly kettle
lean vault
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Yeah, if that's what you mean, ^

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It's set to Normal Map

chilly kettle
lean vault
chilly kettle
lean vault
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All I had to do was make it a secondary texture, under NormalMap, and then throw the normal map in the texture place.

chilly kettle
lean vault
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Ahh

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I have it set to that now.

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It's reacting better now.

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Still not quite perfect, but better.

chilly kettle
# lean vault

Good - maybe increase the lights range if you want it to brighten more space

lean vault
chilly kettle
lean vault
chilly kettle
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or is it really just a flat 2D Image on the Y Axis?

lean vault
chilly kettle
lean vault
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As ya see, it's all flat, on the Y axis

chilly kettle
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If it does, tell me whats the problem

lean vault
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I'll give it a watch

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Unfortunately that video doesn't talk much about Normal Map's, which is where I think the root of my issue somehow is lying, due to the light works normally if I disable the normal map.

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Without Normal Map:

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With Normal Map:

blissful ether
lean vault
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Although I've changed it a bit due to suggestions

thin kernel
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I have issue with spot light 2d. For some reason it isnt smooth and draws circles as you can see on them image. Whats the problem?

timber lichen
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hi guys, how to get rid of theese badly baked edges?

opaque prawn
blissful ether
opaque prawn
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truth be told i'm not sure. i think i mustve goofed something up when making a prefab and editing the settings. but following your suggestion prompted me to troubleshoot each property to find out what was causing the light to come through, and the shadow strength of the prefab kept acting like it was at 0.1 instead of just 1

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or i just never properly adjusted that property?

drowsy talon
drowsy talon
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This kind of banding can sometimes happen when your render target doesn't have sufficient precision, and will be made worse by the use of Linear space. Switching to HDR should force the render target to FP16 format by default, rather than 8 bit per channel

deft fiber
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Camera dithering should work with 2D lights as well afaik

errant marlin
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howdy all, New to unity and just starting to mess with lighting as of now.
So, the main issue is that the light (spotlight) is projecting itself through walls on the floor and on other walls and generally im just at a stump at what to do.
I made the light red to try and showcase it easier, alongside the inspector.
And to show the walls with their box colliders:

timber lichen
charred moth
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guys can someone help me

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idk what i have donewrong

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oh i fixed it

regal turtle
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How can i fix it

oak dawn
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this looks a bit like z-fighting, which is caused by two objects being placed in the exact same place

burnt brook
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How can i have these reflections without Realtime lights?

regal turtle
burnt brook
oak dawn
wild scroll
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I have some serious issue with lighting, it makes it impossible to work on my project. Whenever I do a slight change the global illumination preprocessing starts calculating but I've turned it off.

Does anyone know what's causing this?

little condor
wild scroll
little condor
solemn yarrow
long island
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Anyone know how to bake lighting (only have certain lihgts enabled) for different lighting scenarios?

oak dawn
crisp marsh
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guys, my area light does not work, what should i do?

deft fiber
lone pier
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Is there anyway to increse a point lights quality further? The lighting is passable when it's range is < 100, but past that I get shadows that looks extraordinarily pixelated

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It also culls out way too close

oak dawn
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if you're using birp sadly no, other than lowering shadow distance or increasing shadow resolution, also the second image looks like you're using too high of a shadow bias

lone pier
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Sorry, I am a huge novince to Unity's lighting terms. What is birp and where do I adjust the shadow bias?

oak dawn
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though you can look in there was an asset for BiRP that adds dithering edges to shadows which helps sell the illusion of higher resolution, but it does add noisy visuals so you have to choose a trade-off between dithering or pixelation (i prefer dithering)

lone pier
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I could live with dithering

oak dawn
lone pier
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Gotcha

oak dawn
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you adjust bias by selecting the point light and next to the shadow options (soft, hard or off) there are 2 values, normal bias (which pretty sure doesn't affect a lot) and bias, but if you lower it too much you get shadow acne which looks bad so play with it

lone pier
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I try to avoid HDRP as much as possible because it's my understanding that won't work well on older or mobile devices

oak dawn
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oh and about the dithering shadows asset first of all it's on github and you need to be using BiRP and deffered lighting (which is less performant for mobile games but better for huge games with tons of lights)

lone pier
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Awesome, I try to always use the deffered renderer

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Do you know what the git repo is called?

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ah, found it. It's called UnityDitheredShadows

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Yeah, adding the filter, adjusting the bias, moving the point light closer to the map, and decreasing it's range a little bit makes it look a ton better. Thank you!

lone pier
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I have it set to 150, but during play mode it drops to 20 or 50

remote dirge
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Does anyone know how to resolve directional light going through meshes entirely. SS is a completely closed mesh that is still receiving light from a directional light (hdrp)

little condor
remote dirge
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Just made a super quick little box in pro builder - I guess I would expect the right and bottom walls to be shadowed

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Rather than completely illuminated on the entire plane

oak dawn
deft fiber
dry kindle
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my directional light is showing up as a specular highlight on shiny surfaces indoors - is there a way to stop this from happening?

dry kindle
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this is indoors - the directional light does not light up the surface at all, so i'm certain the roof is shadow casting

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it's only the specular

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scratch that...if i disable the light it does affect the lighting, somehow

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ah. for some reason shadow strength was set to 0.9

little condor
remote dirge
deft fiber
remote dirge
deft ingot
native viper
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there is a way... uma merges seams in different body parts when that happens... maybe look there

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the problem is with your normals

whole wadi
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Basically, you have to copy the normals from one mesh to another where the vertexes match.

keen crow
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I can't figure out why there doesn't appear to be any ambient light in my scene.
Anyone have any ideas?

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This is URP. Ambient environment light works fine in other scenes 🤔

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I've tried Color and Gradient mode with no success. Same for auto-generate vs manual

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Hmm. Seems to be the shader I'm using. It's a pretty simple triplanar lit shadergraph tho so idk why it would handle environment lighting differently

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Ah ok Ambient Occlusion was set to zero in the graph, but it's supposed to be 1. Sounds backwards to me but whatever 🤷‍♂️

errant plank
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Guys, when I bake my lighting it all looks dark, how do I fix this

little condor
errant plank
little condor
deft fiber
burnt brook
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What is this Lightning?? (I'm using 4 spot and 1 area light)

burnt brook
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I enabled both render faces and now it looks fine

burnt pendant
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Good Day everyone,

I have been stuck for a few days on lighting.

I am trying to replicate these type of lighting from Neon Bars that what i assume to be made by PostProcessing Bloom effect which i have made fine in my world. But what i cant replicate, is how these neon bars emit actual light. I know the unity PP Bloom doesnt actually emit light so they must have maybe put an Area light intop of the Bar? I have tried all sorts of combinations and its actually messed up my project (i can show later but my lighting is totally messed up). May i ask anyone here for help?

Yes i do Bake the light aswell, maybe im doing it wrong with the wrong settings

oak dawn
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i don't know which one's the one you are trying to replicate, but the way to emit actual light from the neon bars is to either bake or use realtime global illumination, not so sure about how to use realtime GI in unity but baking should be fine if your scene is static

burnt pendant
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Do you think that these creators added a point light just to add to it?

chilly kettle
deft fiber
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For (mostly) accurate reflections you'll also need box projected reflection probes
And for it to affect dynamic objects there must be light probes

burnt pendant
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Okay thank you everyone, I will redo all my neon bars, and add the probes.

oak dawn
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Hello everyone, is there a good way to optimize reflection probes? GTA 5 has a ton of reflected cars but the performance is very good on that game, and from a post i read, it says it renders a cubemap consisting of 128x128 HDR images and also it uses LOD meshes and textures instead of the full quality ones, and it doesn't render dynamic objects such as cars and players, is there any way to recreate that on unity's reflection probes? i can only think of creating a low quality scene and put it onto another layer that doesn't get rendered by the camera but only by reflection probes, but that seems like a very hacky solution, is there a better one?

deft fiber
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It'd be cool if we had LOD bias setting just for the reflection probe but since we don't the only options left are kind of hacky

oak dawn
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well, alright then

deft fiber
burnt pendant
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Hello guys, i have made progess with Neon bars. Just curious though, what would cause this grainy reflection in the corner?

chilly kettle
deft ingot
burnt pendant
chilly kettle
burnt pendant
# chilly kettle

sorry if im spamming too much, but here it is, the place i marked blue is the screenshot i took, It seems to look okay?

deft fiber
# deft ingot Is there a way to raise the limit

Yes, in your quality settings (quality settings asset if URP)
You'll also want to decrease light ranges enough so they don't reach more floor tiles than your light limit permits
Other options are to look into deferred and forward+ rendering paths

deft ingot
chilly kettle
chilly kettle
deft fiber
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My money's on Chapter 16

burnt pendant
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thank you both ill have alook

deft fiber
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The seam in the wall that separates surfaces with two different lightmap resolutions doesn't help either

burnt pendant
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oh you know what, before i read, Compression sounds right because that piece of the wall is a piece i copied from a piece that was a larger section and shortened it...

deft fiber
burnt pendant
deft fiber
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Since you're using emissives, they need a lot of samples or you'll get denoising artifacts

deft ingot
deft ingot
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Later

leaden pilot
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im trying to make a pixel art based game but my lightning is too high graphics lagging my system i dont need these is there a way i can lower the quality of this?

oak dawn
leaden pilot
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but those damn lines my computer dont like is there a way to get rid of them?

deft fiber
gloomy marten
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hi, how do I make a light setup like the one on the left using URP?

stark temple
regal mulch
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how do i get rid of this?

stark temple
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Kinda looks like your vertex normals are wrong

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Though I could be looking at something different because "this" is vague af

stark temple
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That's just zfighting. You have two intersecting pieces of geometry

regal mulch
stark temple
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I still think you also have issues with vertex normals. It's unclear what your setup is, but you should also note that if you're not using deferred lighting you can only have a limited number of lights affecting a single mesh

regal mulch
gloomy marten
stark temple
gloomy marten
chilly kettle
stark temple
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Yes, it exists in URP.

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You may be able to get it via switching the inspector to debug mode and checking Use Color Temperature

stark temple
deft fiber
deft fiber
timber lichen
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I have the option to enable baked cookie's which I enabled them but they aren't showing up on my light source's, I also have the cookie texture
unity version is 2020.3.25f1

burnt pendant
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Hi, im not sure if this is the right channel, but i have 143 overlapping UVs in the console, how do i fix this? i saw on youtube you Click Generate UVs on the imported objects but i havent imported objects

timber lichen
dry kindle
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is there any way for me to simply put the scene in "fullbright" mode while in the editor? the button to disable scene lighting kinda sucks because it just switches to some kind of surface lit mode where if you look at a surface at a shallow angle it turns completely black

burnt pendant
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i have seen this and went to the UV Overlap and there was no Red a peering

deft fiber
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They can be exported out to non-ProBuilder meshes
Otherwise you may run into weird issues or ugly results

burnt pendant
deft fiber
burnt pendant
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Sorry for being dense, im very new

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okay i get you

deft fiber
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If ProBuilder has an export option it's probably that
But I don't expect you need to use the separate FBX exporter package for it

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I would make a permanent version of it for baking if I used ProBuilder, but I don't think it's guaranteed to solve any issues here

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Just avoid unexpected future issues

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There probably are some lightmap UV options within ProBuilder also

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But I've been avoiding the tool so I can't give specific instructions

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If you only see white in the UV overlap debug view then it's no harm anyway

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If you look at the baked lightmaps through the Lighting window you have another set of debug views for the texture itself which may reveal issues you might've missed in scene view

burnt pendant
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0kay i understand i am actually remaking the whole building because settings were getting too messy. Ill see what probuilder has with the UV light

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ill check that out

burnt pendant
deft ingot
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is there a way to prevent these little corner shadows? I am using soft shadows already

deft fiber
deft fiber
# deft ingot

Thanks! To be able to soften those shadows you'd need HDRP for its advanced shadow filtering, or if you're not using HDRP then a custom asset that implements complex shadow filtering to your choice of render pipeline

deft fiber
# deft ingot how would I add HDRP?

There's instructions for it pinned in #archived-hdrp but let me warn you
HDRP is much different from URP and BiRP and fully expects you to know how to work with industry standard lighting systems
Furthermore upgrading to HDRP is not a reverseable process

deft ingot
deft fiber
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That's probably for the best
If you want to try HDRP I recommend you create a new project with the HDRP template, import your room into it and then polish it up using HDRP's features

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See how the process feels and how it works out

tired inlet
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Oh

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My

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God

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Hello everyone, I am pulling my hair out over here

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In HDRP I have a bunch of baked lighting, however now matter what color I set on the light some of them bake as dark orange

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But it only applies to a few of them and any new ones I create

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Every other baked light bakes correctly

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Here's a cold blue light baked

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Once again that's a blue light, it does not matter what color I set it to it will bake dark reddish orange

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Those other two lights on the wall are mixed and bake with their correct color

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Anyone have an idea? ❤️

glossy pike
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when i bake lights the GI time keeps going up and it doesnt bake at all. help?

glossy pike
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im gonna clear the gl cache and see if this works

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it doesnt

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im getting this error: Progressive Lightmapper: Material render job skipped - out of system memory.

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o shit i know why 💀

tired inlet
# tired inlet

Okay I'm not sure why, but it seems to be because I'm decoupling the environment baking skybox to bake a brighter indirect for my night scene

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So that functionality might be broken then

distant flower
deft fiber
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Realtime generally cannot simulate bounce lighting or global illumination

tired inlet
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Using mixed lights will give you the best of both worlds

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There is a limit of 4 mixed lights that can overlap at the same time though

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So sometimes you can still fake it by having one baked light at low intensity and a higher indirect multiplier and one realtime light in the same place and balancing them out to try and get a good looking result

fierce oxide
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Anyone else have this issue where if "cast shadows" is turned on you get some ugly shadows on the model?

shell juniper
fierce oxide
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yeah thats what i found out

timber lichen
#

hello, I am having a really big issue that i've had for a long time but now it's just really bad

#

I bake my lighting with my GPU and it'll switch from GPU to CPU

#

it'll either switch from GPU to CPU after the bake is done or in the middle of it

#

it is really slowing down my game's release

deft fiber
#

How much VRAM does your GPU have? Baking requires quite a bunch

timber lichen
#

do I check VRam in taskmanager?

deft fiber
#

That should be enough, but if you're using unity editors older than 2021 then the progressive lightmapper may be somewhat unstable

timber lichen
#

i am using 2020

deft fiber
#

There generally is a message in console why the CPU fallback happens but older editors might not have them

timber lichen
#

it's very annoying because it doesn't happen in any other scenes

#

I usually leave my computer alone while it bakes I could leave it for a hour and forget its baking and it'd all the sudden be baking on CPU

#

before I can bake it once with my GPU but if i want to rebake I need to restart my unity
now it just doesn't let me do it

deft fiber
#

You could try disabling potentially problematic gameobjects (especially static meshes with custom shaders or with a lot of polygon density) and do smaller test bakes to try to hunt down the issue by process of elimination

#

Also make sure your GPU drivers are updated

timber lichen
#

that's what I was doing

deft fiber
#

Other than that I might try upgrading to 2021 or 2022 editor to see if that improves it at all
But always do version upgrades with back ups of your project

timber lichen
#

ima try to disable everything, make a empty cube and bake

#

it could be a lot of stuff as I use shaders a lot

deft fiber
#

Animated shaders will cause issues if you try to bake meshes that have them

timber lichen
#

as long as they aren't static right?

deft fiber
#

Only lightmap static meshes are included in the bake

timber lichen
#

I baked 1 cube that is static and my lighting folder and it's baking twice in a row

#

so it's most likely a bad mesh then?

#

or shader

deft fiber
#

Most likely not
To rule out potential weirdness make sure to clear baked light cache before baking again

timber lichen
#

so far it's baking fine the only thing I have disabled is my map

#

ima try to enable my map see if that does anything

timber lichen
#

its so annoying

#

I have no clue why

heavy mulch
#

how to fix some black thing in my object when i bake lighting?

timber lichen
#

what does this mean

timber lichen
heavy mulch
timber lichen
#

bro

#

my unity

#

just

#

crashed

#

these were the errors

#

I have 1TB of ram but not on my CDrive

timber lichen
heavy mulch
timber lichen
#

I usually move 1 vertice the smallest change

#

I am not good at lighting, are you using light probe's?

heavy mulch
#

i using point light

timber lichen
#

what is a GI Cache

burnt pendant
#

Good Day all

I have a massive Texel Validity problem and I saw online a possible fix is to enable Double Sided Global Illumination. Which i have and only very slightly improved the problem. May i ask for further advice?

I used pro builder and its cube to make all this

chilly kettle
burnt pendant
chilly kettle
#

If you follow it, it should help ^^

burnt pendant
burnt pendant
verbal mica
#

I was seeing artifacts when I baked lighting on a test scene using URP, only to realize that under the Lighting tab > Realtime Global Illumination is checked. Once I disable that, assets appear under baked lightmaps instead of realtime lightmaps and it's all working fine. But I'm trying to understand when that option is even there, since from the doc it says realtime GI is deprecated in URP?

#

Using Unity 2022.3.5f1

rocky fox
#

What could possibly be the issue with (some) of my walls appears completely unilluminated when baking a lightmap. Some info is all the walls are one object, it's set to static, and my point light is set to "mixed"

timber lichen
#

hey

#

I found an error that might be causing it

#

I bake my lighting wait like 5 minutes right as it hits 1 second everything just refresh's and it goes to CPU and rebakes

timber lichen
#

this is really bad, my game is planned to released on the 14th and it's the 12th

#

I need to bake my lighting but if it's gonna keep switching to CPU then I can't

chilly kettle
deft fiber
# timber lichen

The last time I recall you said the bake works when you disable your map mesh, correct?
That implies it may be too big to fit into your vram, either due to complexity (or some problem that causes the baker to get stuck, such as animated shaders)

#

It may help to show what that mesh looks like, including wireframe and mesh statistics, and what kind of shader it has

#

Like I suggested previously you could try upgrading a backup of your project to a newer unity editor
New editors, particularly 2022 and 2023 have improved how GPU VRAM is utilized so much bigger scenes can fit into it

timber lichen
#

so what I have is I have 1 mesh that is the entire map, if i were to load another map i would just disable the stuff inside that map

#

I figured out what map is causing it

#

right now I am disabling stuff inside of it

#

it'd be way easier to VC

timber lichen
#

I am about to buy a computer with a 4090

timber lichen
chilly kettle
# timber lichen

Unity didn’t found a GPU as it’s written there. I think you have to fix this 😅

chilly kettle
#

I would try to fix the Not found GPU and then increase the max lightmap size to 2048 or 4096

timber lichen
deft fiber
#

Show us the mesh and experiment with the newer editors

#

If you're for example baking a 1:1 scale model of the earth at 40 texels per unit then no GPU in the world will have enough vram

timber lichen
#

I am not good at lighting sorry

#

I am testing something

timber lichen
#

it's a virtual reality game where you free roam

deft fiber
deft fiber
chilly kettle
#

That’s why I said, I would try a bigger lightmap size. I think it will break if the mesh is to big for the 1024.

#

But not sure

timber lichen
#

I've never had issues with my baking, until I switched to 2020

timber lichen
#

2021

deft fiber
#

why?

timber lichen
#

2021 URP Mess's up the locomotion I am using

#

I am most likely going to switch

#

I remade my entire game with a new project I didn't downgrade

deft fiber
#

Well as you recall I've been saying, newer editor versions are much better at handling VRAM with the progressive lightmapper

timber lichen
#

what if I did this

deft fiber
#

What if you tried even one of my suggestions

#

We can't help you if you don't give relevant info about your scene

timber lichen
#

i have no clue why Not Found GPU is there

#

its affecting my GPU in task manager so my GPU is there

timber lichen
burnt pendant
#

Good Day everyone,

if you look here, the floor is reflecting the living room ( the blue lights) and not reflecting the yellow lights. The floor is all one big piece through out the house using probuilder to extrude. I put a carpet mesh down to see and it is reflecting the yellow like it should. There is one Reflection probe in each room

Do i have to make the floor one mesh per room to fix this?

deft fiber
timber lichen
#

could someone try to call me?

#

I can show my screen

#

I can pay on cashapp

#

5$ for someone to get this fixed

timber lichen
burnt pendant
deft fiber
burnt pendant
#

oh okay,

so not usefuly in this case is it?

deft fiber
split jetty
#

I'm having problems with baking my lighting. I'm new to unity so I'm not quite sure how it works. As you can see in the photo here one of the doors looks as it should (the left one) but the other one is completely dark. It's the same asset so I don't know what could've caused this. Any ideas?

#

here are my settings

timber lichen
#

so the one before 2021

#

as of now the baking seems fine

#

only issue is something is causing the baking process to just go up and never down

#

so I'm disabling stuff to figure out what

#

welp

#

it did switch to CPU

#

it happened what I enabled my light probes

split jetty
#

yes! And sorry, I solved the issue. It was caused by overlapping UV's

tired inlet
#

If your other door can't be static because it slides or something you'll have to add light probes

#

Ah cool 🙂

thorny goblet
#

It's getting to the point where i may just resort to avoiding baking shadows and losing a little bit of performance, baking is so annoying.

deft fiber
thorny goblet
deft fiber
#

If that reveals lightmap errors (or other errors like texel invalidity while you're at it) then you can focus on fixing them

dark grove
#

Does anyone know why my shadows are so jank?

#

This is the light source

#

and the URP settings

stable patio
deft fiber
#

@dark grove This problem is consistent with a too high shadow normal bias
However the 0 we're seeing in your quality settings isn't consistent with what we're seeing in the scene

#

I've noticed some similar weird inconsistencies between per-light bias settings and URP asset bias settings
I'd verify that the URP asset you're editing is also the one that's active from quality settings
But most importantly try giving custom bias settings for your light, such as 1 depth and 0 normal and see if it changes

dark grove
#

lowering it to 20 or so and adjusting the near plane to 0.1 made a big difference

#

I wanted the higher range since it's a flashlight and it wasn't really lighting up the night scene outside at lower values

spark python
#

point light affects particles only on 1 side(rotation doesn't matter), what may be causing the issue?(using URP)

tired inlet
#

Do the particles have shadow casting enabled in the renderer?

blissful ether
#

Does anyone have much experience with Bakery?

#

Is it a lot better than the default lightmapper in terms of speed / quality?

deft fiber
blissful ether
#

Going to pitch this in here as it seems to be a lighting issue. I have a lit shader that appears fine in the scene view, but when the game runs receives no light from the (sole) directional light or the environment at all, and appears black as a result

#

I'm using a Mixed directional light, and I would've thought it would light my water, which isn't marked as static.

#

Scene editing ^

#

Same scene view when game is running ^, also how it looks ingame

#

The game camera view also renders it properly when the game isn't running.

#

I will mention it works with Realtime directional lights, but I don't want to use that for quality reasons. The realtime lighting also doesn't appear to shadow the water.

plush valley
#

Global Illumination. Preparing Bake is stuck at 6% and the remaining time just keeps on increasing

brittle briar
#

I've been a big fan of the command prompt aesthetic and how bright and contrast-y it is so I took a screenshot of a bunch of hastags and tried to apply them to objects in my game as materials

#

but no matter what I try i'm not able to to get it to look bright enough

#

this is what it currently looks like

#

but I really want it to look super punchy bright and super high contrast, how could I do that?

oak dawn
#

yeah that's probably because there's lighting going on here, you need to make sure the material is unlit and with a white color

#

also the command prompt for me isn't even white, it's just a bit brighter than your image

#

also one last thing i forgot to mention, is you might want to switch color spaces (gamma or linear)

brittle briar
#

yea you were spot on here!! upping the contrast elsewhere and changing the material shader did the job

#

thanks!

oak dawn
#

no problem, glad you figured that out

near gorge
#

my middle barriers and road have light lines on contact points, the road is procedurally generated and cut into few meshes. it only happens with baked lights, what should i change in settings?

chilly kettle
#

You could also change them, to not be baked. It would be enough if they are lit by lightprobes i think.

#

you have something weird here too

#

OR if thats not what you want: Try using meshes to hide seams between objects. This is a commonly used technique in game development.

#

like a metal part there, that hides the seams between the barriers

near gorge
# chilly kettle You could also change them, to not be baked. It would be enough if they are lit ...

realtime lights are great and it is not happening but i've heard that baked ones are better for weaker pc. i can connect everyting into one mesh but is it going to be performance friendly? the road has a few kilometers. i will try to play with lightning settings and bake something better. thank you tho. sing meshes to hide seams between objects sounds interesting and i will do it but not on the highway

near gorge
chilly kettle
# near gorge realtime lights are great and it is not happening but i've heard that baked ones...

Lightprobes are not realtime.
You bake the probes and your Barriers will take their lighting informations from them.
Its overkill to bake your barriers, because they are so simple and you have no real benefit of baking them.
I guess you are driving quite fast and will not see any baked details in 90% of the time?
AND, you are using a low poly style that will fit a simple lighting approach.

blissful ether
#

I think Bakery (asset) has some sort of mitigation for this issue

deft fiber
blissful ether
#

Is there a way to have a light only effect realtime shadows (and no lighting)? I need a way to shadow my dynamic objects from static geometry, a lot of my game is indoors with sharp shadows

#

And having objects move around but receive no shadows isn't very immersive in VR

#

I know source(2) can use baked shadows for static geometry and realtime shadows for moving objects

#

The problem with just having 2 directional lights one baked one realtime is that areas are twice as bright as they should ber

blissful ether
#

Duplicating every mesh shadows only seems like it would tank performance pretty quick

deft fiber
#

Realtime shadows are technically cast by "duplicated" meshes

blissful ether
#

Why doesn't the article include shadowmask stuff?

blissful ether
#

Sounds a little icky, but I'm assuming there's some optimisations under the hood

deft fiber
#

Baked lights don't do any of that since the shadows are just painted onto the lightmap

#

Mixed lights do both, in different ways depending on the mode

blissful ether
#

Sounds promising, and is easy to cut down for weaker hardware

#

I do wish the API was a little more extensive

deft fiber
blissful ether
#

(nvm, found it)

deft fiber
#

With distance shadowmask you basically get the best possible shadows and lights from baked and realtime both, but it's got the biggest cost

blissful ether
#

I do wonder if it could be optimised to just cover the edge cases of static geometry, but it works what I want completely now.

#

Idk if this belongs more in #archived-shaders , but is there a reason my plane isn't receiving any realtime shadows?

#

I know vertex displacement can make that tricky, but it'd be nice to know if I'm missing something

#

I'm using the lit shader graph

deft fiber
#

If you've enabled receive shadows then it should just work, I think, regardless of vertex displacement

dusty agate
#

Hello, I have a big light problem. No matter what settings I make, Point and Spot Lights don't show up for me. I also tried different render pipelines and new projects. Is this or similar problems known?

blissful ether
#

What lighting settings are you using?

blissful ether
blissful ether
#

My shader settings

#

Plane settings

blissful ether
#

Assuming that seam in the floor is a seperate mesh?

#

Can you show t he settings for the car mesh? Or that floor

#

I'm assuming contribute GI could be unchecked

#

or receive shadows is off in material

#

Okay 🙂

#

Seems fine, do they receive realtime light properly?

deft fiber
#

looks like lightmap UV scale / padding / seam issues

deft fiber
drowsy talon
#

I'd check how the car looks on the lightmap. If it is indeed lightmapped, you should be able to open the lightmap preview window from the its inspector.

#

Those settings are a bit on the low end 😛

#

Scale in lightmap of the renderer, lightmap resolution, lightmap size and lightmap padding can all have an effect on something like this

#

But inspecting the object on the lightmap layout should give you a better idea of what is going wrong

blissful ether
#

It may be worth trying those assets in another project, and seeing if the lights have similar issues

deft fiber
#

with low resolution padding pixels will consume relatively much more space, and with complex meshes they may consume all of it

#

if lightmap resolution is lower than minimum resolution defined in lightmap uv settings there will be problems

#

max lightmap size should be bigger like 1024 or 2048
It only forces splitting into multiple textures, which becomes a problem if they are too small

spark python
cold ginkgo
#

Hello! First time asking a question. I'm working on an unity project that is serving as visual data gathering experiment for university. My issue is that my professor has provided me with models that he generated with specific camouflage textures. Due to the nature of how these were made it is important that they do not have any lighting applied to them from the scene and appear with their intended colours. I have created a new layer called unlit and set my light culling mask to exclude the unlit layer. However this make them too dark. I have attempted to search for a solution online but I couldn't find any. My best attempt was to apply an emission however this also affect the colour making them appear too light. Any advice would be most welcome! First picture is in blender, colour as intended, Second is unlit, Third is unlit + Emission with the setting in the forth picture

deft fiber
cold ginkgo
#

Unlit seems to just make this unfortunately

dusty agate
#

It was my notebook. The energy saving setting did not show the light sources. Thank you for your assistance @blissful ether @deft fiber

drowsy talon
cold ginkgo
drowsy talon
#

You should just be able to click on the little thumbnail next to "Base Map" on the material inspector

#

On your last screenshot

#

To navigate to it

cold ginkgo
#

It dose look like its not acting right there too

drowsy talon
#

that's the model importer you are looking at

#

See what I do on this gif? First use the material inspector to find the albedo (color) texture, then press on it to view the texture inspector

cold ginkgo
#

Ow here? I dont think I have exactly the same options as you for some reason

drowsy talon
#

Oh wow, that's tiny 😛

#

Can you send me the texture?

#

DM is fine if you don't want to do it in here

cold ginkgo
#

that should be everything for that ghost

#

I sadly have like over a 100 I need to fix

drowsy talon
#

On the texture inspector I showed you how to find, try choosing these settings:

#

woops wrong

#

like that

#

and then hit apply

cold ginkgo
deft fiber
#

@cold ginkgo Set Compression to "none" also

#

It may help to disable "generate mip maps" with a texture that small

cold ginkgo
drowsy talon
#

change this to None

#

instead of Nearest

#

the texture is 10x10, I didn't realize

cold ginkgo
#

I think that may have done it

drowsy talon
#

Nice. It's on by default because usually you want your textures to have sizes that are powers of 2

#

But for a texture so small, which is essentially being used as a palette, it just blurs out the palette and smushes the colors together

#

The UVs are all on the centroid of 1 of 4 differently colored pixels, so I was confused changing the filter mode had an effect at all. Makes sense though, since the actual texture wasn't being sampled, but a blurred version of it

cold ginkgo
cold ginkgo
drowsy talon
#

For a texture that is being used as a palette, it makes sense to have a tiny texture. The stranger part is that it isn't a power of 2 size

#

That is very much the norm for these kinds of textures

cold ginkgo
#

I think he generated them in matlab so that might be why

cold ginkgo
#

I just applied everything to the other types of camouflage too and it all works. You have saved my master project thanks again!

craggy ember
#

Hey, map map in Unity is modular and i have problem with lightning on wall joints.
Do you know how to fix it?

#

Is there a way to fix this?

chilly kettle
#

If this doesnt help, you can try disable filtering in the bake settings.

#

If disabling filtering does not solve the issue, try increasing Lightmap Padding value. When working with modular meshes, each mesh has its own UV atlas. Lightmap Padding property allows you to change the distance between UV atlases – but not between UV shells within the atlas - to prevent leaking.

craggy ember
#

Thanks for the answer, but none of this worked for me.

chilly kettle
#

Show me the bake settings pls ^^

craggy ember
chilly kettle
#

how many of these modular pieces do you have?

craggy ember
#

quite a lot

#

16 walls

chilly kettle
#

im wondering why your lightmap is only 512x512 px

craggy ember
#

I wanted to do a faster generation to see the preview result

chilly kettle
#

i guess your problem maybe is, that its quite dark there.
one more think you can try, is adjusting the "Scale in Lightmap" in the MeshRenderer of your walls

#

so they get more space

craggy ember
#

to be precise, my settings looked like this

#

I've seen games where whole maps were built from modules, so there's clearly something wrong with me

chilly kettle
#

Your problem is sadly a normal thing when dealing with modular pieces

#

often seams will be hidden by placing other geometry over them, but thats not a thing in your case

craggy ember
chilly kettle
left cedar
#

Is there a way to update the env reflection to always be in sync with the sky box gradient? (I'm changing the gradient colors during gameplay and would like the reflections to keep up with this)

gritty fox
#

Tried a few methods now but not getting anywhere than what I currently have. Can I get some advice on a better way to make the lighting better and actually look like its coming from the ceiling lights?
Of course with the point lights being so close to the ceiling the lights look odd. Ive tried spotlights but the ceiling doesnt become lit. Preferably need a way for mixed lighting+shadows.

timber lichen
#

hello, how to make the box going dark when going under the table

deft fiber
deft fiber
slim rose
#

Hey guys, I am new to unity lighting, I have tried to bake a scean all the objects are set to the static and generative lightmap check box is true. But still certain area are totally black and others are partially black why is that and how can I fix it.

deft fiber
light furnace
#

right so i'm making a scp-087(infinite staircase) game and i'm facing a issue; i'm using HDRP lighting and my staircase is automatically generated when the game starts but i'm facing a issue of the game looking like this and i have no idea why. i'm new to HDRP in general so any help would be appriciated

limpid notch
#

Hi we have a problem with the leaves when i go forward the shadows behave strangely when we turn off the shadows everything is ok it only happens in the build in the editor its ok

drowsy talon
limpid notch
#

realtime lighting, yes they have lods

drowsy talon
#

If you disable the lodding, do you still see the issue?

#

You can crank the lod bias in project settings as a quick check

limpid notch
#

I see this only in build in editor problem doesn't exist

#

when I press play this works normally, I don't know why in build it act like this :/

meager basalt
#

does anyone know why the shadows are returning as a random straight line in a build but correctly in the game view

gritty fox
#

Hi would like some advice on improving my lighting. I've tried point lights only vs spot light + baked emissive materials

#

this is with point lights only

#

and this is with spotlights+baked emissive materials

#

I feel like I should just stick with the point lights, but the lights on the ceiling look very odd because theyre positioned right on the ceiling lights for a more realistic shadows look.

#

any tips for this scene?

zealous trout
#

Can anyone help me fix why my lightmaps are bugging out like this?

little condor
zealous trout
iron dome
#

rather than letting unity auto generate it

deft fiber
#

I recommend letting unity generate it first

#

The problem usually is that there's no lightmap UV map at all

mild quiver
#

hey there, I'm trying to understand APV, and I was under the impression that the probes should adapt to the geometry, but instead they're evenly spaced throughout the scene. I checked every setting. everything is set to static, and when I switch to "Validity" in probe visualization it correctly identifies the probes that go inside of the geometry. dilation and virtual offset are both enabled with default settings. what am I missing?

tired inlet
#

Is there any reason mixed lighting in Baked Indirect mode does not bake indirect lighting to the lightmap, or that same indirect lighting in to the light probes? It will do if the lights are set to baked instead...

tired inlet
#

Baked indirect is purple/pink?

#

Lights are slightly orange on white walls

#

It makes no sense for the indirect to be this color I am losing my mind

deft fiber
tired inlet
#

No, just HDRP lit

#

I am using the baked indirect mode as it is required for my project

#

Maybe that gives a clue*

deft fiber
tired inlet
#

We have a dense night time interior scene where we want to take advantage of mixed lighting and realtime shadows

#

Baked indirect seems to reduce our performance draw over shadowmask and removes the 4 mixed light overlap limit as it does not create the shadow masks for the baked shadows

#

But even a light in just baked mode bakes pink now

deft fiber
#

Ah, so not a technical limitation from using a weird version or something

#

I haven't seen this kind of issue before
In this situation I'd do some test bakes in a blank new scene with default cubes to confirm that baking does work as expected in a barebones situation

#

If it doesn't work as expected in a blank scene with some cubes, that means something is fundamentally wrong in a way that doesn't implicate your main scene, its meshes, lights or lighting settings

tired inlet
tired inlet
#

Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

deft fiber
tired inlet
#

Yeah I'll start narrowing it down

#

Thanks for the brain picking

deft fiber
#

The process of elimination meowder

tired inlet
#

I love these unity curve balls

#

I have been working with it for over 10 years and it's never a dull moment

tired inlet
#

But then on my second bake everything was pink again

#

This is some spooky shiz

#

If I then create another new lighting settings asset it works again

deft fiber
tired inlet
#

I'll check that too

deft fiber
#

Which editor and HDRP versions are you using out of curiosity

tired inlet
deft fiber
# tired inlet 2022.3.5f1 and 14.0.8

I might try patching to 2022.3.7f1
.4f1 and .5f1 in particular were plagued by many issues, though the whole 2022.3. is the least functional LTS I've ever seen

tired inlet
#

Unity is on a roll for sure 😛

#

If all else fails I could try updating to .7f1 to see if the issue is localized to this version

deft fiber
tired inlet
#

Yeah but we can't use it for production currently as it seems to break our cloth physics

#

But I'll still try and see

#

Thanks for all the brainstorming lekkerLief

burnt brook
#

Should i use box projection on reflection probes, or should i just place multiple reflection probes where i need them

deft fiber
burnt brook
#

Because i get wierd issues when using big reflection probes in big rooms

deft fiber
#

Maybe the "weird issues" are the root of the problem

burnt brook
deft fiber
#

Anye details you can provide can help

burnt brook
deft fiber
#

You mentioned big rooms and big reflection probes
Can you show the probe settings?

burnt brook
deft fiber
#

Nothing looks unusual here
My guess is it might be some weird hardware incompatibility

burnt brook
#

They are worse on quest, probably bacause of the lower resolution

#

Here's a Video of them on my pc

#

It's hard to spot them, but on quest 2 (mobile vr headset) they are very apparent

deft fiber
burnt brook
deft fiber
burnt brook
#

But i don't know how performance heavy that is

deft fiber
#

What do you mean by "custom reflection probe"

burnt brook
#

So that they look accurate rotation wise

#

That the specular highlights face the right direction thats what i mean

deft fiber
#

You're supposed to have one probe per room or area
All objects within it will get their reflections from it

#

The lit shader will do all the rotation and position calculations for reflection relative to the probe

burnt brook
deft fiber
#

Are you talking about realtime probes or baked probes?

deft fiber
burnt brook
#

Box Projection makes it so that the reflection is from a point in 3d space in that box

deft fiber
#

I know what box projection does but assuming you can't use them I'm not sure how a "custom" reflection probe will solve the problem or what it is

#

With probes custom usually refers to a custom provided cubemap texture instead of a baked one

#

But it doesn't have the parallax effect you seek

burnt brook
deft fiber
#

I see! Having multiple local probes to blend between has a cost but probably not prohibitive

burnt brook
deft fiber
#

A downside might be a jarring transition at the bounds between probes

burnt brook
fathom mountain
#

Hello, have had an issue understanding lighting for some time and I've got an issue getting it to work properly for me and I'm out of ideas. Any help would be greatly appreciated. All of these rooms are set to Two sided shadow casts and recieve shadows on. Yet I get these strange lights, stripes, shapes etc that don't follow the rest of the "darkness" so to say.

fathom mountain
#

Let me highlight them.

fathom mountain
#

Some areas get just pitch black, and it doesn't really follow a pattern to why it does so. Been scratching my head for the past month trying to figure this out

#

Here's a different angle, again with random squares of just darkness for some reason

chilly kettle
#

Okay. a few questions.

  • Did you bake your light?
  • What Pipeline are you on?
  • Did you do the models & materials by yourself?
fathom mountain
#

It is baked.
Built-in
I did not do the models or materials.

chilly kettle
#

Can you show me the baked lightmap view?

fathom mountain
tired inlet
#

CPU is baking with no issues

deft fiber
tired inlet
#

I don't know I've been using GPU baking for a long time too, it's only after switching to HDRP our project seemed to be getting issues with light baking

deft fiber
#

Weird one UnityChanThink

dark grove
#

Does anyone know what might be causing these shadows to change when you're far enough away from the light? Using URP

deft fiber
dark grove
#

thanks

gritty fox
tired inlet
gritty fox
#

HDRP

tired inlet
#

Then yeah you could try that as well, with an area light you more or less get the rectangular shape light

gritty fox
#

was gonna try them before but they were a bit odd ish to work with

tired inlet
#

If you don't have more than 4 overlapping you can set them to mixed for some nice indirect bounce lighting and shadows

gritty fox
#

ah okay

#

ill mess about with them

#

shadows arent very good and the area lights dont do anything for the ceiling

#

i think my best bet will probably be to make the lights/ceiling larger and stay on the point lights

polar wadi
#

Hello, is it possible to generate lightmaps at runtime? My scene actually loads custom asset from the StreamingAssets folder using Trilib so I don't have any lightmaps prepared for the asset. Moreover, the time of the day is dynamic so the lightmap would need to change all the time.

#

What's the best solution for this? Using URP

blazing hinge
#

Can I get one single light source to affect multiple layers of a 2D project? I have a light source that must only affect the background layer and one that must affect every layer of the foreground (like solid, transparent, decorations and so on...) is there a way for the second one to affect all those layers together?

night shell
#

the closest solution you'd find within unity would be using enlighten realtime GI but that requires precomputation of the scene

#

not sure exactly if that would suit your case although I would assume not

deft fiber
#

Light probes and APVs can light up any mesh in their range, even new ones unlike lightmapping, though they can't be re-baked at runtime either

#

Blending between lighting scenarios is probably technically possible for light probes but not natively supported, for APVs it's supported now in HDRP and later in URP

proper hemlock
#

Hey guys
I have a normal sized map. Not that big with not too many details. But I have large rocks made into cliffs. And to reduce batch counts I merged those rocks. But when I bake lights, all the merged objects have patches of white spots on them

chilly kettle
proper hemlock
chilly kettle
proper hemlock
#

After merge

#

Yes baked the lights just now

#

And baking lights on this setting took me 5 hours 👀

#

Sorry I can't take a SS. I'm on companies PC and I don't want to use social media on public device

polar wadi
rich knot
#

why half of my map is black?

marsh matrix
#

Hi! Lighting noob here. I'm making a game where most of my objects are static. So I was thinking of baking all my lights. But since the player can place some objects in runtime, I realize these wont be getting any light/shading. So I was thinking that maybe there is a way of using baked lights, and only using realtime lights for the objects that the player can place? if so, how can I make sure that the realtime lighting only applies to the dynamicly placed objects? And is this even more performant than ONLY using realtime lighting for everything?

chilly kettle
errant plank
#

when I baked my lighting, my lightmap was dark, is there any way to brighten it up? pls help

exotic knoll
#

Hello! I'm blind and need a second pair of eyes. I'm working on a game that's in Unity but uses a custom voxel lighting system. That system was really cool when we first implemented it, but the person who wrote it isn't on our team anymore and nobody (including myself) knows how to work with it and improve it. It's hard on the GPU, it doesn't look particularly great compared to Unity's own lighting system, and we've decided as a team to replace it. But it has an effect that I don't know how to describe but that we want to keep. Wondering if someone could tell me what the effect's called and if it's possible to create it in-engine, or otherwise if someone can point me in the right direction.

#

Posting a screenshot of some lights in the game

#

I set this scene up myself in the game, there's two lights, one of them is white and the other has an RGB rainbow breathing effect on it

#

I wanna recreate that sorta fog circle around both the lights

#

I....don't know enough about lighting to know what that's called

night shell
# exotic knoll

almost looks like an effect called "bloom" but since one of the lights are offscreen but still has a circle around it it looks like an effect called "volumetric lighting"

exotic knoll
#

Yeah I've since looked in our code

#

it's volumetric lighting

night shell
#

doesn't look too good though it almost looks faked

exotic knoll
#

Not sure how I'd recreate that with Unity's built-in lighting though

exotic knoll
#

but yeah

#

it's really bad quality, we massively decreased the quality for performance reasons and uhhhh...it's still really hard on the GPU which is why we're replacing it

#

plus the game's moving from an LBP-style layer system to fully 3D physics/movement, so it makes sense to have 3D lighting as well

night shell
exotic knoll
#

what if I just .... go into LBP and take a screenshot of a light in that

night shell
#

go for it

#

looking for what you describe on google but not really seeing results for it

exotic knoll
#

Sorry about the cut-off other light btw

#

That image was from a test level on Steam Workshop and the camera wasn't at a great spot when I published

night shell
#

found some articles, so it looks like its an actual volumetric lighting implementation they had in LBP2

#

which yep, I was right with identifying it, although in your screenshot it doesn't look quite

#

but to answer your question

#

yes its possible to create within unity

#

as a matter of fact there are various solutions that exist that you can browse

#

some paid, some free, not sure what criteria you are using for your project

#

i.e. if your using the built in pipeline, URP, or HDRP

exotic knoll
#

We're using the built-in pipeline because of the custom lighting system

#

and a decal system

#

anyway

#

just so we're on the same page

#

I wanna recreate that fog effect

#

the light on the left has 40% fog in the tweaks menu

#

the one on the right is maxed out

night shell
exotic knoll
#

Think this is the exact same repo I got linked to by another team member

#

Says it has issues with translucent geometry though

#

Since we do have translucent glass materials in the game though, that's probably not ideal

night shell
exotic knoll
#

Though idk how LBP handles that with its system

night shell
exotic knoll
#

hmmm it's even on sale

#

and doesn't look to be per-seat licensed

#

which is beneficial

night shell
#

not sure how critical it is for you to have a system that handles transparent surfaces as well but I would give the free version a shot first from github if possible

#

I haven't seen a system though with that specific edge case regarding transparencies for unity though. It's certainly possible but I just haven't seen it implemented

#

but even if those don't work, if you can find someone or are willing to do the work the unity 5 implementation should be a pretty good starting point for making such a system

exotic knoll
#

Yeah I....I don't know how to use shaders and have no interest in learning 'em

#

so

#

I'd rather

#

use something existing

#

Anyway, this is helpful

night shell
#

well in that case yeah I saw a couple of asset solutions you could check out on the asset store you could probably try

exotic knoll
#

As long as they're not per-seat, I can probably convince the project lead to buy 'em

deft fiber
#

A halo is basically a billboard sprite that appears on the light when scene fog is enabled

polar wadi
#

Hello, could anybody tell me why my HDRP directional light have no volumetric while my spotlight top has it ? I've enabled the volumetric on both lights and in the settings so I'm not sure what I'm missing.

#

Increasing the multiplier of the directional light does appear to increase the volume outside of the window but it doesn't pass through it appears ?

polar wadi
#

OK, I found out it was the asset Enviro I use in the scene which was overriding some stuff... Nevermind my question :x

exotic knoll
deft fiber
exotic knoll
#

Still though we actually do want volumetrics.

deft fiber
#

Understandable!

#

If you need to fix billboard cutoff in some other situation, "soft particles" will help
They blend the color based on scene depth and additionally move the billboard vertices towards camera

exotic knoll
#

I'm sure there's more work to be done

#

but it works fine in Legacy RP

#

and it's literally dead simple to add to a game

polar wadi
#

Hello, I'm having trouble getting SSGI to work in my HDRP project

#

I've added the SSGI volume, enabled SSGI in the RP settings but the room is still dark. Enabling SSGI ON/OFF makes absolutely no difference.

#

Shouldn't it at least make the room slightly brighter?? Am I missing an option somewhere?

#

Changing light levels do nothing either

#

I made sure it's enabled in the quality settings too

#

In the global settings too

polar wadi
#

Ok after playing around with the volumes, it appears the indirect intensity volume set to 0 was the problem. Disabling it fixed my issue.

cursive lodge
#

Hey I have a map with 12.000 Models and just one directional light
my max bounces are 2 and lightmap resolution 20 max lightmap size 515, lightmap compression normal quality. Shadow Render Distance 1000.
rest is default on Progressive GPU with a RTX 3090.
How long should it roughly take? I says 18 hours for me and google said that many bakes only take like 30minutes.

deft fiber
cursive lodge
deft fiber
#

Small or high detail meshes not benefit from lightmaps or lightmap poorly, for those cases they can be set to receive lighting from light probes

cursive lodge
deft fiber
#

Huge wilderness areas in general often are optimized by dividing them into chunks of data that are streamed in as the player moves forward
But worry about that only if performance or load times become a problem in your case

cursive lodge
#

In my case i will see the entire map at once. Im not really a game dev so i just hope it works. for this project 😄
Currently the project runs at 115 fps.

trim citrus
#

Hi ppl.

I'm trying to set up an emission material and it's not working how is an emission material set up? I'm literally asigning the color I want (no albedo), checking the emission emission, setting it to Realtime, and setting the HDR to the emission color I want with an intensity higher than 0. Nothing emits or at least nothing receives the liget from any object I've tried asigning the various test materials to.

oak dawn
trim citrus
#

can't bake, objects b moving

oak dawn
#

then either add a point-light inside your emissive object or get some realtime global illumination

deft fiber
trim citrus
#

that would solve my test object's problem, but my goal is to add this to a line renderer

oak dawn
#

then you either should add bloom to make it seem like it's glowing (it won't physically though) or get yourself some realtime GI solution

trim citrus
oak dawn
#

and with realtime GI it really depends on what render pipeline you're using and etc. since afaik built in has a sort of semi baked (it works in realtime though) and realtime GI system, and hdrp has a fully realtime one

deft fiber
#

As Rainys said if you want true light emission you need to bake the lighting, or use ray tracing or path tracing

oak dawn
deft fiber
#

Approximating the glow with realtime lights is not a bad option
You can have a huge number of shadowless short range point lights if using deferred or forward+ rendering paths, and HDRP supports realtime area lights which can be stretched to long thin lines

trim citrus
#

ah alright, I'll look into it, thanks!

sterile cedar
#

Was redirected here

#

I don't get how the lights are so janky.

#

This light is at 1.07 intensity

#

This is 1.08

#

If I scale the model up, shadows also stop being cast.

deft fiber
#

And how much are you scaling it up

sly talon
#

hi, i'm trying to use point light but its not working in 2d urp, 3d urp or just normal 2d/3d

deft fiber
sly talon
deft fiber
#

Any screenshots or clues that we don't have to guess could help

sterile cedar
#

Oh, it turns out it was actually too close to another light that had obscenely high range

#

Moving it out of the way fixes that

deft fiber
sterile cedar
#

Thank you!

cyan mural
#

I'm wondering... say you're making a 3D game that heavily makes usage out of a pixellated artstyle. What are some good approaches to rendering shadows within that sort of environment?

#

In a way that feels complimentary, anyway

#

I'm mostly just brainstorming, of course. I'm working on a 2.5D shooter, along the lines of stuff like Doom or recent stuff like Cultic, Project Warlock, Boltgun, etc.

#

And I'm just trying to pin down the artistic direction I'm going for, including the lighting

deft fiber
#

Project Warlock uses blob shadows
That's the best compromise you probably should aim for

oak dawn
# cyan mural I'm wondering... say you're making a 3D game that heavily makes usage out of a p...

well, if you're going for a Doom look you would need some sector lighting, if you're going for Quake you would need very low resolution soft shadows, but of course Dusk uses unity's baked lighting which also has GI which i believe the old Quake's didn't have, oh and about the characters, Quake 3 uses blob shadows and Quake 2 uses planar projection shadows (there are a lot of assets implementing that)

polar wadi
#

Could anybody tell me why my volumetric directional light does not show rays through the window? I can clearly see the volume outside but it doesn't seem to passe through the window...