#archived-lighting

1 messages · Page 20 of 1

subtle night
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using urp

frigid bison
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WOW! thats so cool

subtle night
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anyone knows?

neon pebble
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Project settings>Graphics>Lightmap Modes

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did you check this section. Is it set to custom or automatic

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also what render pipeline

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did you try urp

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or do you have complex project

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hmm

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is this happenign on all plattforms or like only mobile or desktop

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very weird problem here.

languid blaze
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I'm putting down some reflection probes in a scene with lots of rectangular rooms. Is there an easy way to expand a probe until it runs into colliders?

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I guess I could write a little editor script...

west flax
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Anyone?

languid blaze
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seems like bad normals to me

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If you have smooth shading enabled, you can get very weird normals around hard edges

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(since the normals will be getting interpolated between those two faces)

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You may want to use an Edge Split modifier to make those edges hard

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let me get an example..

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Both are smooth shaded. The cylinder on the right has an Edge Split modifier.

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The cylinder on the left has all of its vertices welded together. The one on the right is going to wind up being two discs and a tube.

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after applying the edge split modifier and dragging the ends up/down

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Here's an example closer to what you have.

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smooth shading, smooth shading w/ edge split, flat shading

distant yew
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Okay hear me out. I want the scene light to come in at a 45 degree angle .. but my character shadow to be at a 90 degree high noon angel. How?

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I thought of putting a second direct light in and got it to only apply to the character but now I need his shadow to apply without it lighting up any of the scene.

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I need the ground to accept 2 shadow sources but only 1 light source.

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Yes I know this is unnatural looking. That's the point, lol

chilly kettle
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you could fake the light of the character

languid blaze
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I think it'd be easier to fake the shadow than it would be to jury-rig the lighting system to work this way

distant yew
languid blaze
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maybe just a decal?

distant yew
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Yeah like a decal

languid blaze
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Decals can control a lot of things (albedo, roughness, normals...)

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a pure black decal should be enough already

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you'd also make it max out the roughness so that you don't get a shiny surface

distant yew
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Basically going for the crash bandicoot remake appearance of having scene lighting but crashes shadow is always directly below him they do it but not in unity

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They have a real time AND a circle fallback decal shadow

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But no other objects cast shadows like that so they have some kind of way to do it... Calculate his shadow from a different angle

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But again... Not unity I don't think.

kind kraken
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Is it possible to limit a directional light to affect objects in a delimited volume? (HDRP)

kind kraken
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I thought to use two different sets of lightmaps for the same scene but what if I want the lights to be realtime?

tired inlet
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Hey @deft fiber coming back to this problem, I've tried to pin point it and haven't yet been able to

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So in order to try and figure out the source I have turned off all the lighting in my scene

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The scene is lit by lightmap only at this point, and the pizza box (a dynamic object) is lit by the light probe volume

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I am pulling my hair out over this

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There's more places this is happening in my scene, but the pizza box is the clearest point to show it off on

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Hope you don't mind the ping 🤞

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WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIT A MINUTE

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On the volume override for the probe volumes there's a sampling noise adjustment

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It's the probe volumes

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By default animate sampling noise is off, but that's the one that makes it so that TAA can attempt to delete the noise

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Enabled it and now it's no longer an issue with TAA enabled

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Of course I realise this only after pinging you so I'm sorry ❤️

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And hopefully this will help out anyone else trying the experimental probe volumes

deft fiber
tired inlet
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These settings live on the probe volume settings override

deft fiber
potent siren
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Ok so im having yet another issue. Whenever i go to bake reflection probes in my scene i run into the issue where i get these errors and then no reflections. Ive baked the lightmaps already and even baked the light probes. Any ideas as to how to fix this? The other two screenshots are of my reflection probe in the scene and in the project files. Also note that in my project files it shows a reflection as you can see but for some reason you are incabapable of seeing that reflection. Again if anyone knows a fix that would be great.

Also for reference here the last 2 screenshots are from the scene before and after baking, i need to slightly readjust the power levels on things for it to look better but even without that there is still the issue of the reflection probes not being baked at all. You can see reflection on the first image but none on the second. If anyone again knows of any way to fix this that would be great.

chilly kettle
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i would try baking with a little more texels per unit

deft fiber
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Perhaps the textures are compressed in the second image but not the left image

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If you change the texture meta data for the lightmap directly, I think it's possible that it ignores that on import and uses the compression quality defined in the lighting settings asset instead

errant plank
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When I opened my unity game, my baked lighting was stuck at the part where they were making baked lightmaps for me, now my whole maps are pitch black is that okay still? Or do I have to. Rebake it

hot beacon
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hi, i jsut create LOD, and just realize they doesnt have bake lightmap data, and i dont want to bake the scene again,is there anyway to use the lighmap texture to other game object?

deft fiber
potent siren
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Ok so im having an issue where basically im trying to use area lights in my scene. I know how to bake objects and im just fine with that but for some reason the area lights will never bake. All meshes are marked as static and the light obviously is set to baked cause it doesnt allow realtime. So even after baking the thing wont bake into any of my meshes. Anyone know a fix for this?

chilly kettle
potent siren
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it should but sadly doesnt

azure river
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can someone help this happens when i bake my lighting and also none of my lights work

chilly kettle
chilly kettle
potent siren
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every other light type works

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point lights will bake perfectly

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but my area light wont even bake

azure river
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can a water shader mess the whole thing up?

chilly kettle
chilly kettle
potent siren
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yes

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i can even go to the lightmapped view in the scene and itll show the lightmaps

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and i can go to the lighting settings and see the baked lightmaps

azure river
chilly kettle
azure river
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ok what does it mean if some of it is red?

chilly kettle
# potent siren yes

Weird.. i would try to have a look in a new scene. Place just a unity cube, set it to static, and a area light, and bake. See if it works

chilly kettle
# azure river ok what does it mean if some of it is red?

15.1 Why does this happen?
Sometimes, invalid texels can be the cause of blocky artifacts in a lightmap.

Unity can mark Lightmap texels as invalid under the following circumstances:

When a given texel has not received any illumination via direct, indirect, or environment samples.
Rays originating from a texel have intersected back-facing surfaces.
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means you have exposed backfaces

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Show me a screenshot

azure river
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thats the same spot

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and its not just that room its the objects that have a roof

chilly kettle
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that looks okay

chilly kettle
# azure river

are you sure its the "Texel Validity" scene view mode?

azure river
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and this this inside the room

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yes

chilly kettle
azure river
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on the right

chilly kettle
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Ok.
Set the max size to 1024, because 512 is a little low.
And i would try to add a few more bounces. Maybe like 4 and try again

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You have 14 Lightmaps of 512x512, that means you can easily make it to 1024.

azure river
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ok im baking it

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yeah no difference

agile lodge
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why is my lighting doing this all of the sudden?

deft fiber
agile lodge
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Best way to fix something like that? Like having multiple torches around an environment?

chilly kettle
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how many realtime lights you have in this room?

agile lodge
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9

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plus the player light so 10

chilly kettle
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u cant have more than 8 per mesh

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if you are using URP

agile lodge
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what counts as a mesh? and what is URP

chilly kettle
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hmm. i guess we have to start from scratch 😄

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Your ground is a mesh. the undifined amount of polygons connected together

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your wall seem to be another mesh

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URP is the Render pipeline from unity for low to midrange hardware

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You should bake lights, to avoid using this many realtime lights, because they are expensive

agile lodge
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Okay so I need to change them to baked lights and that should fix the problem?

chilly kettle
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you should always bake lights, when they do not change (e.g. turning on/off, chaning intensity etc.)

agile lodge
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ah alright well thank you!

agile lodge
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well, all of my lights are baked and its still affected by being too many on one mesh

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Is there a different method of baking lights that I dont know about?

deft fiber
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@agile lodge The simplest option is to use more meshes
For example instead of one big floor that stretches across rooms, use just one floor per room

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And decrease light ranges to be no larger than necessary

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Your lights aren't fully baked if the light limit pop-in issue is visible still

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If you can get by with just limiting meshes and light ranges, baking won't be necessary

agile lodge
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Is there any cons to light baking?

deft fiber
agile lodge
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Is there an easier way to get like plane structures to snap together and be right next to each other without clipping

deft fiber
deft fiber
agile lodge
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You are a life saver

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I have been adjusting the x and y my whole dev process

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By like .01 numbers

deft fiber
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You can also hold control while dragging the gizmos to snap to increments, which lets you easily move them in the grid if they're of standard sizes

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To effectively or even successfully work with light baking you'll need to know a lot of concepts you might not be looking to spend time learning at this point
You'd have to on some level understand stuff like staticness, light types like mixed vs baked, lightmap UVs, texel validity, light probes and lightmapping device options and settings

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It may be simpler to try to work around realtime lighting at this point

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If the light limit per mesh seems prohibitive, other options that can remove it are the deferred rendering path (which has drawbacks like not support unlimited lights for transparent materials) or forward+ rendering path (which is new and unstable)

agile lodge
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I can most definitely work with the mesh and realtime lighting thank u for the info

modern badger
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Hey everyone,
I got a bit off an odd problem when baking lights in my project. After changing some settings of my lights (prefabs) I regenerate my Lightmaps. This works well 2-3 times and after that lots of my interior seems to lose the lighting/only gets affected by GI. You can see the table suddenly reflecting the skybox instead of being a dark surface and the sofa on the right being very reflective. I didn't change the Lighting settings.
Anyone got an idea what could be the cause?

chilly kettle
modern badger
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I don't think so, they should show up in the light explorer, right?

modern badger
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I placed one in the middle of the scene and it seems to have solved the issue. I increased the area to cover the whole scene, is that fine or should I put in more probes instead?
Also, could you maybe explain what the reflection does in this case and why it was working before? Thanks a bunch!
These are the settings for the table for example:

chilly kettle
modern badger
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But then why did it work before? I did not create this project, so its possible that someone had reflection probes, baked the light and then removed them? That seems weird to me.

chilly kettle
modern badger
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I dont think so, its just turns many materials into very reflective ones when it happens.

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Maybe I have a weird way of thinking how it "should" look like

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and the materials are just too reflective

chilly kettle
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i never seen this happening when baking light. That cant be the reason i think^^

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Show me the material of the table ^^

modern badger
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It is set to be quite reflective

chilly kettle
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Yeah.
So if you want this table to have a metallic look, you can keep the metallic as it is and just change the smoothness slider to something like .2

modern badger
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I think I understood the issue now

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As you said it will reflect the skybox

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the originals project skybox is empty/gray

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i readded it

kindred tendon
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Hey everyone. Is there a way to make some text mesh pro text get affected by light?

arctic isle
kindred tendon
# arctic isle yes, assign a lit material to the text mesh pro object

I've tried doing that, but there are a lot of lit shaders. And they all either make my text pink, low resolution, white boxes, etc.

I'm also trying to make some UI images get affected by light and I got that working using the Sprite-Lit-Default material (although, it seems like that stops them from being affected by masks - not sure what to do here). But that material doesn't work on TMP.

whole bramble
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does progressive cpu lightmapper work faster if I attach more ram on my desktop?

crude stump
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My terrain is shiny and I don't know how to fix it. I can't switch the Environment Reflections Source from Skybox to anything else without removing the reflections on water. I just want the ground to not be shiny.

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I've already disabled the Alpha Source for both the texture and normal map. No dice.

crude stump
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Took me a bit but I think I figured it out. Needed to change this:

arctic isle
kindred tendon
chilly kettle
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Hey! Does anyone have an idea how i can make sure, that this tile of stones at the bottom dont look so out of place? (screenshot 1)
The terrain outside is baked and the inner part with the labyrinth is generated and uses lightprobes (in fact all pieces use the same anchor, that sits in the middle of the labyrinth) my only idea is to go back and let every piece gets its own light from lightprobes. But the proble is, that the stone tiles dont have a nice, even lighting and you can see the seems between them. (like in Screenshot 2).

deft fiber
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But I don't know which URP versions or platforms support APVs

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If any

chilly kettle
deft fiber
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Don't have shadows be cast onto the play area and the problem is as good as gone

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It may increase gameplay clarity as well

chilly kettle
river hatch
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Hey hey, I just posted my question in the terrain channel, but actually this might be more appropriate...

I have a problem with baked shadows on terrain trees (everything works completely fine with hand placing trees on terrain). Using URPin Unity 2021.3

My terrain trees don't receive baked shadows if my light is in mixed mode when I generate lighting. All is fine with fully baked or fully dynamic lights. Dynamic shadows work fine in dynamic or mixed mode. Baked shadows appear exactly as they should in baked mode. Only problem with terrain trees - shadows work fine on the terrain itself, or anything that's hand placed.

Anyone have any suggestions what might be happening? Once again it's baked shadows not being received by trees, but only with mixed lights, and only for the terrain trees, nothing else.

river hatch
kindred tendon
rocky fox
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Hello! After some googling I've found some confusing answers on how to use externally rendered lightmaps. I'm trying to create a lightmap in blender and import it into unity, can anyone explain how this can be done and what exactly it needs generated?

deft fiber
rocky fox
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Interesting to hear it's not officially supported though. I've heard a good few times of people who make their lightmaps in blender to use in unity

deft fiber
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But different much simpler options are to directly modify the generated lightmaps in an external editor, or use custom shaders that interpret the lightmaps in a particular way

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here's an example of a Unity lightmap that I simply dithered in an image editor after baking

rocky fox
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Wow! That looks really great

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Okay so maybe I wasted all day trying to figure out how to do this in blender haha

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Thank you so much

deft fiber
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Here's a different effect that applies a stepped gradient onto the lightmap texture in the shader

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As proof of concepts

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The above dithering technique was really promising, but since there was no way to ensure that lightmap resolution and texture resolution are equal, I was planning to combine it with the second technique and do the dithering and pixelation all in the mesh's shader

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Wouldn't require the extra step of editing the lightmaps either, but implementing that kind of shader was a bit too much math for me at the time
So it's still a good compromise to edit the lightmaps in post

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Also, no need to pixelate the asset since you can bake at low resolution and set the texture filtering to point / no filter in import settings

rocky fox
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About the lightmaps, I'm not really sure what any of these signify. Do you know which'd be the one I should look into editing?

deft fiber
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"dir" is a directionality map used for specular reflections, and not one you can practically edit
If you're going for something stylized or retro, it may be better to not bake with directionality at all
I think it may be a bit of an expensive effect as well

rocky fox
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ahhh okay, yea I didn't know I had that enabled. Thanks ^^

chilly kettle
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Hey. This is a channel for lighting in Unity, if you need support in Blender, i recommend a Blender Discord ^^

crude edge
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ah i see

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thanks

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i thougt this was blender, but i'm just blind lmao

chilly kettle
crude edge
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it is, as it's all ray-traced
but it's still just off lol
/shrug

rocky fox
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Hi! Is anyone familiar with the process of swapping out lightmaps? Ideally would like to pre bake two lightmaps in unity and then swap from one to the other when called.

For example I'd like to have this spotlight without all the other lights in one lightmap. And then after some point I switch it to another prebaked lightmap with all the other lights activated

rocky fox
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I looked into that earlier but didn't use it for some reason, forgot why though let me double take

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Ah yes, it supposedly adds a lightmap per gameobject? I'd want a lightmap to be applied to the whole scene for performance reasons

chilly kettle
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Well, every static gameobject has a lightmap attached, i guess you have to switch the lightmap on every object that uses lightmaps

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But i never did it. If you can spend some money, there are plenty usefull assets out there. i guess some are also free

rocky fox
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I'll be testing a couple free assets. Though I might just go for the Magic Tools lightmap switcher if I can't figure it out practically, though it seems a bit overkill lol

chilly kettle
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Yeah its a great tool. Eugene (the owner) always helps people on their discord

rocky fox
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I'll be considering it, thanks for the help ^^

potent siren
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Ok, so i have a world in unity, this world has a a bunch of lights mainly being area lights to get the most realistic look i could get. Well i baked these lights and it works great everything in the world is looking amazing. But i have one slight issue when it comes to non static metallic objects. I have light probes baked and it works fine for everything that isnt metallic but ive noticed that when i have a metallic object that isnt static it turns straight black. There are too many lights for me to make them mixed for performance reasons and most of them are area lights so i cant even make them mixed. Is there any way to make it so these metallic objects dont look black? for light related objects i have point lights, area lights, one directional light, reflection probes, and light probes. If there is a setting in one of these to allow the non static metallic objects to work that would be great. And if there is something separate i could do to make it work that would also be great.

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note this is an indoor area for most of the map with a directional light for the exterior only

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so i cant rely on mixed lighting with the directional light cause it doesnt touch all of the map

deft fiber
potent siren
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Got it, i mustve messed up a setting wih my reflection probes by accident

vagrant flume
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Anyone know if it's possible to bake multiple lightmaps for one scene and then swap between them at runtime?

dire eagle
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I'd like to change the ambient lighting on runtime via script.
using UnityEngine;

using UnityEngine;

public class ChangeAmbientColor : MonoBehaviour
{
    public Color newAmbientColor;

    void Start()
    {
        RenderSettings.ambientLight = newAmbientColor;
    }
}

Unity Muse tells me this. However I can't resolve the RenderSettings class. Any idea why?

rare anvil
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After experiencing the joy that is Lumen in UE5 I'm curious if we have any 3rd party solutions on the UAS yet that could handle lighting in a similar way for Unity. Anyone can recommend something to look at for URP yet? 😄

arctic fiber
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I'm having an issue with baking emissions.

All of these neon sign letters came from the same FBX. They are all using the same material, all have the same settings (other than transform positions) and yet these 3 specific letters refuse to bake the emissions. Any ideas?

arctic fiber
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well the fbx is all one

chilly kettle
arctic fiber
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I wanted to see how it would look in the scene first. I had the plans to merge it to a single mesh in blender

chilly kettle
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i would try to just join the mesh in one and give it another try.

arctic fiber
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aight

chilly kettle
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the only thing i can imagine is, that there is no emission on the "H, E, S" but .. dunno

arctic fiber
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¯_(ツ)_/¯

deft fiber
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Maybe neon tubes are just prone to failing!

arctic fiber
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I am currently merging the letters to a single mesh and exporting it back to unity

cloud swift
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Could anyone help me out. I'm getting this jitter on my players hand. I turned the material Unlit/ zoomed in on scale to get a better gif. I've turned off animations. Only rotation being affect is the camera. Only happens when the players rotates fast

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I feel like I've reset everything back to basics and still getting this

deft fiber
cloud swift
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ah It was the motion blur in the hdrp settings 😉 ty good sir

dark jay
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can someone please tell me how to add more light layers? ive read the docs but theres nothing

untold jolt
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Can anyone help me why is my door so dark?

spring elk
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Hi, I'm trying to implement enemy and player vision using 2D lights. What I need here is to get the mesh of lights other than the global lights used in this project. I mean, I've made all the enemy's and allies' views using 2D Light, and I want to get a mesh or collider of these 2D lights and do what I want with them. Is there a way? Please mention.

arctic isle
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So grab all the lights in a list and then access this field for each of them which should give you a list of Vector3s which are the shape of the light.

arctic isle
arctic isle
dark jay
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well, im going to need at least 30 light layers. what can i do?

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im using light layers because i dont want to use shadows

spring elk
arctic isle
gritty fox
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Hi ive been looking into some "IES files". I was wondering if they would be any help with making my lights look like actual lights like the first picture and how do I get them?

deft fiber
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I would use an emissive material and a spot or area light to simulate that kind of light pane, instead of a point light like in the second picture

worthy trail
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What would be the best way to use this for lighting? I mean one point light obviously doesnt work. Should I use emmisions?

deft fiber
worthy trail
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it wont work bc the inside of it captures the light, but near clip plane is only on realtime, where this is baked

oak dawn
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i'm guessing you should make sure everything's fine with the lighting tab

uneven topaz
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hey

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can someone please help me with this .im placing light probe group but i cant see the cluster
i have all the gismos on b ut still its not showing up

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anyone?

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@deft fiber

uneven topaz
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why is there different color shadow

worthy forum
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Anyone know why light probes don't respect layer masks? It's such a baffling and insane oversight by Unity

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It makes so that one cannot make a distinction between lights that are meant to only bake into lightmaps and lights that are meant to be baked into lightprobes (to affect dynamic objects)

prime ivy
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Hi Guys

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i am working on a city environment and this is the road view i can see on my end

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whereas, when delivered to developer, the light and reflections change completely

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this is how it looks on developer side

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i have also provided Quality preset to Developer

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and Lighting settings and directional light settings are completely same except the skybox

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the skybox he is using is different than the one i am using, what could be issue?

prime ivy
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if the roughness map is removed and roughness is adjusted manually, it works fine

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what could be wrong

deft fiber
deft fiber
worthy trail
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thanks

deft fiber
# worthy trail thanks

Emissive materials work too but it's best to let light components do the heavy lifting
Ideally the emissive surfaces could lit the details of the lamp, which the light components might miss or overblow otherwise

worthy trail
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I see

cloud swift
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Trying to understand in general how I should go about lighting my scene. It would be aiming towards lighting in like P.T or even phamosphobia. Dark Interior, lights on and off, scene setting night time, everything would be static besides player/using flashlight if lights go out. I'm just getting into the struggle of how I want to go about the lights in the scene. I've been looking up about using baked lighting and switching light maps but it's a hard topic to find understanding on. I've seen about replacing lightmaps at runtime, which I could see if optimized/time spent could work. I'm currently using mixed lights atm in my scene and this an unbaked screenshot. While I've think I've watched about every lighting video/podcast there is, I'm still lacking practice.

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Would it be as simple baking the scene for night/lights out and just enabling realtime lights if turning lights on?

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ofc it's lighting so I know there is not just one way/depending on what we want, just looking for clarification

cloud swift
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Also Using HDRP 2022

uneven topaz
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How to use adaptive probe volume for andriod project

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I have a big scene

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I need to add light probes in

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It will take me hours to setup

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:(((

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Magic probe just puts too many probes

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Any other idea?

dawn pawn
deft fiber
# uneven topaz I have a big scene

How big? How complex? How are you placing the probes?
Note that you only need probes in spots where there are changes in the lighting, and can box select multiple probe points and use ctrl+D to duplicate them at an exponential pace
After duplicating them you can delete unnecessary probes or tweak them
For general purposes that should be quick enough to do manually, but there's also this tool to automate it according to your specifics https://github.com/cgaueb/light_probe_placement

uneven topaz
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I got the probes

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But the issue now is

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How to get my LODS baked

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Im using bakery assest

uneven topaz
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any idea how to fix this issue

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in first picture from outside there is different colours on the wall

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and in second even tho im using point light source the area is too dark

past quest
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hey, so i was playing with the shadows in my game because the default shadows just dont look good, and i tried modifying the cascades, but i dont know how to make the shadows look always like in the beginning of the video? Or in general, do you guys have any tips on how to make the lighting and shadows look realistic in URP?

oak dawn
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if you want them to be blurry, just increase the shadow distance or decrease the shadow map resolution, though keep in mind artifacts, and if you want to remove the edges i believe there's a few ways like playing with the normal bias, two sided shadows and overall just fixing your meshes

magic stag
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I'm fighting Unity's lightmap baker really bad, I've spent all day re-baking the scene because Unity misses 1-2 objects every single time. Do all of my objects have to be in camera view to bake properly? I've noticed my view position affects how my objects bake..

Also curious if backfaces are stopping my theorized camera rays from properly helping the bake. Unity says how many objects are in view or w/e when baking in the info panel. I'm so frustrated, help?

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Here's the map for reference

magic stag
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😔 I've re-baked this over 100 times in the past day no joke. Why, Unity?

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It's like winning the lottery when it finally goes right. It's an absolute pain to have to change anything that would affect lighting, because that means playing the baking lottery for another whole day until I win..

uneven topaz
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What am i doing wrong

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Even though im using area light its not liting the olace

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Place

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🥲🥲🥲

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Also tried point light source

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Why are the colors on wall different?

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🥲🥲🥲

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Please help me

deft fiber
# magic stag I'm fighting Unity's lightmap baker really bad, I've spent all day re-baking the...

What are the objects that refuse to bake? The progressive lightmapper is functionally deterministic, errors don't appear or disappear no matter how many times you rebake
That is unless the pre-existing lighting cache has some lingering problems, but you can rule those out by clearing the cache before baking
What you're looking at in scene view has no effect on the final result of the bake, that's just the setting "Progressive Updates" that first applies changes to texels that are in view

#

I'd guess the objects that refuse to bake have no lightmap UVs

magic stag
#

They all have custom lightmap UVs, and the final object(s) that end up not baking are indeterminate, it's usually one of many interior items (a pile of boxes, a tunnel, or an entire segment of the map)

i've made sure all of their scales in lightmap are in the atlas range, so that's not it either

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And before you ask, the UVs are in UV2 and I have generate lightmap UVs unchecked

deft fiber
# cloud swift Trying to understand in general how I should go about lighting my scene. It wou...

There could be multiple issues there that make it look off
Are you using a natively HDRP project with HDRP template scenes, or did you get HDRP by upgrading an existing project and creating the settings for it yourself? Some settings could be off or missing, and you need to have proper HDR exposure for lighting to look right
Are you using PBR materials with shaders that implement HDRP's lighting features? If no to either, they can't look very good under any circumstances
Why does it seem like moonlight is getting through the ceiling? Are there reflection probes?

deft fiber
magic stag
#

Here's an example UV and topology screenshot, this object usually bakes perfectly, but sometimes doesn't, like the rest. The blue light is emissive.

I was doing automatic lightmaps for a bit, but Unity's lightmap UV generator is sketchy at best and causes performance issues when switching platforms.

I'm using Unity 2019.4.31f1 for my VRChat world, so I'm bit out of date here but unsure how out of date as I'm not aware of how often Unity's lightmapper gets updated

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That room is black in the previous screenshot because this is the (only) object that the lightmapper refused to bake this time around

deft fiber
#

That might have something to do with it
in 2019 the lightmapper was extremely work in progress
Now it's ready and stable

magic stag
#

Imagine a for loop that goes over a list of fischer-yates shuffled array of indices from 0 to mesh count, and it skips the last 1-3 indices. That's what's happening to me in simplified form

deft fiber
#

If you have meshes with organic/weird/detailed shapes you should avoid using lightmapping if at all possible

magic stag
#

These are mostly clean topology so idk

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other than a few parts, the dirtiest topological areas usually get baked flawlessly

deft fiber
#

Even the manual unwrap is UV seam hell

magic stag
#

this turns out beautiful when it actually bakes

deft fiber
#

I guess it's not the issue here though

magic stag
#

well thanks for the effort, it's much appreciated and hearing that the 2020+ lightmappers are better, I might just upgrade & bake this in a new version, then copy the lightmap textures over

deft fiber
#

I guess you also have access to Enlighten for baking instead of Progressive Lightmapper

magic stag
#

that's true, I've never tried it

deft fiber
#

Which was much more developed tech at the time

magic stag
#

alright well hey thanks again, i'm gonna try enlighten & if that doesn't work I'll probably just port the scene to a new Unity version & copy the lightmaps over

deft fiber
#

But you can also manually modify the baked lightmap texture, since it's just an .exr image

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Can copy paste the working parts over the failing parts in an image editor like Gimp that can save .exr

magic stag
deft fiber
coarse minnow
#

Anyone know what could be causing my issue? Every time I go into play mode it always ruins my baked lighting, and I mean every single time, Even after closing and reopening.

dry abyss
#

Anyone know how you're able to blend between two lighting scenarios at runtime using Adaptive Probe Volume?

#

is it even possible or am I wasting my time 🤔

dry abyss
#

Everything ive read and everyone ive asked said it was possible, but I cannot find a single source on implementation of APV scenario blending

dry abyss
#

I found out, leaving this here in case anyone ever needs it

#

only took nearly 2 hours for 1 line of code

tired inlet
#

Any tips on how to reduce these artifacts?

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Light radius is 0.15

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Adjusting biases do not help

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Shadow filtering on high of course

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Lowering light radius makes the artifact thinner, but does not go away until 0.025 (basically sharp shadows)

livid pilot
#

Hi guys, why my point light don´t make shadows?

timber lichen
tired inlet
#

Any value above 0 on the radius shows that seam artifact on any point light

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Distance from walls doesn't matter either

livid pilot
gilded cloak
night shell
#

SSAO - Screen Space Ambient Occlusion, which I'm sure you know

#

but its ambient occlusion in screen space, meaning that it will only work on things that are currently on your "screen"

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so as the side railing disappears from your screen when you look away, so does the occlusion from it

digital sigil
#

Hi, I tried baking the scene from the vr tutorial, but I get this pixelated look. (The image is the baked lightmap debug view). Increasing lightmap resolution seems to do nothing. What could be the problem?

arctic isle
#

for the platform you're currently on

digital sigil
#

Thanks, that's a lot better !

gilded cloak
night shell
#

you could try to reduce the radius of the SSAO so its less apparent

#

or if you have some shader prowess, you could render SSAO on a different camera that has a slightly wider FOV, that is then composited back to the main image and scaled up a bit so the "cutoff" of the occlusion doesn't happen immeideatly (your basically rendering more of the scene outside of your game view for the AO to work with)

#

although its a strange solution admittedly but it will help mitigate it

#

the other solution is to use lightmapped or some baked AO solution

#

that is on the scene level rather than as a post effect

gilded cloak
#

i can probably just live with it, was just curious if there was an easy fix. i appreciate the info and suggestions

sweet wing
#

I added a 2d light to my URP 2d project, it works when I add the Sprite Lit material to the sprites, however not getting any shadows even with added Shadow Caster 2D enabled on the mentioned sprites. Pictures incoming

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my expectation was that the shadow would be cast from the character onto the rectangle sprite behind it, is this wrong?

sweet wing
#

is this still true?

sweet wing
#

I originally started this project as a 2D without URP and added it later, im guessing it has to do with some of the project settings

sweet wing
#

issue seems project specific, ugh 😦 shadows work fine in a new 2d urp project

clear iris
#

Hi wave
I have super strange light streaks on multiple of my 3D models's shadows. They look like this, for example. In Blender, the Model looks fine though. I tried fixing it with this tutorial, but the result still looks like that waffle-y shadow up there :/ https://www.youtube.com/watch?v=GelFADvLJXY Anybody have an idea on how to solve this or a resource you could point me to? 3D is still a bit new to me.

how to fix Unity URP Shadows

#unity #URP #Shadow #Universal Render Pipeline

▶ Play video
deft fiber
#

Tweaking the biases can help but in most cases there is no good combination values that's possible to find, with the best compromise exhibiting both of the problems
It's best to keep biases at defaults

clear iris
deft fiber
#

But the gap problem still exists

#

Smooth shaded meshes don't suffer from the issue, and they can be rendered with flat shaded normals using shaders

clear iris
#

I kinda figured, but I hope in a scene with about maximum 40 elements in it, it won't be too harsh on the resources.

#

Hm, I need to look up what that means, honestly think Still very new to the whole 3D thing and I don't yet have all the needed terminology.

toxic eagle
#

How can I improve lighting so it still seems dark but you can still clearly see trees, enemies etc. My lighting right now is default apart from making the sky box colour a light blue

dry abyss
#

anyone know why my gpu is being so underutilized during an APV bake?

sonic mason
#

im baking with bakery, and all normal maps dont pop out as much as they do when there is realtime lighting ,
how can i make the normal map pop out more without having realtime lighting and only baked

cloud swift
# deft fiber There could be multiple issues there that make it look off Are you using a nativ...

Ty for replying @deft fiber , I was honestly testing few things and I didn't bake in the direct lighting yet. I was hoping for hopefully a summary of how I should go about the lighting. From the resources I'm finding. I am using my own settings, I started off with no lighting.
My Settings: Modern Home, Environment Light Coming from moon into windows, giving home some indirect light. Lights in home would be able to be turned off and on.
Gameplay: One Player, Most object's would be static besides doors and some interactables.
My Question: How would you suggest I go about the interactive lights?
My Current thought process: Using baking to bake any static lights in the home and environment lighting/using spot lights to give windows better direct lighting light god rays in a way and using real-time for room/main lights.

I'm just looking for some direction that I'm doing/understanding this.
For games like P.T and some other dark atmosphere games, with interactive lights. Is there more performant ways or ways to get around the issue of lights on/off with being able to bake the lighting.

deft fiber
cloud swift
#

hdrp

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my own light settings

deft fiber
#

If you've tried to make your HDRP asset, it could be that you're not utilizing HDRP's lighting properly

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"Lighting settings" affect only baked lighting

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Unless you know HDRP's features inside out, you should lift your HDRP asset from the HDRP sample scene template

cloud swift
#

ok I believe I am, my apoligies. I didn't start with a blank template on the settings.

deft fiber
#

Toggleable lights are easiest to do via Realtime light components
Swapping baked lightmaps is possible but there isn't a supported workflow to do it

cloud swift
deft fiber
#

These are Volume Profile settings, not HDRP settings

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Nevermind I missed the Frame Settings as well

#

But most of the settings are still located elsewhere, in the HDRP asset

cloud swift
#

and I was under quality HDRP in last pic

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No

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So I am using the HDRP asset

#

and ok so using realtime would be ideal for the interactive. I just wanted to be sure.

#

thank you

twin sun
#

Hey, i wanted to make a Linux build of my game, but i noticed that reflection probes would not work on any distro that i tested it on

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well the probes seemed to report no errors, but relfective materials simply looked the same and pretended that the probes wouldnt exist

vital halo
#

I'm trying to bake out my lighting using my GPU and it's taking forever. I don't have much in my scene and it looks like my CPU is being used instead of the GPU - Any idea if this is normal or how I could troubleshoot?

twin sun
#

that has pretty much been my experience so far too

night shell
twin sun
#

better upgrade your GPU just to be sure 😁

night shell
#

I've been able to bake pretty large scenes on the GPU lightmapper, you have to have some fineese with it but the solutions involved are to reduce the amount of objects being lightmapped

#

turning down the lightmap atlas size

vital halo
night shell
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and also turning off some features

vital halo
#

I'll toy around, thanks for the advice 🙂

night shell
#

but in my experience usually its because of that

#

the main tip I found that helps for me is making a custom lightmap paramters asset

#

and turning down the anti aliasing samples to 1

#

and using that in the lighting settings window

#

but also as I've suggested, reducing the amount of lightmapped objects you have helps as well

#

not every single object you have needs to be lightmapped

#

I see 193 lightmaps, which is alot

vital halo
night shell
#

you can have objects still contribute to the overal lighting

#

but instead of them being lightmapped they can be probe lit

#

for instance say you have a bookshelf

#

with a bunch of book meshes

#

you can have the main bookshelf frame be lightmapped, but the books themselves be probe lit, but still contribute to lighting (so that means you will still get shadowing/bounce lighting/etc from it)

#

on the mesh renderer of objects there is a field where you can have an object recieve GI from the lightmap or probe

vital halo
#

Got it, I'll see what I can tweak about that too

fossil radish
#

yo

deft fiber
# fossil radish

There's no need to crosspost
You have very little shadows, but beyond that there are no specific settings to make a scene look a specific way
Good colors and contrast in a 3D setting come from knowledge and skill in using assets and the available rendering features

tired inlet
#

Yeah contrast comes from both light and darkness which can be in terms of having light and shadows, and colors that contast more

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Creating more shadowy shaded areas to contrast with lighter open areas

#

You could also bump the contrast in the post processing artificially, but be careful as that is easily overdone if you don't know what you're doing

deft fiber
#

But like also the kind of assets you use and their textures/materials are just as important to lighting as the lighting itself

azure river
#

anyone know how to fix?

tired inlet
#

On the import settings for your mesh you have to click generate lightmap uv's and then bake your lighting again

slim vector
#

Why I get these bruises after baking?

vital halo
#

@night shell I just wanted to come back to let you know that your advice was spot on regarding the custom lightmap parameters asset - Reduced the AA setting to 1 but also imposed a maximum Lightmap Limit - Reduced it from almost 200x512x512 lightmaps to 6x1024x1024 maps 🙂 Thanks so much for your help

surreal grove
#

Are there any 2d lights experts here? I just posted on here, but maybe this is a better channel for my question? Thank you!! #🖼️┃2d-tools message

worthy trail
#

How can I make something not occlude a lens flare? urp

stoic hound
#

Does anybody know why this is pitch black from some angles but well lit in others?

polar wadi
#

Hello, I've got 40cm thick walls, I still got light bleeding issues. How do I fix that??

supple coyote
#

Hello, I have a problem when I started using EasySave 3.
When I'm loading a scene (for example first mission) the scene is without ligthmaps - this happen in editor and build. This will not happen when I will load a scene without Easy Save 3. The lightingdata asset is correct in Lighting->Baked Lightmaps->Lighting Data Asset but still it shows scene without lightmaps. When I switch to different ligthing data asset and then go back to the good one everything is fixed.

This sample of script repair the problems, but not in build (UnityEditor library). Please anyone have any idea how to solve this?

sly cradle
#

is this for me?

oak dawn
sly cradle
#

oh

#

k

#

thanks

tardy jetty
#

Hey, anyone know what the problem might be here? I need to bake my scene since there's too many lights, but when I do it ends up too dark as well as splotchy in some areas. From what I understand, all of my probes are set up right.

#

Left is how it turned out, right is how it should be

slim vector
#

After baking lights I noted that some points of the scene are too white, after checking the maps I noted that these spots are black on a thing called "Directionality"

#

Do somebody knows how to fix it?

slim vector
#

I kinda fixed by setting the light baking setting to Non-directional

regal condor
#

Strange lightmaps cause strange light effects on this wall, help

supple coyote
#

is Unity saving ligthmaps in some hiddens folder, appdata or something like that?
We have a problem where one player has the good lightmap, and the second one has the bad ligthmaps. They have the same version from steam.

How is this possible?

#

so we have a game on steam version 1.0 let's say with lightmap

we update the game to version 1.1 and deleted ligthmaps

So after that the players got the update trough steam, but they have ligthmap (and the funny thing, not all of them has this problem)

arctic isle
arctic isle
arctic isle
# tardy jetty

Hmm kinda hard to tell exactly what's going on, looks like you either don't have UVs set up correctly or the lights/shadow settings are not set up properly

supple coyote
supple coyote
#

in scene1 I use generate lighting button

#

I even put the ligthdataasset empty, but still its swaps with lightmaps from previous scene.
SetActivating also dont work here

#

oh and in Lighting -> Baked Ligthmaps I have none, but when im loading the game, the lightmaps from Scene1 jumps here...

arctic isle
#

And you're using the Generate Lighting button only in scene 1, not when 2 is additively loaded?

supple coyote
regal condor
arctic isle
arctic isle
arctic isle
supple coyote
#

but you mean in editor?

arctic isle
#

yes

supple coyote
#

I did that yesterday, I rebake light without scene 2

arctic isle
#

Do you have Light Probes in the scene?

supple coyote
#

yes

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delete them from scene2?

arctic isle
#

okay, add LightProbes.TetrahedralizeAsync(); after you switch scenes

arctic isle
supple coyote
#

something like that?

arctic isle
#

It should come in when the scene loading is done, so maybe in your DoAfterNextSceneLoaded or whenever you have callback code to execute as soon as the other scene has loaded

#

Maybe WaitForAction takes care of that, but you want to do that every time you load a new scene with a diffrent Light Probe configuration

supple coyote
#

ok this did something. In editor works. I uploading this to steam and give a final test

supple coyote
#

@arctic isle OMG this helps. Thank you so much ❤️

#

could you help me with one more thing about light

#

This is the Scene1, which has ligthmaps.
Generating lightmaps make much darker scene, but I will handle it

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on this screen, I have these strange, white "dots"/ "stains"

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not everywhere I have this effect on this map, with the same ligthmaps

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here is ok, zero problems. This is other side of the building

arctic isle
tardy jetty
vocal canopy
#

Hello, I'm just testing normal maps in 2D and it's all working fine, but IDK why but I have a weird black bordering that isn't affect by light (from what it appears to look like). Any way to fix or diagnose it?

#

Top sprite is a sprite without a normal map, bottom is a sprite with a normal map applied

vocal canopy
gilded cloak
#

i added a couple of directional lights only affects the Worker layer since my npc models were kind of dark, having some issue where if the intensity is too high it seems to kill the shadows in the scene completely. 0.2 intensity and everything looks normal, 0.21 is shadow disappear. what causes that behavior? the lights for the NPCs themselves are set not to cast shadows

#

none of the objects in the scene are on the worker layer except the NPCs

flint osprey
#

hello. Im newbie at lightning. I want to make display which emits the light like in real life. I tried emission but its not real time but baked. I would need to make realtime. I tried using point light behind the display but it is shpere but i need rectangular shape. Dont you know how to solve it? :/ thank you 🙂

deft fiber
# flint osprey hello. Im newbie at lightning. I want to make display which emits the light like...

Without raytracing there isn't really a way to do realtime emissive material lighting
HDRP has realtime area lights which are useful for monitor screens
HDRP and BiRP (and URP unofficially) has screen space reflections which can allow emissive materials to give off accurate specular lighting, but not diffuse lighting
Enlighten's realtime GI can simulate emissive materials, but only the intensity and color can change, and the scene must be using Enlighten's precomputed lighting

ancient laurel
#

Is 10 light sources a lot? I put 10 ligth bulbs on my scene and its lagging now even in editor mode. What did I do wrong?

deft fiber
deft fiber
# ancient laurel omg, god save me.

Oh and most importantly the platform/device you're making the game for, if it's mobile the performance constraints are particularly stringent
God will not save your lighting but if you can provide any of these details we may be able to present suggestions

regal condor
#

how can i remove the seams between meshes

brave goblet
#

I'm hoping someone can help - I'm building a scene into an asset bundle, there's nothing in the scene except a room made out of simple cubes with a standard shader, some simple seats and a single spot light that's using baked lighting.

I bake the lighting then export the asset bundle and then download it in a different project and open the scene.

Once I do this I can see that the lighting is completely different - The entire scene is white except for some objects (which is also weird). I can't for the life of me understand why!

lost sorrel
#

Im pretty new to unity, I have a toon shader and a toon material setup I have managed to get the toon lighting to work on objects but I cant figure out how to make the light affect terrain grass It seems to just diffuse it, could someone possibly help or mention an alternate way of doing things https://youtu.be/2SaLs6dE12w would it be a thing I would have to edit in the gras material

errant plank
#

when I baked my lighting, it started to turn into this

#

pleas help

errant plank
#

Why is no one answering

vague river
#

Prob bcz no one has a clue yet

#

I cant help either cuz im not an expert in unity light baking

#

Sry

deft fiber
slim vector
#

Can somebody help me understand what are these dots? Light is baked

chilly kettle
deft fiber
#

It looks to be indeed the chapter 14 problem

mellow sierra
#

@lost sorrel Stop spamming your question across this server.

slim vector
#

Thanks for helping indentifying the issue, as suggested I tried to increase the samples (you can see the bake settings) but some of the Fireflies still persists, any suggestion on what values should I use?

deft fiber
#

If you blur it you can still get the light from the earth but not the speckles caused by the stars, if they're the culprit

#

Then you can swap back to the sharp one and bake reflection probes

slim vector
#

Changed skybox, same result

#

I'd say it doesnt depend from the skybox, the artifact generated should have been at least different

deft fiber
slim vector
#

Idk if I'm going in the right way but I noticed that just by toggling ON "generate lightmap UVs" the artifacs are a bit smoother

deft fiber
thorny goblet
chilly kettle
golden surge
#

when i have multiple scenes loaded at the same time, its the active scene that has the lighting settings used right?

deft fiber
thorny goblet
#

In picture 1 the orangish color is from the directional light that is outside of the room, and it shouldnt be seen on the wall, and the common issue i run into, which is on picture 2, is all walls dont get baked, and some are just pitch black. Is there not a way to just bake the shadows as is, and my scene look the same as it did before baking?

#

@chilly kettle @deft fiber

chilly kettle
thorny goblet
slim vector
#

Is there a way to visualize in the scene the area light size? I have no Idea on how tweak their Width and Height since there are no references

deft fiber
#

@thorny goblet so, are you trying to precompute realtime GI or bake lightmaps?

thorny goblet
#

What do you suggest?

deft fiber
#

Even if everything's correct, baked lightmapping and realtime lighting work in kind of different ways
It's not just intended to bake lighting to lightmaps, but also simulate indirect and bounce lighting

whole bramble
#

except the standard shader , which shader will support the reflection probe ? (for mobile)

chilly kettle
sonic mason
#

anyone know why im getting these issues ?

chrome venture
#

Something is very wrong with my Lighting and I can't figure out what the problem is.
My objects are completely flat and no matter what light sources are in my scene, there is no shading whatsoever.
Any Skybox material, even the default, makes the Skybox turn black.
I've messed around with Lighting Settings, Camera, Quality, Project Settings, URP Light Asset settings, Changing render pipeline, etc for over an hour. Absolutely zero change.

#

If anyone has an idea of what could be going on I would greatly appreciate it

#

2d lighting works fine though by the way.

#

Only thing I can think of is starting in a 2d project changes something fundamental somewhere deep inside lighting settings and needs to be changed for 3d scene but I can't find it after a lot of searching.

deft fiber
#

No clue why

#

Swapping the URP asset to use the non-2D Renderer gives you all the lighting back, but disables most of 2D features

#

As does disabling URP to go back to Built-in Render Pipeline

#

This means that if you want to combine 2D and 3D, BiRP is your only viable choice

chrome venture
long umbra
#

How do I get a light in my unity 3D scene to also effect sprites?

deft fiber
long umbra
#

How do i do that?

deft fiber
# long umbra How do i do that?

Make a new material with a lit shader if URP, standard shader if BiRP and drag it to the material slot of the Sprite Renderer
You may need to enable two-sided rendering and alpha blended transparency or alpha clipping (or "fade" or "cutout" if on BiRP)

#

This is technically a hack so not all sprite renderer features might work properly

long umbra
#

Okay thank you

dire eagle
#

Very nooby with lights. I have this TV in a living room with a point light and a spotlight to simulate the TV shine.
What I wonder is why the rest of the room isn't illumunated just a bit. Shouldn't there be some kind of light bouncing? I am using URP - is this not a feature of it?

deft fiber
dire eagle
#

Ok well then I am just a naive noob 😄

deft fiber
#

An exception to this is Enlighten precomputed realtime GI, baked lightmapping and in HDRP ray tracing / path tracing

gritty kiln
#

I have 96 point lights in my scene, all "baked" and "Important" render priority, but they flicker when the camera moves, except when bloom intensity is disabled. However, this also seems to break the point lights, as they only work when you get extremely close to them and seem very buggy. How do I fix this?

deft fiber
#

Baked type lights are rendered as realtime if you have not yet baked lightmaps

#

Bloom settings should have no impact whatsoever on the typical light limit flickering

gritty kiln
#

I think it's just I have too many, but I can't get rid of any

deft fiber
#

If you can catch a video of it I can try to look

gritty kiln
#

Ok I'll send one over

deft fiber
# gritty kiln https://imgur.com/a/qmqPUli

These lights have not been baked and thus are showing the realtime light limit per mesh
The bloom is flickering also, which usually happens if the emissive surface is too small in screen space
It also looks like you could be using lens flares or halos, which also are flickering, which would be worse with bloom

tepid wigeon
#

Okay so I'm testing baking but keep getting this weird light result where the light looks like a water coloured painting on the objects

gritty kiln
chilly kettle
tepid wigeon
#

I tried using emissive materials then area lights but still get the same results. All set to static objects

deft fiber
#

Decide whether you want to work around realtime light limits or to fully use baked lightmapping
Baked lightmapping is a complex process that requires you to take time to learn it

gritty kiln
#

How would I work around the light limits?

tepid wigeon
deft fiber
# gritty kiln How would I work around the light limits?

Increase light limit in quality settings, limit light ranges and slice the mesh into segments
In forward rendering path each mesh within a light's range must be rendered again for that light, this is why URP caps the light limit to 8 and though BiRP doesn't have this cap it's not recommended to raise it above that for performance reasons
Alternatively there's the deferred rendering path, and forward+ rendering path if using URP
Deferred rendering path has some limitations like no hardware antialiasing and no deferred rendering for transparent materials, whereas forward+ rendering path has no limitations but may be buggy as it is new

lost sorrel
#

Hey I am having issues trying to get my toon shading lighting to apply to my terrain grass anyone got any tips or recommendations, do I perhaps have to code toon shading into my already exiting material for grass? I have already got a toon shader that work for objects as you can see on the box, or should this be done through a volume instead? (Not sure if this should be ⁠lighting or ⁠shaders) https://youtu.be/2SaLs6dE12w

dire eagle
#

I have an issue with lights here. Please see the small clip I made. As I walk into a room the light reflection on the ceiling game object is only appearing when I come closer to it. This is happening with different lights in my scene.
I added a screenshot of the light component configuration. Also a screenshot of the ceiling game object (green material) and screenshots of the global light configurations.

Lightning is very new to me so I just can't really figure out what the source of the problem is.

deft fiber
stuck flicker
#

Hi. I'm having some problems with the Probe Volume. My terrain doesn't affect the lighting

dire eagle
deft fiber
#

Project Settings > Quality has each quality tier referencing one such asset

dire eagle
deft fiber
dire eagle
dire eagle
#

😮

#

So lights per object means - how many lights can manipulate fragments/pixels of the mesh. I have 8 limit. The flicker tells me that I kinda get out of range of the maximum light and enable the bathroom light to be enabled?

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Light Range isnt' a factor for this limit is it?

#

Is my camera?

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So if I see <= 8 lights in my camera everything should be fine?

#

Ok but I think you pointed me to a solution. I need to stream different level sections to avoid having to much lights active. Thanks!

deft fiber
dire eagle
deft fiber
#

So logically smaller light ranges and less big meshes make it easier to not surpass the limit

#

Deferred rendering does lights per screen pixel, but it has no limit for non-shadow casting lights anyway
Forward+ rendering is basically forward with automatic slicing so you get a bigger limit with supposedly no drawbacks

burnt pendant
#

Hello everyone, I am trying to create a room with a similar lighting scheme to this.

How do you think this was done? it seems like it was light using an emission only and doesnt actualy use any lights, what do you think?

rocky peak
burnt pendant
#

area lights okay thank you

deft fiber
# burnt pendant Hello everyone, I am trying to create a room with a similar lighting scheme to t...

The standing lamp could likely be a point light using a cookie
If the glowing materials are emitting any light, it's extremely faint
They are showing post processing bloom and can be seen in cubemap reflections, so it's possible they're not even contributing to diffuse lighting
Emissive material lighting is very inefficient to bake, so usually you might just as well use point or area lights as stand-ins for them

burnt pendant
night shell
burnt pendant
deft fiber
#

Yea in that case the lamp parts would not be GI static
Or you'd increase the light shadow near plane sufficiently
Though I don't recall if baked lights have that option

burnt pendant
#

i was thinking of putting a low intensity light in the middle of the room and make the range cover the entire room. Could be a god idea?

night shell
#

Those options are only for real-time shadowing

dire eagle
brittle geyser
#

why does this happen? This is a point light shadow. The light is in front of the mesh but the shadow has holes carved in it.

arctic isle
red bison
#

how do you turn off the transparency? my friend has a problem and i dont use unity

deft fiber
# red bison

Transparency usually refers to material properties
But that looks like just the editor grid, which will show through opaque objects

restive abyss
#

I have a problem. I load Addressables that contain static lightmapped objects. BUT after I loaded the assetbundle, I want to move these objects to a different place in the scene. The problem is that under StandaloneWindows64, the mesh doesn't move, even though I changed the position of the transform.

restive abyss
#

Seems I found it. I need to disable "Static Batching" in the project that generates the lightmapped objects.

timber lichen
#

Hey guys

Im looking for support on the area of lighting and light settings

I'm using the Unity Asset "Bakery GPU lightmapper"

I am currently experiencing issues with my lighting across multiple projects

My baked lighting has this banding/wavy effect as you can see in the pictures

My real time lighting appears to have the same issue

Important information:

The photos are from my main project where I'm using Bakery. The builds are both Windows & Android

I have done testing without Bakery in a separate project and got the same results

The banding is present at all light levels

Iv been dealing with the issue for about a month and iv tried various "fixes" such as compressing my lightmaps to formats like ASTC for android

The banding is present even before compression

I'm hoping someone can shed some light on what's going wrong because I didn't have issues like this before a few months ago

The environment I'm trying to light up is a low poly sci fi city. The environment is dark

deft fiber
#

With realtime or mixed lights if you have "dithering" option on the camera that can be used to smudge up the bands for a much smoother image

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But with baked lightmaps the bands exist on the texture and there isn't really a way to smudge them the same way

timber lichen
deft fiber
#

But also you don't really pay attention to this stuff when just playing games

timber lichen
#

That's starting to make sense now that I think about it, my older world was a night club with detailed textures. There were hardly any flat or solid colors

This pack I'm using is low poly so majority of the objects are flat/solid colors making it more noticeable

#

I think my best option is leanring towards a shader that will cover it up more and see if I can do dithering

#

Since I'm doing an android build too I can't use post processing (this is a limitation caused by VRC SDK)

mystic delta
#

hi everyone, maybe it's some kinda easy and googable question but i can't resolve this problem with baked lightmaps

i've attached some screenshots how does the scene look with baked lightmaps, also there is my lighting settings. almost all my lights are set to Baked mode, cast/receiving shadows is enabled on all mesh renderers, i'm using built-in render pipeline

if someone can help me to sort this out i'll be really glad because i don't understand how it works sometimes

deft fiber
mystic delta
deft fiber
#

Light overlap is another I'd pay special attention to

#

The cut-off shadows could imply that
They also resemble the kind of light distortion you get when using normal map textures that haven't been marked as of type: normal map

mystic delta
#

thx man!

short lichen
#

I have found that the easiest way for me to properly light an environment is to fill it with orbs with emissive materials. This makes nice smooth lighting.
Is this dumb? Is there a better way? I tried area lights but getting uniform light with them is frustrating

deft fiber
night shell
#

and also wildly unnecessary lmao

arctic isle
arctic isle
deft fiber
#

Does the mesh have lightmap UV generation enabled?

#

I'd also check texel invalidity debug view

mild hemlock
#

Does someone know if Realtime Lighting baking uses the GPU or the CPU? And if it uses RAM or VRAM in case it's the GPU?

deft fiber
#

Impossible to answer without knowing what the "grass" is, what shader it's using and what shader you're using for toon shading

deft fiber
mild hemlock
whole snow
#

Any good tutorials on lightning for HDRP? I thought it was supposed to be modeled after real life, but I've got to use insane values to get any sort of actual visibility

deft fiber
whole snow
#

ty!

deft fiber
#

If you don't know the system inside out I think it's very important to always use the HDRP project and scene templates that set you up with all the necessary components and values, and give you a point of reference

#

HDRP will simply not work correctly if the Volume component doesn't have the necessary overrides

#

I guess it's also possible that you're looking at the light units wrong, since there are so many different ones

whole snow
#

that's a good point, ty for the exposure direction.. I was just looking into that

#

it's very cool, very much like a real camera

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which I have a good amount of experience, but also think I broke it when I incorrectly configured Opsive UCC camera.. good times 😄

lost sorrel
#

Anyone have any tips on improving performance of casted shadows getting some major fps drops at night but cant figure out a way to optimize it, perhaps a making script that turns of shadow casting when not visible to camera might work but unsure if this is the best way to do it , currently my main issue is the shadows casted to my grass terrain material https://www.youtube.com/watch?v=FU13L494-ds&t=4s

Just a little test of my cloud shadow system, took a long time fixing the quality of my shadows.

▶ Play video
timber lichen
timber lichen
#

also it doesnt flicker in editor

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only in build

dire eagle
#

I have a question about the spread of light.
In this scene I have a small bedlight. The bed light should be sufficient to see the room properly for the player.
However I have only two options to make this happen. I can either increase the Range very high which let's low intensity light fill the whole room however because of the range I touch other objects as well and therefore add up to their lights per object limit.
The other option is lower range but higher intensity. However this results in a way too bright light source.

Any ideas what I can do here?

deft fiber
timber lichen
deft fiber
timber lichen
#

they are with alpha clipping

#

lol

dire eagle
arctic isle
# dire eagle Do baked lightmaps work with Postprocessing like Eye Adaption and Bloom and so o...

Do baked lightmaps work with Postprocessing like Eye Adaption and Bloom and so on?
yes, those are screen-space effects that are applied after lightmaps are rendered onto the geometry
does that already count as dynamic?
yes, if you want to do that you'd need to use Enlighten Realtime GI (if the geometry doesn't move)
isn't there an Unity asset that allows more configurations?
maybe? Unity's normal light attenuation is made to conform more or less to the natural way light intensity falls off over a physical distance

dire eagle
arctic isle
#

that's because with the realtime lights you only have direct lighting and no scattering of any sort which would fill the room

dire eagle
#

Does the range of a light affect objects (in terms of lights per object limit) even when the light won't reach that distant object?

arctic isle
#

you get that with lightmaps (realtime and baked)

dire eagle
arctic isle
dire eagle
#

hm ok I think I really need to watch some videos about unity lighting. I am unfortunately not as bright as the lights in my scene

arctic isle
#

and also the pinned messages have some useful resources

short lichen
#

does anyone know why these defects happen and how to fix them? Using Unity 2021 built-in baked lighting engine, Progressive GPU

short lichen
timber lichen
#

no background tasks, but there are still 'Cancel' button + Unity still eats CPU and RAM

#

is it okay?

arctic isle
#

Are you using APV?

timber lichen
arctic isle
# timber lichen what is it?

Probe volumes. I assume not. Hmmm... Maybe progress reporting is broken for some reason? Doesn't mean a bake isn't happening.

timber lichen
#

but it is still using my ram more and more

#

and cpu too

arctic isle
#

can you post an editor log?

#

!logs

tawdry schoonerBOT
#
📝 Logs

Documentation
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

timber lichen
#

a bit later, i will give it some time before giving log

#

maybe it will finish

arctic isle
timber lichen
#

do i need to close editor before sending log?

#

or just send it while it running

#

it is doing something

#

because temp folder in root of project is bigger and bigger

#

wai

#

t

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it is importing assets now

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literally right now started doing it

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IT IS DOING SOMETAHING

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YEAAAAAAAAH

#

IT FINISHED

#

YAAAY

#

but the hell is it lol

arctic isle
timber lichen
#

i downloaded unity 2023.2 beta for it

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lol

timber lichen
#

what should i do?

arctic isle
#

the geometry doesn't look like it has proper UVs

#

and you probably don't need the realtime gi

#

unless you'll have tons of moving realtime lights that need bounce

timber lichen
#

i have one directional light

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and it is not moving

arctic isle
#

so turn it off and the bake will go much much faster

timber lichen
#

realtime gi?

arctic isle
#

yeah

timber lichen
#

okay

#

and rebake?

vestal canopy
timber lichen
#

csgo

#

from 2016

vestal canopy
#

Overlapping UVs* maybe? Csgo/cs2 maps are made in the hammer editor and it does some weird shit when doing the uvs for geometries made in the map(not models. Things like walls and ceilings made in hammer) and i personaly have had problwms baking lights in maps ported from the source engine

timber lichen
#

imported to blender and then exported to fbx

arctic isle
#

you would need to fix the UVs as well yeah :/

timber lichen
#

how?💀

vestal canopy
arctic isle
#

there's a little bug icon at the top of the scene view with a bunch of options, you can see how the UV charts are generated

vestal canopy
#

Nah gave up lol

timber lichen
arctic isle
#

only some of the surfaces will receive proper lighting

timber lichen
#

okaaay

#

how to fix uvs?

arctic isle
#

see how this is distorted in the same way as you can see the checkerboxes on it-- you want the boxes to align, be the same size and parallel

#

well you have to UV unwrap the objects correctly in blender

timber lichen
#

okay

#

hell nah

#

it is impossible lol

arctic isle
#

Yeah...

timber lichen
#

ill better use realtime lighting

timber lichen
arctic isle
timber lichen
arctic isle
#

Hmm

#

Is this urp?

arctic isle
#

If not I'm not sure how you can work around it

timber lichen
#

so, time to upgrade lol

arctic isle
#

Last comment says it's good on latest 2022.3

timber lichen
#

this is the latest 2022.3 version

#

oh, latest version is 2022.3.11f

#

anyway, it was latest some days ago

arctic isle
#

It say 9 was fine for them so maybe you're seeing a different issue. Don't really know how to help with this

timber lichen
#

ill try to upgrade unity version to 2023.1

#

also i will try to upgrade unity 2022.3 from 10f to 11f

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maybe that will fix the issue

timber lichen
#

and then to 2023.1

arctic isle
#

I hope you find a good workaround if this isn't solved. Just turning off shadows is an idea though it might not look as good

timber lichen
#

oh shit

#

so, upgrading project is pointless

#

cuz it wont be fixed lol

timber lichen
#

but thats literally not what i want

arctic isle
#

I looked it up internally

timber lichen
timber lichen
arctic isle
#

Yeah I hope so

#

You can also submit a !bug

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

timber lichen
timber lichen
arctic isle
timber lichen
#

urp

arctic isle
#

Then it's a different issue sadly

timber lichen
#

okay

#

i will try to upgrade project

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if it wont work

#

i will report a bug

arctic isle
#

Great!

timber lichen
#

if the Light Atlas Resolution is too low, it can break clipping

#

maybe this is my problem?

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ill try tomorrow(because it is night for me now lol)

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but i will google possible solutions

arctic isle
#

Maybe! Try it out, I haven't run into this problem before

timber lichen
#

also possible fix

#

and again, possible fix

arctic isle
#

But maybe? Doesnt hurt to try

timber lichen
#

wait, IT WAS FIXED LOL

#

in 2023.1.14f

arctic isle
#

I wonder if it's the same issue. Hopefully it works in 23 then!

timber lichen
#

yep

#

wait

#

i dont need to upgrade my project because im already using unity 2023.2 now

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so i just need to clear lighting data

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and build it

twin kernel
#

Is it possible to cast shadows onto a tilemap? I have an art style similar to paper Mario and im able to cast shadows on Terrain, but I want to use tilemaps for the flooring instead, which isn't displaying shadows.

deft fiber
twin kernel
#

So I'd need to apply a material to the tilemap?

#

I'll have to sus that out when I get home

timber lichen
arctic isle
feral knoll
#

Is there way to block the light going to another "side"?

lofty rune
#

I was messing with the visual environment and somehow cause a bunch of ghosting:

#

Anyone know what might've caused this?

mental mulch
#

hey im trying to use someprefabs but they are showing up lek this

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nvm i fiex it

#

but that error is sitll showing up

fierce prism
#

Is there an issue with baking lighting/bakery and probuilder? Having these complications when I am trying to bake my lights with bakery. Lighting is from a material with emissions (the neon light tubes). All objects are probuilder, with the walls have smoothing on, if any of that matters

plush notch
#

Does anyone know if there's a way in unity to have a model use a baked reflection from a different scene? I'm trying to get an N64 style effect of oldschool reflection mapping where a texture is rendered as a reflection. I've tried to bake a reflection probe with one skybox, but when I change the skybox later, all the reflection probes go black until I rebake them with the new skybox. Maybe there's a better way to achieve oldschool reflection textures?

deft fiber
half summit
#

hey.. I'm trying to setup lighting for my scene and I have strange results generating lightmaps.. I'm trying to make them for static ceiling, walls and floors, but it looks like everything is lit just randomly. All my lights are using mixed mode and have the same values, yet some parts are really bright and other strangely dark.. what am I doing wrong?

deft fiber
#

I would troubleshoot them separately as Mixed lights have a realtime and baked component, and the limitations of both

#

Exceeded light limit should appear by randomly turning the lights on and off when you move them or when you move the viewpoint around

ripe current
#

So ive been trying to bake a lightmap for the past week or so and it didnt work in unity 2021 so i upgraded my project to 2023.1.11f1 and tried baking it a few times on the lowest memory profile (my gpu only has 4gb of ram) until it worked and after trying it overnight there were no errors but the lighting ended up like this with all the weird branch pipe looking artifacts. Does anyone know the issue here?

#

I also had the ambient occlusion on the optix setting which only now i realised that it does not work on my hardware maybe that would have done something?

#

thanks for any help in advance

arctic isle
arctic isle
ripe current
#

there doesnt seem to be any uv errors and i know its not incorrect backfaces because I made the models myself and went through and checked for that already. I have attached both views. I have attached the texel validility (it has some red spots not too sure what it means though) and the uv charts (which looks a bit weird).

ripe current
#

after reading up on the uv stuff now i see im gonna go and remap the house and see if it helps

#

holy crap the uvs are bad i must have forgotten about it

arctic isle
ripe current
#

let me show you what they look like in blender

#

its bad

#

cant believe i forgot them

arctic isle
#

Amazing

ripe current
#

thanks anyway

ripe current
#

update its looking beautiful now 👌

#

god damn uvs are annoying

arctic isle
#

NIce!!

zinc flume
#

Just tried 2023.2 beta, loving the interactive preview. Is this the same thing as realtime preview that's on the roadmap or that's a seperate thing? I couldn't find a way to apply the preview result into the non-debug view.

arctic isle
# zinc flume Just tried 2023.2 beta, loving the interactive preview. Is this the same thing a...

Very happy to hear that you like it! The short answer is no, it's not the same thing.

Longer answer: The realtime preview is under development and planned for a future release (post-2023LTS) and it will be in screenspace and instant with no baking. This interactive preview feature is a "stop-gap" solution for us getting rid of what was Auto Generate baking. This interactive preview is a heavily optimized version of the Lightmappers that you find in 2022 and before that outputs only lightmaps and only for the sake of debugging. These are stored in memory and never written out as we wanted to make this completely non-destructive.

What happens after you press the Generate Lighting button is a new (as of 2023.1) baking orchestrator kicks in, which is a fire-and-forget version of the old Lightmappers (which would continuously watch for changes in the scene causing myriad bugs). This is not a situation where we have two/three different systems that do the same thing-- one is explicitly preview and one is explicitly "for production", so what you would choose with higher sample counts and denoising, as the new architecture allows for much better stability, no CPU fallbacks etc.

tepid kelp
#

a little help XD

#

i tried to backed but when it finished my fps is now fixed from 5 fps before and now i have 90 fps but the lighting is broken

arctic isle
tepid kelp
#

thank god i did a backup of my scene here the original but its lagging

arctic isle
tepid kelp
#

idk why this happend and how to fix it

ripe current
#

Hello again
so everythings all good with the light baking now except that some of my trees shadows appear just offset. There are some with the right ones and some with the offset ones. I thought it may have been something to do with the lods on the trees but ive been messing around with settings for the past while and havent gotten anywhere. Also the texel validility screen shows red where the shadow starts and not where the tree actually is. Any clue on what is happening here?
Thanks 🙂

Fixed the problem
it was an issue with my array modifier for the houses in blender
seperating all the objects fixed it 👌

ornate axle
#

hi, im trying to get a couple urp realtime spot lights working in my game but when one is on the other turns off? and i cant figure out why its doing it. seems like its only allowing for one light to exist at a time near each other but that makes no sense.
anyone know how to fix this?

stark temple
ornate axle
#

nvm. i found it. yeah i finally found the setting and turned it up

errant plank
#

Can anyone help? For some reason when I added URP to my game, it removed all my shadows, can anyone help

deft fiber
errant plank
#

I don’t see URP asset

deft fiber
#

You have to create one to be able to use URP

errant plank
#

Ok thanks

errant plank
zealous orbit
#

Hey guys!
Do you know where I can find assets for a skybox? I already checked out the asset store but couldn't find any that fit my purpose. I want something galaxy-/sci-fi-like. Kinda how it looks like in geometry dash but just in 3D:

ornate axle
#

Light flare (srp) is there a way to access the components variables in a script. Cant seem to access it,

deft fiber
ornate axle
ornate axle
#

No errors just can’t get the component, seems like it isn’t able

ionic wind
#

Hi whenever I bake my lights it gets permenantly stuck

#

I haven't changed anything and I've tried leaving it on overnight

arctic isle
tawdry schoonerBOT
#
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

opaque ice
#

its point light , but its shining too much at the middle ,
i want it to distribute low light equally throghout the room .
i had achieved it using point light and double the range of the room , but doing this affected lights of other room ,
how to do it pls tell me

#

Also , in android the lights look different ( more lighted) and in PC Editor it loooks differnet, how to fix that

deft fiber
opaque ice
deft fiber
#

If so there isn't strictly a "fix", but you can set your project to use gamma color space so you should be seeing the same visuals on both ends at least

#

Regarding the problem with light range, shadows and brightness, you would get much better results by baking lighting

#

It only works for static light sources, but should solve all those problems and could be cheaper to render too

opaque ice
deft fiber
opaque ice
deft fiber
opaque ice
opaque ice
deft fiber
iron vine
#

Hello! I wanted to know why my lighting in my reflection probe preview is looking (like i want) and in the game itself it kinda sucks... Can anyone help me point this out please?

arctic isle
iron vine
arctic isle
iron vine
#

yes i will sent you my settings

arctic isle
#

I think you have no lightmaps and just the reflection probe, which is why you're seeing this

#

Maybe if you rebake it will generate them?

#

The reflection probe looks like it was generated at a time when there were lightmaps

iron vine
#

it wont create lightmaps? 😒 i pressed generate lighting and nothing happens. It says baking but it remains the same.

arctic isle
#

realtime gi and static reflection probes are not exactly compatible UnityChanThink

iron vine
#

now it seems to be doing something...

arctic isle
#

right, it should appear once the bake is done

iron vine
#

Very weird this...

#

I will delete the lightning data and try again

arctic isle
#

no wait 😄

iron vine
#

To late i'm re baking 🙂 sorry 🙂

#

will see the result in an instance. Hold on

#

Okay i did this and it stays the same:

#

I will go into baked lightmaps tab

#

all black?

arctic isle
#

the lightmapper is either not seeing any lights or not seeing any geometry-- what you saw before in the ref probe was probably the realtime lightmaps