#archived-lighting

1 messages Β· Page 24 of 1

kind kraken
chilly kettle
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artefacts are caused by exposed backfaces

kind kraken
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so double sided gi should fix it?

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imma try

chilly kettle
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For your case, it should be the easiest way

kind kraken
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it fixed it!

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i mean

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it fixed the bad shadows below the trees

kind kraken
# kind kraken

there are still little shadows on the leaves that makes it seem burnt

chilly kettle
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Okay. Next Question:
How big will your forest become? ^^

kind kraken
chilly kettle
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im quite sure, that baking the leaves is not the best way

kind kraken
arctic isle
chilly kettle
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Big Lightmaps ^^
i would try to set them static, but change "Receive Global Illumination" to Lightprobes in the Mesh-Renderer.
And place some lightprobes around the forest.

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That should be good enough

kind kraken
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right

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im going to create a small forest just for testing and will tell you

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there's one thing tho

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I should separate leaves and branches

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since on the lods they're just one mesh

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Three LODS and Three Meshes

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but i should have 3 lods and 6 meshes

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leaves and branches

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to do what you told me to do

chilly kettle
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because you want to baked the trunk and use Probes on the leaves?

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im not sure how LODs behave when beeing baked. @arctic isle - do you?

kind kraken
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or the entire mesh?

chilly kettle
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i would suggest that you test what works best

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baking lights is often try and error

arctic isle
kind kraken
# kind kraken

There's one thing that i'm wondering about, why the shadows down here are just a reflection of the plain faces of the mesh and not the transparent textures instead?

chilly kettle
kind kraken
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Here is evident in realtime lighting

arctic isle
chilly kettle
kind kraken
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This shader was made using Amplify shader editor

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fortunately I have it

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I could try to tweak some settings and make it work

chilly kettle
kind kraken
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using the standard URP/lit shader with alpha cutoff works

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it renders the shadows properly

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but using the Amplify one it doesn't

chilly kettle
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i used bakery for years but switched back to Unity lightmapper a year ago

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the unity one is really great

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and you cant use the unity debug features for bakery lightmaps

humble bronze
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Heya, I decided to use a spotlight as a viewcone for a top down dark themed game. Any idea what's going on here?

The first image is with 0.5 shadow strength and second one with 1 shadow strength and it still leaks through somehow

In both images there is a wall to the right of the player. There is a ceiling that prevents from light entering (shadows only)

kind kraken
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I fixed it! I just had to rename the maintexture parameter from _Texture00 to _MainTex and change the name of the shader from "Raygeas/AZURE Vegetation" to "Raygeas/Transparent/AZURE Vegetation" @chilly kettle

chilly kettle
sage hill
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so I'm not sure if this happens without URP but for some reason my lighting goes really bright in some places when Contribute To Global illumination is on the object, it seems like smaller places do this but the room Infront of the bad one I smaller, I'm also going to post this in #archived-urp so those people can help, i also sent an image of a good room and the light map

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also this only happens after bake

sage hill
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@stark temple (so sorry for ping) you helped me with my other problem you know how to fix this? (again sorry for ping)

stark temple
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I have no idea

sage hill
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alright

acoustic seal
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Anyone know why Unity won't detect my HDR display? I have HDR on in Windows 11 as well.

acoustic seal
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Or if anyone knows how to enable HDR, lmk. I've followed all the Unity articles I could find (2). I'm on 2022.3 and in HDRP. I also tried 2023.2 with URP but no difference. On an LG C2 42, windows 11.

main wolf
kind kraken
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What it means when there are transparent things when in UV Overlap view?

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these are trees

deft fiber
charred moth
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everything except for that wall is perfectly fine,

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but that wall has some baked artifacts for no reason

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i wanted to enable double sided gi but its not available in urp

deft fiber
raven flower
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My volumetrics have disappeared...

I had them on before, and it worked correctly.
I must've done something to some setting, because now they don't work.

I have Volumetrics enabled on the light.
I've got Volumetrics ticked in the HDRP global settings.
I've got fog in my scene, with volumetric fog turned on. It's quite thick too.

What could I be missing?

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Nevermind. My smart ass had this ticked in.

alpine briar
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Hey there for some reason when i try to bake lighting, Unity just crashes

So i tried using the "Bakery" unity asset and this shows up

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I'm on the latest drivers tho and i even tried doing a clean reinstall of the latest drivers using DDU

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currently using an RTX 3080

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Anyone have any ideas on what's going on?

arctic isle
tawdry schoonerBOT
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πŸ“ 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

alpine briar
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I’ll send over the crash logs in a bit

magic osprey
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I thought I was going crazy, I finally have proven to myself that I wasn't. Okay so here's this image... The mesh with the super black shadows (WHAT I WANT), was made in 3D's max. The other mesh that's lit up even in the shadows was made in pro builder. Both have the same exact materials, yet the one in bro builder is obviously more lit.... I am using HDRP.

alpine briar
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Here if you can figure anything out from this i would greatly appreciate it πŸ™

arctic isle
arctic isle
magic osprey
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@arctic isle - i'm just curious as to why both look different with shadows. Like why is PB shadows more lit and the mesh made in 3ds max more dark? Both are using real-time light. I'd rather stick with real-time lighting if possible, I know baked would fix it. I'm just genuinely curious as to why both types of meshes just appear different in general.

arctic isle
magic osprey
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Ahh I see something. Reflection probe makes everything more equal in lighting. But that's the interesting part - without reflection probe the PB object still appears just as bright, but if I add a reflection probe the 3ds max mesh is just as lit as the PB mesh

arctic isle
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and so would receive less light from diffuse sources

magic osprey
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Yeap that's it!

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The 3ds max mesh

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That was it lol

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Thank you πŸ˜„

arctic isle
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no problem!

arctic isle
alpine briar
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So i have 0 clue what to do next

arctic isle
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Get latest 2022.3- I don't recall fixing a crash like this in the 2022 release stream but who knows. Maybe the latest drivers + old 2022.3 has some hiccup

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If that doesn't fix it, maybe it's a bug

arctic isle
alpine briar
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i don't think the issue is with Unity honestly, I'm pretty sure its something to do with the Graphics Card

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gonna contact NVIDIA support and see if they can help in any way

arctic isle
atomic nest
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I think it is related to urp so Ill move em

kind kraken
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Why does my freshly made baked gi have this weird circle weird light shapes? These are my settings

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I'm in urp

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By increasing lightmap resolution it becomes even worse

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Putting the resolution to 1 texel per unit seems to fix it, but I will get messy lighting later when placing objects

arctic isle
kind kraken
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Disc lights

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I linked the settings above

arctic isle
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if you use spot lights, you'll have access to the 'baked shadow radius' value which will make this smoother. The distance to your meshes is what makes the hard edge here.

kind kraken
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alright, imma try with it

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oh I just forgot Cast Shadows enabled on my ceiling lights meshes, actually I don't really care about shadows on them

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I previously disabled it but I think that reimporting some assets messed up things a little

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I understand the point of using spot lights tho

kind kraken
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ok what's this sh*t now

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there's a room between tho

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no cast shadows on both light ceiling meshes

chilly kettle
deft plank
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im making a horror game and need to make this creepier and darker. any tips?

chilly kettle
alpine briar
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then i guess you should add torches around with point lights?

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That's how i'd go about it if i was you

deft plank
deft fiber
deft plank
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@deft fiber

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that

deft fiber
deft plank
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i was looking at the wrong one thanks

deft plank
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can someone help me fix these wierd shadows? im using pro builder btw

winter pollen
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I tried google but it didn't helped.
Why does the darkness turns completely black after baking and how can I go around this and have a still visible darkness like in the first picture, but also having the light points baked?

quaint river
chilly kettle
charred moth
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The darkness could happen because either theres not enough bounces or the lights are realtime

winter pollen
chilly kettle
winter pollen
chilly kettle
atomic thunder
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i was trying to bake lighting for my vr game and it always says this: (by the way the time keeps on going up and up)

night shell
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you can do alot of things to optimize the process and make it more managable for both the CPU/GPU to render the scene when using progressive

night shell
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drop sample counts, enable filtering, create a custom lightmap parameters asset and disable baked anti-aliasing, make sure that you have realtime GI disabled, and if you aren't using mixed lighting, make sure that is also disabled (or at the very least set to subtractive)

drifting barn
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how do i make a light that emits light in all direction

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without y'know, exploding my computer?

drifting barn
placid forum
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Hello! Sorry probably stupid question, but I cant find any info on Google.
How can I use baked lighting with realtime objects? I've a part of scenery that is set to static and should have baked lighting, but as soon as I do this, my dynamic objects stop casting shadow from directional light.

This is how it looks with dynamic lighting.

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When I change light to baked and bake lighting, I've got this. As you can see, capsules no longer cast shadows.

night shell
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You need to use mixed lighting

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Mixed lighting combines both aspects of real-time and baked light

tulip tendon
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or better adaptive probe volumes if your using unity 2023

placid forum
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Could you please link some resources about this? I'm not sure if I understand whats hapenning here. I'm on 2023.

tulip tendon
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i can show you some pictures using every light mode

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tell you how it works

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so this is a realtime light

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it works as you expect

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this is baked light

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which has your problem with the dynamic object not being lit

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there is mixed light which combines both

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but that means your dynamic object will only get lit by the direct light

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indirect light wont affect your object

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and having many mixed lights can also be expensive

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so thats what light probes are for

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as you can see the dynamic object also recieves indirect lighting

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in this scenario i used the new adaptive probe volumes

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which are only available in unity 2023 for URP

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it looks like this

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it samples the baked light from the scene and gives it to dynamic objects

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this process is pretty much automatic

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all the probes are placed during the bake time

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@placid forum

placid forum
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Thank you for this very detailed explanation, I really appreciate it!

So, in order to use baked lighting I must use light probes and dynamic objects will be lit and cast proper shadows then.

Thanks, I'll play with this and see the results.

πŸ‘Œ

night shell
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light probes will help correctly light your dynamic objects, but mixed lighting will allow the realtime shadow casting you were looking for initally

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volt is correct though, mixed lighting can become very expensive when you have many mixed lights

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although depending on many factors, how expensive depends on the scene, and if your only going to have 1, one is usually fine even on mobile

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you could also go the fully baked route, and there are methods there also for faking shadows for dynamic objects

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but thats a whole other can of worms

tulip tendon
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but is not as accurate

night shell
tulip tendon
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ye

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im testing it right now with a dynamic cube under a baked spot light

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and the area under the cube darkens

night shell
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specifically casting realtime dynamic shadows?

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because from what I recall APVs were baked

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dont want to say too much again though because I haven't messed with them in the newer unity versions

tulip tendon
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nvm, it was the ambient occlusion causing it

night shell
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so only baked, figured

tulip tendon
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but realtime APV's are on the roadmap, so thats great

night shell
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that is great indeed

placid forum
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I have only one light and several dynamic objects. My dynamic objects are not casting shadows when I set mode to "mixed" thou. Are probes required for shadow casting?

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Okay I could did something wrong earlier, now they are properly castig shadows in Mixed mode.

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Thanks for assistance, I think I now uderstand this topic better πŸ™‚

night shell
placid forum
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So, generally I should use "Mixed" light and still use Light Probes, right? Because on "Baked" mode when I've put light probes, dynamic objects are not casting shadows.

night shell
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yes if you want to maintain realtime shadow casting you would use mixed, when on baked mode there are no realtime shadow casters because its all baked for performance

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@placid forum

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now granted I did mention its possible to have "shadows" even when fully baked, but thats a whole can of worms with a bunch of techniques that can achieve such a thing, but with various drawbacks

placid forum
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Thank you David for assistance. Sorry for spamming, I'd love to ask you one more question when we are on track already. I'm using 2023 and I'm cosidering deploying this to mobile devices (phones), which lighting model would work the best in terms of performance? I assume baked lighting will be better than real time.

But what about light probes? Shall I skip them for mobile devices?

night shell
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light probes are very lightweight, you shouldn't skip them for mobile devices

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in terms of performance for mobile though, the best would be purely baked lighting

tulip tendon
# placid forum

I recommend using the adaptive probe volumes instead of the light probe groups, those are automatically placed in the scene and offer way more accurate lighting

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you can also use those as a replacement to lightmaps and they are a lot faster to bake

regal otter
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Okay added flashlight pickup and culling but one problem is the lighting on the flashlight itself, how do i add proper render to the flashlight itself? Also the flashlight has it's own camera basically 2 cameras in one scene. Also in the end which pixel resolution you guys prefer? 256x128 or 128x64 for PS1 graphics?

The flashlight camera is a overlay camera by the way

regal otter
deft fiber
regal otter
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Oh hey Spazi! i think already fixed it! i just need to removed the Directional Light that was causing the lighting bug ha ha! Ah yes the flashlight with a camera. it's a FPS fix technique they use for wall culling fix

deft fiber
regal otter
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the "Wall culling fix" my bad for spelling it wrong, it's a way to fix items in first person, hang on lemme record it

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basically use of camera stacking

deft fiber
regal otter
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Yes please Spazi there's this method i'm confused about and how it's works, they said shrink the item inside the player collider but size it up via a "Shader" somehow which is odd, i don't if they mean ShaderGraph or "other", here's the video https://www.youtube.com/watch?v=9MB_bNLYAX8 skip to 1:00

Wishlist on Steam: https://store.steampowered.com/app/2280900/Blood_Rot_1918/
Support on Patreon: https://www.patreon.com/OBrooks

Go and subscribe to @garbaj! Do you know of any games that use this technique?

I first learnt about it from the Unite LA talk about the then-new FPS sample. Apparently the new Doom games use it, but I haven't been a...

β–Ά Play video
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Also they said it's a "fix" for the lighting of the item?

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oh "doesn't suit for interacting with objects" ah never mind

deft fiber
# regal otter oh "doesn't suit for interacting with objects" ah never mind

Says "isn't a great fit" which I agree with mostly
With two cameras item interaction is totally impossible which is worse than not a great fit
Not sure why a shader is mentioned here as it's not really necessary or even helpful for this effect
This is generally the method I'd prefer though, even if there's a third option that overrides render order
Still you'll need to do more than this to get the flashlight to work correctly

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If you poke the flashlight directly into a wall, the light source will be occluded
That's more just how we expect things to work than an "issue"

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In that situation you'll have to decide if you want the light to be blocked by the wall's shadow, if the flashlight should move out of the wall's way way dynamically, or if the light should be attached to the player's viewpoint rather than the flashlight physically

vestal canopy
deft fiber
vestal canopy
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sooooo make the lights mixed or baked? Shouldn't that work?

deft fiber
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With baked yes, mixed no

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Baked lights can't have any specular response outside of reflection probes though

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I think in this case the solution was to simply disable the directional light because it wasn't shining indoors anyway

regal otter
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Yep I just fixed it via removing the directional light

gaunt flax
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Im trying to apply lighting to my 2d game im haing this issue
why with sprite lit default is it still light?

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isnt it supposed to be dark

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i have the URP set up in the project settings too

deft fiber
gaunt flax
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i did figure it out

deft fiber
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No point having Lit sprites unless you have some light after all

gaunt flax
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i just had the wrong renderer

idle bramble
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Anyone know how to view JUST the AO in the scene? like you can with Unreal?

chilly kettle
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You can view the baked lightmap via Debug Draw Mode (not exactly only the AO).
And you can use a custom shader and plug the AO into the Albedo channel, if you want to see the AO of your Material.

idle bramble
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@chilly kettle Good point, I meant Texture AO. The option to plug it into albedo just to see what it looks like isn't exactly what I'm after, I want to see and know for certain that the AO is enabled.

deft fiber
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What's "texture AO"?

idle bramble
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Ambient Occlusion Texture Map

deft fiber
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All three are ambient occlusion and use texture maps

chilly kettle
# deft fiber What's "texture AO"?

What I mean is, that you bring your own AO for 3D Objects with the AO-Texture. And that’s easy to show when plugging it directly in the albedo channel ^^

deft fiber
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Maybe RenderDoc will let you view individual texture passes

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But you could also just make a scene with some distinctive ambient lighting to try them out

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The AO output of a material is nothing but a multiplier for any light that's "indirect"

tulip tendon
deft fiber
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I forgot these overrides are also in Play mode from the debug menu you get by pressing ctrl + backspace

static thorn
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So, this is the bed of a dump truck that's lifted up to dump dirt. I'm having a weird issue where light seems to come through at the corners of the model instead of being all shadowed in there. Does anyone know what might be causing this?

idle bramble
static thorn
static thorn
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What Unity version?

idle bramble
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Yeah, am using Unity 2022.3.1of1

static thorn
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Analysis is right there. 5th from the bottom...

idle bramble
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Doh! Thankyou πŸ˜„

static thorn
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Lol! happens to the best of us!

idle bramble
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Oh this is great, just what I wanted. Thanks!

deft fiber
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The best solution would be to disable shadows on the mesh, and have a copy of it that's shadows only with its normals calculated to be totally smooth/merged

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If that's not an option you could try tweaking the bias values (while avoiding extremely low or high biases), increasing relative shadow resolution and enabling two-sided shadow casting

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A problem that looks similar to that can also result from generally low shadow resolution

static thorn
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I've tried tweaking the bias values and increased resolution. I'll try enabling two-sided shadow casting.

deft fiber
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Hands down the most watertight solution is the smooth-shaded shadow caster mesh
It should be a built-in option

static thorn
static thorn
deft fiber
static thorn
deft fiber
# static thorn I believe we offload a lot of the physics calculations to the gpu as well though...

Interesting! Then you'll want to pay special attention to the shadow settings
Increasing shadow resolution is not the only way to increase relative shadow resolution
Shadow resolution is spread across shadow distance, so decreasing distance increases the resolution effectively
Shadow cascades are also useful for packing higher resolutions closer to camera where it's needed without affecting the distance or resolution, for a small overhead cost

static thorn
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Yea I was playing with the cascades a lot but just couldn't seem to get rid of the problem. even when I bumped everything up to really high resolution just to test the fix, it still had the same issues. Almost makes me think it's a model issue, like it doesn't recognize there's a model there in that small area.

deft fiber
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It sucks that we can't easily define a "shadow caster mesh" directly from the mesh renderer component, nor change the mesh properties for shadow casting

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So you have to use a child object mesh renderer for it

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Or alternatively author the mesh with no sharp edges at all, instead using bevels with hardened normals

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But that might double the polygon count

static thorn
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I wouldn't be surprised if it's a model issue. We use a 3rd party company for doing our models and they seem to have a lot of issues. I may open it up in blender and take a look. I'm not an expert at modeling at all, but if i can at least see that there is an issue we can send it back to be fixed.

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Thanks for the help, and all the info on shadows. If anything, I've got a lot of possible routes to try for fixing or improving the issue!

deft fiber
deft fiber
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But if the gap is unexpectedly big, it's also possible that the mesh has an inverted normal that appears as a gap to the shadow caster, but not to the viewer in case the material is two-sided
But that may be a bit far fetched

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@static thorn here's an example of what I think we're looking at

static thorn
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Ah ok I see what you mean. Is there a way to check for back facing normals in Unity?

deft fiber
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The fix I'm suggesting is to use the mesh on the left for shadows only

deft fiber
static thorn
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Alright

deft fiber
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You can control the normal smoothness of an imported mesh within Unity if needed

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Using Normals: Calculate with Smoothing Angle of 180 makes it entirely smooth
The only annoying part is you need to duplicate the mesh and use both

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Then duplicate the mesh in scene, set the duplicate as the child object, change its mesh to the smoothed mesh, set mesh renderer to shadows only and set the parent mesh renderer's shadows to none

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If that fixes the problem then it likely was the sharp normal gap problem

static thorn
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Alright, I'll give that a shot.

austere bloom
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How do I make light be a different color

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I changed the color to red but it doesnt change

timber lichen
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Is there a way to make this better on the default pipeline

night shell
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not sure what your setup is there

timber lichen
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Just some realtime spotlights going over a probuilder road

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The streetlamps are mixed spotlights

timber lichen
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I figured it out, the street lamps were set to important and the maps not properly baked for some reason

cinder parcel
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Hello! I am having a very bizarre issue with lighting in built-in. When using deferred rendering on a scene with realtime lighting it looks like this

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forward rendering on this same scene looks like this

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nothing unusual so far

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but when making a completely new scene from scratch, these are the results

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forwards looks like this

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but deferred looks like this

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which makes absolutely 0 sense to us

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there is nothing fundamentally different between the setup of both scenes

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both are using the same standard lit built in shader

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hell, if I disable every single light in the scene it still looks like this

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while forward looks like this

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I am completely lost here of why this is happening

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it even seems like there is something adding light to the scene

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but as I said there is no lights in the scene

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so yeah, if anyone could lend me a hand I would greatly appreciate it, I am out of ideas, there are no lights in the scene, no lightmaps (game is purely using realtime lighting), no enviroment light so I am completely lost here, specially because it does work on other scenes

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this might be an issue of how we are importing the packages I think these assets come from another project that works in HDRP, but still, the behavior seems highly unpredictable

night shell
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reflections?

cinder parcel
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maybe? I have no idea where to look at

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this seems like a bug to me tho

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because if I move the assets outside of where they "should be" they instantly are illuminated like they should

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so for some reason being confined to that space makes them look like that

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and by that space I specifically mean that space

cinder parcel
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why would reflection probes make the scene act that way btw?

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forward

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deferred

night shell
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well forward rendering has a very simplified reflection setup, I believe its only 2 per object, and a crossfade is done between the two

with deferred its a little more complex, but it leads to better fedelity. You can have as many per object, and blending between probes is higher quality

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now not to sure whats different about the reflection setup, but clearly it looks like the deffered rendering doesn't have a good reflection fallback

cinder parcel
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yeah, I was going insane I had no idea what could have caused that

night shell
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its kind of hard to explain but I'm sure someone here can explain it better than I can but your issues are just with reflections

cinder parcel
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thanks for the info, deleting the probes certainly fixed it, now I am getting another problem that doesnt happen in a clean scene, if you can see from the video, on deferred, when I have an object being iluminated by 2 real time light sources the places where they meet looks pitch dark

night shell
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ok so it seems like you aren't aware of the differences between forward and deferred rendering

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both are rather different, and have different limitations

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but what your seeing there in that clip you posted

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is a limitation of forward rendering, that being that there is only a set amount of per pixel lights you can have for an object before unity falls back to vertex lighting them

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usually the limit is set to 4

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4 per object

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but you can increase it

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but there is a side effect

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deffered is alot better and doesn't have such a limitation with per pixel lights, and it also scales better with more realtime lights

cinder parcel
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Yeah aware of that, its also significantly slower with multiple realtime lights which is why we were using deferred on this project. I dont get this clipping issues on another clean scene so I am wondering why this might happen on this specific scene

night shell
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ohh wait I viewed that wrong, your switching to deffered which has those patches, I thought it was forward

cinder parcel
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haha yeah you would think its the other way around!

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Forward should look worse

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yet deferred has the artifacts

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I already cleared the baked oclussion culling so its not that

night shell
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hmm not sure what it could be, I have no idea what your scene setup is so it could be due to alot of things

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I'm assuming this is the built in pipeline?

cinder parcel
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built in yep

night shell
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are you using custom shaders?

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or built in standard shaders?

cinder parcel
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mix of both hmmm

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it seems the glitch here is the spotlight is acting as an area light for some reason

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nvm again its acting as a square in both

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but in forward the indirect lighting masks it

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deferred doesnt

night shell
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I see that there is a cookie on the light

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could it be that perhaps?

cinder parcel
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aghhhhhhh

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spot on

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works perfectly now

#

thank you so much for the help

#

I lost like 7 hours of work today due to these 2 stupid little bugs 😭

#

Forward wasnt an option because the game framerate was tanking

night shell
#

if frame-rates are tanking might need to eliminate lights/shadow casters

#

if lights don't change in your levels might be worth just baking them

cinder parcel
#

only on forward, game is running at smooth 90+ fps on a scene with 0 optimizations, culling and like 40+ real time lights hehe

#

we have some gameplay mechanics tied to turning on/off light sources so we would need some custom solution

#

but yeah, thanks for the help! The same setup not working on essentially the same scenes was driving me crazy haha

unique gulch
#

Is there any way of stopping 'double shadows' when using subtractive mode baked lighting? E.g. when the dynamic character heads into an areas with baked shadows, I can see both the baked and realtime shadow?

vapid bison
#

1st Image:
I have made these triangular mesh tiles in ProBuilder for generating a procedural mesh terrain but some of the edges of the triangles are sometimes very visible and the shadows are kind of strange.

2nd Image:
If I set the material to unlit, the edges aren't visible at all anymore so I'm guessing it's due to a lighting issue

3rd Image:
If I drag a road spline with terrain edges using the same material through the terrain, the lighting is very strange again. One side of the road is completely covered in shadow which makes it very obvious that the terrain consists of several smaller pieces.

Is this a lighting issue or an issue with the material/normals? I tried to select the meshes and check the "Generate Lightmap UVs"-box which I hadn't before but that didn't seem to do anything. Is there something wrong with the meshes and how can I fix this?

Thanks!

vapid bison
#

I'm not generating the meshes at runtime, I'm merely placing them so could it be that I need to recalculate the normals for my meshes beforehand in the editor? Can I do that?

lethal dagger
#

Guys do you know any Tools that can bake Shadows ONLY?

#

That Works like unity 2014 lightmapper.

winter pollen
#

Whats the best Setting for a high quality baked light?
if you are willing to wait up to 10 minutes for baking the light with a 4090.
Whats are the settings because the default settings seems to be pretty low and just increasing every value x4 doesn't seems right with some values in the lightmapping settings.
So whats settings are the best for a highend quality baked light?

timber lichen
#

Why do only some of my lights emit shadows properly

uncut coral
#

How can I bake light in 1 scene but in parts, not full baking in single time but like in 4 parts, but scene is single

near wraith
#

Hi. In my project, the glare is reflected from the lighting of the models (textures). I saw on the Internet that I need to remove 2 checkboxes so that this does not happen, but this only works on standard materials created in Unity itself. This is not available for my textures (in the model itself and in the "textures" folder, where texture images are stored).. How to remove glare?
P.S. I did not understand which channel is responsible for this problem. I apologize in advance

fluid charm
#

does anybody know why this happens? its a terrain tree painter and im using a prefab but when i place it and i go abit far, they render like this for somereason, im getting this error aswell

deft fiber
deft fiber
#

"Shadows only" doesn't fully make sense to me but without any indirect bounce lighting you'd only get shadows from direct lighting

deft fiber
deft fiber
# timber lichen

Are the cars static? If so, is the lighting baked?
Does the light provide any shadows for any dynamic objects if you move it out from within the pole?

deft fiber
vapid bison
# deft fiber It looks like the lighting problems are normal discontinuities between your grou...

I see. Does that need to happen at runtime or can I do it before in the editor? Because I believe I found some code for recalculating normals at runtime here: https://forum.unity.com/threads/how-to-recalculate-normals-so-they-appear-smoother-on-chunked-meshes.898649/

It's in the post by someone named "yurowm"

deft fiber
deft fiber
vapid bison
#

So what if I just do it on every tile/mesh when I place them

deft fiber
vapid bison
#

So I'm guessing I'll just run that recalculate normals-script whenever I place a tile at runtime then?

deft fiber
near wraith
deft fiber
deft fiber
near wraith
stuck zinc
#

okay HOW do you add a texture to a directional light (the sun)

vapid bison
deft fiber
stuck zinc
#

yk

#

when you have a light

deft fiber
stuck zinc
#

yeah i wanna change that (look wow minecraft clone :D)

deft fiber
# stuck zinc see that sun looking thing?

There'a generally three methods to give the sun visual appearance
First one is the sky shader itself which is what you're likely looking at
Flexible if you're making shaders to begin with but inflexible if not
Second one is a lens flare component
Third one is a mesh or a sprite that's set to render in front of the sky but behind the world, and controlled with scripts

stuck zinc
#

what's a lens flare?

deft fiber
# stuck zinc what's a lens flare?

You can figure out that faster by googling it than I can tell you to google it
Each render pipeline has its own lens flare implementation

stuck zinc
#

So I figured asking people who I can actively talk to would be better

deft fiber
fluid charm
timber lichen
#

player body not static either

#

lighting is fully baked, lights are mixed

winter pollen
deft fiber
#

Oftentimes totally unrelated causes

timber lichen
lethal dagger
winter pollen
#

thats now with default settings

sullen spire
#

i cant use more than 4 point light in my scene

#

i dont know why

night shell
#

what render pipeline are you using?

#

with the built in pipeline you can increase it to be as high as you want, in URP you can increase it up to 8

sullen spire
sullen spire
night shell
#

as mentioned in there also, its specifically a limit to the amount of lights per object

#

so theoretically you can have as many lights as you want in a forward rendered scene

#

you just can't have more than 4 lights (or 8, depends on your limit) PER OBJECT

deft fiber
deft fiber
# winter pollen

I think your light sources are way too close to your candle meshes

#

Bake resolution is the only setting that affects the actual texel density of the lightmap, other settings may reduce noise and improve the accuracy of the lightmapping
But no light source will work very well when it's too close or clipping into geometry

#

You can also increase lightmap resolution per object by increasing a mesh renderer's "scale in lightmap"
But you shouldn't try to get sharp shadows by increasing lightmapping resolution, as the diminishing returns are incredible

#

You'd rather use mixed lights in that case, or fix the problem that's causing unnecessarily sharp shadows in the first place

lethal dagger
deft fiber
#

It should look similar or a bit better

#

If you need it to be precisely similar I guess what you want is a lightmap baked with no bounces that's brightened by a bit afterwards
Bakery has a global brightness option but with Unity's own lightmapper you may have to do something hacky like brightening the whole lightmap afterwards (and maybe also light probes)
You get a similar effect using a realtime light with a solid ambient color

#

If you don't have to do anything hacky, all the better

sullen spire
#

i solved it reading these

vestal canopy
#

does the 8 lights per object limit also apply to baked lighting?

deft fiber
merry yacht
#

is there any way to cast the shadow of a 3d model onto a tile map/2d sprites?

thick lodge
#

Hi I am trying to use fog and in 3d it works but in 2d it doesnt

#

How should I fix that?

#

I want fog to appear behind the house

deft fiber
merry yacht
#

@deft fiber How do I change the shader of a tilemap? change the materal from sprites-default?

deft fiber
#

Not all sprite features will work if you stop using sprite shaders, though

merry yacht
#

what stops?

deft fiber
supple coyote
#

Hello πŸ™‚ I have a problem with "flickering shadows" Unity: 2022.3.16f1 and HDRP
It's on a very tiny specific angel. No occlusion culling or anything with turning off gameobject.
The light is realtime

supple coyote
#

this happens only in build. During playmode in editor everything is fine

supple coyote
#

but why?

supple coyote
#

reloading the scene also make it worse

viral urchin
#

I have a fire effect made with vfx graph that I want to see reflected on the ground, how can I do it?

hot beacon
#

hi, i want to increase my point light range while keeping the intensity value?, is there anyway to do that? because i already tried to increase the range but it wont change and i realize that i need to increase the light intensity too

deft fiber
#

Lights are always brighter closer to the light source, so you can't "extend" the light without changing intensity

hot beacon
# deft fiber Range is an "upper limit" to how far the light can illuminate, and will not affe...

https://forum.unity.com/threads/how-do-i-increase-point-light-range-without-changing-intensity.1101673/
yup figured, and this guy figured it out by changing the Lighting.hlsl source code, sadly i am not familiar with it, and i am afraid changing the source code will have other issue as well

deft fiber
hot beacon
deft fiber
tame mural
#

does anyone know why my player shadow is pixelated but all other shadows arent?

deft fiber
tame mural
deft fiber
tame mural
#

wdym "quality settings?

deft fiber
tame mural
frosty creek
#

Hey does anyone know why I'm having this weird color blending happening??

deft fiber
#

Definitely looks like a reflection from the light
Turning smoothness down would likely eliminate it

deft fiber
fickle bane
#

i'm making a map and i used a shader pack called poiomi to make the neon material, but then when i bake it, the lights seem off, specially on the doors, the doors are so bad, the rest of the lighs seem like they could make more light but they don't, can anyone help, plese? i'm new

deft fiber
fickle bane
#

also this error with these options

#

darkness inside the light

deft fiber
#

Test it with defaults only first

#

Could be denoising problems or lightmap UV bleed problems, at a glance

fickle bane
deft fiber
# fickle bane oh it actually works, but it's very weak

Then you can boost the material's emission intensity
It could be that some of the custom shaders were boosting their own visibility or brightness in some way, which would make it hard to make everything consistent
Since you have a lot of occluded emissives, you could try increasing max bounces to 3 or 4

#

Note that you have warnings about UV overlaps in the console, which is what my earlier links will help you deal with

frozen mortar
#

Hey, Is there a way that I can somehow bake light/shadows into a prefab?
I'm new to light baking and the visuals side of things. (Been about 4 or so months working on the dev side of things though)
I'm trying to achieve a look, and baking light (the static objects thingy) gives me pretty results

#

The issue is that, my level map will be dynamic (i will be initializing prefabs at runtime)
Now I've chunk of level map that stores 10 levels each. I want the look it gets when I bake light in the scene (when I make all of the objects in the chunk static)

#

I also want to give short animations to stuff on the map (interactive animations, when they are pressed, I would like to play a short animation)

#

I am using the builtin render pipeline. Idk how to write my own shaders. So shader side of things are kinda limited for me.

#

Just ping me when someone replies to me, I wont mind.

Thank you a lot, in advance. πŸ˜ƒ

frozen mortar
slim bobcat
#

Complete beginner here. I am trying to add a spotlight, that I was hoping to model into being a sort of an "opening in the sky", to indicate if a unit is selected or not. I have added a spotlight as shown in the image, but it seemingly does nothing. The map is an isometric grid with multiple layers in it. The character is a rigidbody2d entity, with a fixed z position. When I start my game, the spotlight is seemingly invisible and has zero effect. What am I doing wrong / misunderstanding ?

deft fiber
slim bobcat
#

@deft fiber Good questions ! No clue how to answer them! πŸ˜‚

#

@deft fiber The light is created from the menu. Right click hierachy, Light, Spot light. Unmodified at that. How do I check what kind of renderer I am using ? I have just set up a default 2d project and added an isometric tilemap to it

slim bobcat
slim bobcat
#

OK, never mind. I found some stuff online. I'll meddle with that for a bit and see what happens. Thanks for the hinter @deft fiber !

deft fiber
slim bobcat
#

This one, yes ?

#

I think I have set up a new renderer, but no difference, even though I added a spot 2d

tame mural
deft fiber
#

Googling any of these terms will likely yield more information

deft fiber
tame mural
#

any idea why?

deft fiber
tame mural
deft fiber
#

Yours seem to be set to absolute lowest

tame mural
#

i'll try my best to mess around and see what i can do. thanks for all of the help otherwise πŸ‘

deft fiber
tame mural
slim bobcat
#

@deft fiber Sorry for my delayed response - I was out travelling. Is it this you mean ?

deft fiber
#

If you make a new project using the URP 2D template, create a new sprite gameobject into scene and a 2D light, it should light it
Could make a test project like that and compare

slim bobcat
#

That was set to none, but I selected that asset now

deft fiber
#

There are step by step guides to that in the docs

slim bobcat
#

It was set in settings -> graphics ... which I did when I followed that guide πŸ˜„

#

I guess, since I created my game objects before I added URP2D, they are missing some sort of config that gets automagically added with URP ?

deft fiber
slim bobcat
#

Yes, it's set in both now

deft fiber
# slim bobcat

So, next check that the sprite material is Lit like I mentioned previously

slim bobcat
#

@deft fiber On the spotlight I have created, or do I have to add a material to my character ?

deft fiber
slim bobcat
#

@deft fiber The sprite renderer of my character definitely doesn't have a Lit Sprite material. Nor does a material of that type exist in my project, it seems

slim bobcat
#

Ah, I finally got it working ! I had to convert my assets to urp2d πŸ˜„

#

@deft fiber Thanks a lot for patience and quality feedback! Much appreciated πŸ˜„

deft fiber
slim bobcat
#

@deft fiber I went to Window -> Rendering -> Render Pipeline Converer .. once I ran that and converted to (Built-in to 2D URP), it made the materials and automatically applied it to my assets

slim bobcat
#

@deft fiber Getting there πŸ˜„

jovial orbit
#

Hi, I have an issue. Whenever I imported my blender map and I bake lights in unity, the map gets bright/lights up. I want the shadows to look good and I don’t know why it’s doing that. Any tips?

deft fiber
#

Got any warnings in console?

jovial orbit
#

Idk it’s like a bright light

deft fiber
#

So why don't you show how it looks like

#

Words are ambiguous, but most lightmapping problems can be recognized from their appearance

jovial orbit
#

@deft fiber it does this

#

It’s weird

deft fiber
#

And if your surfaces are using custom shaders, try baking with unity's default lit shaders instead to rule out that issue

#

Custom shaders may apply lightmap and brightnesses in unpredictable ways

jovial orbit
deft fiber
fiery plover
#

Why is my default scene so bright I dont even have any lights

chilly kettle
fiery plover
#

How do I deactivate this?

chilly kettle
#

In the Lighting Tab

fiery plover
#

yeah that makes sense ty

deft fiber
sonic mason
#

god i hate text in unity , it just spawn a big ass canvis

#

is there a way to make it not be.. this big and have to scale it down everytime

chilly kettle
deft fiber
# sonic mason is there a way to make it not be.. this big and have to scale it down everytime

You aren't expected to scale it down
You can double click the Canvas gameobject to frame the scene view around it
(or hit F with it selected, also, I like to hotkey the 2D mode to "2" key so you can very quickly view the canvas as it is)
Canvas treats each unity unit as one pixel, rather than one metre so the size difference is intentional
Also, #πŸ“²β”ƒui-ux this has nothing to do with lighting

fiery plover
#

Game View vs Scene View why is the game view white?

deft fiber
fiery plover
#

No fog

fiery plover
deft fiber
fiery plover
#

No lights

deft fiber
fiery plover
#

URP post processing is disabled in the camera settings

deft fiber
fiery plover
#

no difference

whole bramble
#

any other component attached to the main camera?

fiery plover
#

No

#

Audio listener

#

a script

whole bramble
#

using canvas?

fiery plover
#

yes

whole bramble
#

reduce the alpha of the overlay ui

fiery plover
#

wait is it the panel?=

#

omg haha yea that was it

#

thank you

whole bramble
#

np

deft fiber
#

Quicker if you can provide screenshots that show everything, including the hierarchy so way less need to guess things one by one

#

For future

fiery plover
olive hinge
#

Hi, have a nice day, guys.

I would like to ask what possibility cause the lighting in my imported scene go wrong?
I setup lighting for a scene in a different project and then export as unitypackage to another project.
I checked ProjectSettings/Graphics, /Quality and Rendering/Lighting configs but they are the same.

chilly kettle
olive hinge
#

After checking the project settings and lighting settings, I thought about the difference of Unity version. The one I setup the scene is 2022.3.11f and the one project I actually use is 2021.3.14f. I tried upgrade the project but the result is still same.

olive hinge
#

That's it! Thank you sir!

wintry kettle
#

I am really new to unity and it seems to be a problem with my blender house that i imported to unity. does anyone know how to fix the walls being see through in the inside but not on the outside

chilly kettle
hybrid hamlet
#

why the light in the scene view is not the same light when running the game ?

chilly kettle
hybrid hamlet
chilly kettle
hybrid hamlet
#

how to fix it? I'm using vintage house materials

hybrid hamlet
#

see Scene:

hybrid hamlet
tulip tendon
#

the light looks fine to me

#

you mean the pixelation?

chilly kettle
# hybrid hamlet game

Do you use a low quality setting when building the game?
Is Anti Aliasing helping with the problem?

deft fiber
# hybrid hamlet game

Show an uncropped screenshot
Seems likely that you have zoom enabled in the game window

#

Another option is lowered render scale in render pipeline asset, but that rarely happens by accident

lime shoal
#

Any ideas on how to fix this shadow?

deep pebble
#

any idea why light changed by script is so bright at night?

#
RenderSettings.ambientIntensity = 0;
sunLight.color = Color.black;
sunLight.shadowStrength = 1;
deep pebble
deft fiber
# deep pebble

Even if the ambient light changes, the reflection probe does not

deep pebble
#

like this?

deft fiber
#

Environmental lighting consists of the main directional light, the ambient probe and the reflection probe

deft fiber
# deep pebble I think now works thanks

I think overriding the intensity settings works yes
Other option is to recalculate them, which is accurate but expensive
Third option would be to blend between precalculated probes, which could be the best result but maybe finicky and unsupported

deep pebble
#

yeah Im doing day cycle and calculating it when time changes

#

what about those normal shadows?

#

I cant find anywhere to change it

deft fiber
deep pebble
#

I mean those black sides

#

calculated by objects normals

deft fiber
# deep pebble I mean those black sides

What isn't lit by the directional (or any punctual) light is lit by ambient light and reflections
The mix of which is determined by material smoothness and metallicness

#

All lighting is affected by normals

deep pebble
#

I dont really understand

#

I mean those black sides

#

they are completly pitch black

deft fiber
#

Since you're modifying ambient light, it means your ambience is all black either from having no ambient/reflection probe information, or from you reducing the intensity to 0

west robin
#

is there ANY way i can make transparent materials cast a shadow in URP
ive been looking for a solution for 3 hours now

chilly kettle
west robin
#

Ill try that rq

#

TYSM.
Idk why I couldn’t find any answers online when it was that easy

chilly kettle
lime shoal
#

Where is that setting?

chilly kettle
winter pollen
#

Why does baked light looks so much better than realtime?

chilly kettle
#

Well. Realtime lights can bounce with Raytracing, but thats very expensive, like you can see in Cyberpunk etc.

winter pollen
chilly kettle
chilly kettle
#

The resulting texture after baking light ^^

winter pollen
#

I mean compared to it because I thought its the same

#

ok thanks

hoary fossil
cloud bough
#

Does anyone know why this is happening? This is in the scene view and if I zoom in or zoom out it changes color, like green, blue, red, and yellow. I don't know if this is a new feature in 2023, I've always worked on 2019. Any help will be appreciated!

unique yarrow
#

my lighting goes through walls, i have the walls normals flipped since you are inside the box you can see the wall texture, but from the outside you can see in and light passes through

magic ruin
#

Oh! you need something blocking it from that side.

#

A simple fix would be to make sure those walls are double sided

#

You could test it by toggling on render faces "both" in your walls material

unique yarrow
magic ruin
#

Just edited my above reply to something more specific to solve that!

unique yarrow
#

thank you!

glossy remnant
#

anybody know how to make a fake shadow effect like in this picture i dont have lighting enabled in my scene

#

ok thanks ill look up a tutorial on youtube

shell juniper
glossy remnant
#

thanks for the advice but i already solved the issue i just send a ray out wherever it hits it moves a sphere to it

vestal canopy
# glossy remnant

It will not work on non flat geometry. You can use a decal instead of a squished sphear to solve that as Kabinet suggested

#

You can also modify the shape of the shadow blob with decals, like make it smooth around the edges

glossy remnant
#

wdym mean flat surface?

vestal canopy
#

If you go on terrain and uneven ground the effect will break

#

Or on stairs

glossy remnant
#

oh

#

oh yeah

willow nymph
#

any idea why bro's legs aint casting shadows

unique yarrow
#

any idea why im getting these dark spots even tho my light shines straight down?

deft fiber
# unique yarrow

Normal maps are not set as type normal map, or something else is wrong

deft fiber
unique yarrow
deft fiber
unique yarrow
fleet zinc
#

is there any good alternative for lights with IES textures in URP? (Seems to only be supported in HDRP)

timber egret
#

Sorry to bother and for the long message but I wanted to know why, in HDRP 2022.3.17f1, in the shadows section of the directional light (Sun), there is nothing else such as the "Dimmer" or the "Tint" etc.

I also wanted to know if it is possible to change the maximum rendering distance of grass, rocks and other details, because every time I try to do a level design I have to try to cover the furthest part of the terrain (usually it is 500x500 large) with large assets to Don't give the feeling that it's not complete

lastly, it seems that even if I bake the light, the reflection probe always gives this message in the inspector: "baked reflection probe normalization data is invalid". I would like to point out that everything I have said up to now I have also tried on a new and clean project to see if it was just a moment

Thanks in advance

unique yarrow
#

could someone explain or link me something that explanans reflection probes, im not sure how many you need, is 1 per room good? or if a room is in an "L" shape shoudl i use 1 that covers the whole thing or two different probe? does the location of the probe its self have and effect or can i put it anywhere as long as its borders cover the room

chilly kettle
unique yarrow
chilly kettle
unique yarrow
#

whats the point of the middle small one? cant you use jsut extend the top one?

chilly kettle
#

if there is a wall, the top one cant see whats behind the wall

#

a reflection probe is more or less just a 360Β° camera

#

and what it sees is mapped on the reflective materials

unique yarrow
#

oh yeah mb just saw the walls

unique yarrow
chilly kettle
chilly kettle
# unique yarrow <@240155892128022528> do you think ill need 3 probes in this room or just the 1...

You have to keep in mind, that reflection probes are not like a perfekt mirror, like you can see in the reflections of your water.
They are always a little "off".

For the performance:
If your scene doesnt change much, its enough to BAKE the reflection probes.
You can change the resolution to save space. Turn it down as low as possible until you cant live with the quality anymore ^^
Often its enough if the Reflection Probe is like 128x128 px. If 128x128 px is enough, you can use dozens of them.

unique yarrow
#

tbh its not even a detailed scene other than the water, and the water refracts the light anyway you you cant even notice it

#

so i can probably get away with it

chilly kettle
#

on demand updates the probe if you request it by code

#

i would recommend baked.

unique yarrow
#

ok ok πŸ‘

unique yarrow
#

so how could you get accurate reflections?

chilly kettle
unique yarrow
unique yarrow
chilly kettle
timber egret
# chilly kettle Games normally work with LODs when it comes to show objects in a far distance. A...

this is what I did and as you can see just beyond the river you can see the grass prefabs and a little further down the bilboards but if I try to paint other details further down or add them manually they don't appear, except the trees, unless I move the camera closer and in the terrain settings I had already set the rendering distance of the trees and details to the maximum.

I wanted to know if there is a way to increase this render distance

chilly kettle
timber egret
chilly kettle
timber egret
#

Maybe I left them at the default parameters

#

but thanks

supple coyote
#

hello again πŸ™‚ I'm going trough the unity template about URP and I noticed something weird. I'm in the section about local lights. There is a expert tip: "To optimize performance, you may decide do reduce the number of real-time lights, turn their shadows off, or set their Mode to Baked"

So I did it, to learn I change one of the spot light from mixed to baked and after generating a new lightmap the shape of the light is broken. On the screen in right circle is mixed, and on the left circle is baked. Could someone please explain to me why this happened?

#

when I go back to mixed the ligth shape is the same as the one on the right

deft fiber
# supple coyote hello again πŸ™‚ I'm going trough the unity template about URP and I noticed somet...

Mixed lights also have a realtime component so you get baked bounce lighting from them but fully realtime direct lighting and shadows, including normal maps, while baked lights only write to lightmaps
Lightmaps don't capture normal maps, but if you're baking with Directional Mode enabled, then the additional directionality maps can give you a somewhat vague approximation of normal mapped lighting

#

Lightmaps are also limited by their resolution, as mentioned, which makes them a poor fit to capture any sharp spot light shapes

tulip tendon
# supple coyote

lightmaps do not have normal map data, if you want baked lights to affect normal maps use APV's

vestal canopy
#

Any way to incresce the render distance of realtime and mixed spot lights in unity?
They fade out when you go far from them.

chilly kettle
vestal canopy
#

Its a hallway with 4 mixed lights shining down from the top

#

Baked indirect lighting

chilly kettle
#

go to edit-> project setting -> quality -> increase pixel light count to your desired number of lights.
Could solve the Problem

#

if you are using URP - go to your Universal Render Pipeline Asset and increase the Per Object Limit value, located under Lighting > Additional Lights.

vestal canopy
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Im using hdrp

deft fiber
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In my experience shadows have a fade out distance, but lights do not
With the exception of shadowask distance which basically blends between mixed lights and baked lights at the threshold

timber egret
tired inlet
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Reflection probes will help shade the room accurately

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But they will not provide accurate reflections on mirror like surfaces (like water)

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Funnily enough I was working on a scene like that in unity back when it was the hype so I could give you some advice specific to that type of environment scenario

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Use area lights for the big light holes, set to mixed mode so that the light bounces around with a nice bake, but still gets nice real-time specular highlights

#

You want your scene to have full reflection probe coverage, but placement depends on how much of a difference there is in lighting around the scene

tired inlet
# tired inlet

For that shot there is 1 reflection probe that covers the entire room because the lighting is mostly the same, and the difference in reflection is not noticable (since the water is reflecting realtime reflections with screen space reflection which overrides reflection probes)

#

But then for example I had this dark tunnel somewhere, and you would need to put different reflection probes there so that they don't reflect the "bright room"

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I would place one at the threshold between light and dark, and than one in the dark area to make sure the dark spaces are shaded properly

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I know other people have given you almost the same suggestions above, but just wanted to drop in my 2 cents since I dig the aesthetic

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Not sure if this is an option in URP, but in HDRP that feature exists

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I have quite a dense scene in my game in terms of lighting and if this didn't exist I'd be fucked πŸ˜‚

tired inlet
# supple coyote

In this case judging by how square and blobby that light is it indeed looks like too low of a lightmap resolution. You can increase the lightmap resolution as a whole for the scene, or a more optimized way is to increase it only on objects that need a higher resolution if the rest of the scene is fine

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On the object's mesh renderer there is this value where you can multiply the resolution given to that specific object without upping it for your whole scene

#

It however still wouldn't capture the grain of the wall very well. To improve this you could enable "directional" lightmaps

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However this means unity will generate an additional lightmap to store the directional data to give you a higher fidelty of light hitting at an angle at the cost of more vram, and space on disk

#

Yeah it's an uphill battle here too

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We work with HDRP for the lighting and rendering fidelity, but the added overhead is quite a big chunk, so we still needed to implement a whole bunch of our own optimizations to make it run on lower end hardware

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Especially because we did it as an "upgrade" to our already shipped game that ran on built-in rp, so we needed to make sure our original system requirements were still being met

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Good thing Built-In was unoptimized as fuck too πŸ˜›

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Don't even talk to me about the high shadow filtering that's still broken crying

deft fiber
#

The "universal" part refers more to compatibility than the features

vestal canopy
tired inlet
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Yeah we use deferred, but shadows just cost a lot

unique yarrow
unique yarrow
# tired inlet

thats pretty much exactly where im trying to get to, for now i have white walls since i cant find a texture i like or colour

vestal canopy
#

Since ssr cannot show what isnt on your screen

#

So planar refs are better for water

unique yarrow
tired inlet
vestal canopy
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That is true. You win some and you lose some

deft fiber
#

Oh yea that one would be nice to have, using scripts for light culling is kind of unwieldy
Luckily light cost is mostly proportional to geometry in its range, which is pretty easy to cull using LOD groups, and if you have big levels you'll want to be loading/unloading parts of the level at runtime anyway

unique yarrow
# tired inlet

where did you get your wall texture from? ive been looking for a pool tile PBR texture but they are paid or not what im looking for

tired inlet
unique yarrow
tired inlet
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It's a good program to learn, but can be quite extensive

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I can give you my texture if you want it, I just made that as a personal fun project

unique yarrow
unique yarrow
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even then maybe ill try and give it ago and learn it down the line

tired inlet
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Not sure if I'm allowed to share files so download it quick, and then I'll delete it πŸ˜›

tired inlet
unique yarrow
# tired inlet

i take it in this image you have a filter on your camera to make it look like a video tape/ recording, what do you call that kind of filter? when i look at VHS affects it seems a bit too strong for my liking

tired inlet
#

But that's also way dark, do you have any baked indirect lighting in your scene?

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I would suggest setting most of your environment lights to mixed, setting your environments to static, and doing a bake πŸ™‚

unique yarrow
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a single real time point light but the pillar cast a shadow, and thats why i thought maybe SBGI is something i should use to lighten up area like that

tired inlet
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You could, however screen space global illumination does not work with reflection probes at the moment

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So I would personally bake your global illumination

unique yarrow
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tho i dont get these sliders, numbers where okay but HDRP uses these sliders and it confuses me lol, turned it down but it still seems smooth

unique yarrow
tired inlet
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Yes, mixed keeps the realtime light, but bounces around baked lights to go in to all your crevices

unique yarrow
#

this is with the texure you sent me, need to scale it and that ofc

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but like the other texture i have a problem with everything looking dark and metalic, and im not sure why

tired inlet
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And then add exposure override and on compensation boost it slightly so that it looks over exposed like an old/cheap camera

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You could use depth of field with manual ranges to ever so slightly "defocus" your image as a whole as well

tired inlet
unique yarrow
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ohhhhhhhh

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lol i made that mistake last night

tired inlet
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Unity used to warn you automatically if you plugged in a texture not set to normal map in to a normal map slot, but not anymore

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So it's an easy mistake to make

unique yarrow
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the texture is perfect thank you! the last one i had had a bit too much dirty look to it

tired inlet
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Cool

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Another tip is to use temperature on your light instead of color

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Easier to get the right shade of white that way

unique yarrow
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currently baking to see how its going to look

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not too bad, need some water reflection and adjust the lighting i think

tired inlet
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Yeah that looks a lot better

unique yarrow
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this room looks much better than the bigger room, maybe the bigger room needs more powerful lighitng

tired inlet
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Notice how that area is no longer super dark because it gets bounced lighting from the rest of the room πŸ™‚

#

Now you just have to play with it until you get what you like partyparrot

unique yarrow
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:) its not far off what i want tbh

tired inlet
# unique yarrow

Here it looks like not all your geometry is set to static, or not all light sources are mixed/baked

unique yarrow
#

for the accurate water reflections, is that a volume applied to only the water itself?

unique yarrow
tired inlet
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I like this place so I just wanted to be safe πŸ˜‰

timber egret
tired inlet
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@timber egret

Sorry to bother and for the long message but I wanted to know why, in HDRP 2022.3.17f1, in the shadows section of the directional light (Sun), there is nothing else such as the "Dimmer" or the "Tint" etc.
Not sure what you mean there, but if you are looking for extra/advanced features on lights you can click on the three dots end enable the additional options for each section of the light component

tired inlet
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I don't know about the invalid reflection probe

#

For the grass disappearing should indeed be the LOD distance, I'm not quite sure what your problem is

timber egret
#

regarding the reflection probe I searched a bit and it says it's a bug in the current unity version

tired inlet
tired inlet
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Ah right

#

And it still disappears beyond that?

timber egret
#

yes

tired inlet
#

On that same image I see some play on the lod slider

#

Beyond that size it could be that the object itself becomes smaller than pixel size and just gets "lost"

#

I'll have a look in my unity

timber egret
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in fact, beyond a certain distance it shrinks and disappears

#

instead trees, for example, reach almost to the end of the ground while other smaller plants or even grass disappear before them

tired inlet
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Big patch of grass at 100 distance on 1080p

timber egret
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yupo

tired inlet
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Same patch of grass at 105 distance

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It just gets lost in between pixels

timber egret
#

so can't do nothing

tired inlet
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What you could do if you really want to render grass at that distance is create an additional LOD group on the prefab with a bigger version of the mesh

#

So it is a bigger version if it's further away

#

But keep in mind if you're doing this for anything other than a render it's not gonna be good for your performance

timber egret
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I understand, thank you very much for your help, at most I will reduce the size of the environment

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or enlarge the prefab as the distance increases

deft fiber
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Some games even implement a system to shrink the grass down in the vertex shader itself, so it'll blend into the ground grass texture extremely smoothly

tired inlet
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That's a smart one

timber egret
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thanks for the advice but at the moment I'm only doing static level designs, but thanks for the tip

deft fiber
trim hornet
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Hi, does anyone know why my spotlight isn't working?

deft fiber
trim hornet
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oh, I must have switched here...

#

thanks a lot!!

chilly kettle
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Someone has a clue how to fix these shadow artifacts?
i can only reduce them by changing the shadow bias depth.

deft fiber
chilly kettle
deft fiber
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I've seen deferred rendering path cause some similar shadow glitches on some editors and platforms

chilly kettle
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nope, normal model

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has nothing to do with normals.
I nearly fixed it by adjusting shadow bias ^^

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if normals were screwed, i wont see this face because the backside dont show? ^^

chilly kettle
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lol, i am aware of fundamentals like smoothing groups ^^

#

But thanks. im fine with the shadow bias

timber lichen
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I didnt know where else to go but anyone know how to fix this? iv already tried lightmaps, also I cant bake lights because my pc will have a seizure

chilly kettle
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@deft fiber - im so confused. I did my lightmap uv manually (First screen) and baked the scene in Unity. But the UV is getting ripped apart, and i have no clue why.
I thought it might come from a manual change in the "Scale in Lightmap", but thats default.. you have a clue why this is happening? It steals so much UV space.

deft fiber
chilly kettle
deft fiber
deft fiber
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Just to poke at the problem

deft fiber
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@chilly kettle Lightmap resolution, max lightmap size and indeed also scale in lightmap are settings to watch when testing

chilly kettle
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i guess my model is somehow broken

deft fiber
chilly kettle
chilly kettle
chilly kettle
deft fiber
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What about different meshes?

chilly kettle
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yeah there are different meshes

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does unity split meshes in the lightmap?

chilly kettle
deft fiber
chilly kettle
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i merge them now πŸ˜„

chilly kettle
north lotus
#

hey, this is a bit of a weird question.
so my game has a few scenes and they are atm, working pretty well (ranges now 13-14 ms and below which is pretty good in editor) without baked lighting.
so i thought to bake lighting and instead of a performance gain, i instead had a performance decrease, quite big, now ranging from 14-16ms and up.

is it okay not to even bother baking light? it feels weird not baking light.
like it feels wrong to make a game without baked lighting
this isn't a 1 scene issue btw, this is across the board (my best scene ranges from never going above 10ms without baked lighting, even realtime reflection probes on an older laptop in editor which is pretty damn good).
is there any graphical reason i should bake light regardless? or is it purely for optimising (because if it was purely for optimising, for some reason it offers no performance gain, the reverse actually)

deft fiber
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If you bake with Mixed lights instead, you basically have both realtime and baked light for each light, so the cost would be slightly higher than purely realtime

north lotus
deft fiber
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You should basically always profile builds

quartz lily
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If you clear a bake, can you undo that clear and get the bake back?

deft fiber
chilly kettle
quartz lily
quartz lily
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I'm recoding a 360 vid, trying to work out what setting/ feature is causing these differences in the cubemap

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there aren't any flares on the lights, which is the usual cause

vapid bison
#

I still have these really obvious seams and edges between my meshes even though I have tried to recalculate the normals at runtime. Look at the images to see the difference between with lighting and without lighting.

I don't think it worked to recalculate the normals with a script because the meshes look really weird, almost as if they are turned inside out so it could have been the script that was wrong. But I have tried to fiddle with the model settings on the meshes and changing how it calculates normals and generates Lightmap UVs etc but nothing seems to fix these very obvious seams.

Could anyone provide some further input on what I should do? Should I "bake" lightmaps somehow? And would that work since I am generating these meshes procedurally at runtime.

west cobalt
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Hello guys I am quite new to lightmapping, can I ask why there are weird light map like this after baking lightmap?
Btw after I switch to baked lightmap view I noticed that my lightmap resolution don't increase altho I increase my lightmap resolution in the lightmapping settings(But the lightmap res of the box outside my model increase as well).
Any idea to solve this problem?blushie

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btw I expect it look like this, like it is in blender~

deft fiber
deft fiber
# west cobalt πŸ‘Œshanks you

Also, note that that kind of paneled wall with sharp edges is kind of a worst case scenario for lightmapping, due to automatic lightmap UV unwrapping being forced to create seams for each and every panel

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Usually manual lightmap UVs are not necessary but in that specific situation you may end up needing to unwrap the panel wall in such a way that it has no seams

deft fiber
vapid bison
deft fiber
deft fiber
# vapid bison Yeah, I went back to look through your answers and changed some of the mesh sett...

I haven't done any runtime normal recalculation so not specifically
The "calculate" option merely recalculates normals when importing, something your modeling program likely does before exporting
Still, you could try setting each edge vertice's normals to face up in a modeling program and see how that works (and make sure not to override it with unity's import settings)
Might avoid the need to recalculate at runtime entirely

vapid bison
queen shell
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just baked my lighting and this is happening to my texture any clues?!?

chilly kettle
#

show these two

queen shell
#

i get this warning but when i go in uv overlap theres nothing red

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There are 5 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' visualisation mode in the Scene View or Lightmaps in Lighting Settings for more information.

  • Cube (19): 143 texels
  • Cube (16): 143 texels
  • Cube (21): 143 texels
  • Cube (17): 143 texels
  • Cube (20): 143 texels
vapid bison
deft fiber
vapid bison
#

Ooooh...

deft fiber
# queen shell

The debug view here being grey and black means it has no data to show at all
GI debug draw modes are only valid for the current editor session and scene after baking

vapid bison
deft fiber
vapid bison
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I see, thank you!

queen shell
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how do i fix these uv overlaps

granite spoke
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What is this lines that I see here? The object has the two sided illumination being an interior but idk how to fix this little lines of light passing through

deft fiber
deft fiber
granite spoke
deft fiber
granite spoke
deft fiber
# granite spoke yep, that's what happening, the directional light is doing this thingies

You may also find it useful to use smooth shaded shadows only cubes as the shadow padding mesh
Or if you have complex shapes that can't easily be padded, you can in that situation fully fix the issue by letting a smooth shaded variant of the mesh take care of all the shadow casting
Smooth shading is the important part, as smoothed normals prevent the shadow gaps from forming

granite spoke
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If not, the scene is gonna be at night and in an interior, so maybe I can...not do directionals and with lights just do everything

deft fiber
granite spoke
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I see, welp, as a greybox is great, so I will bring this base to blender to do a better version and fix this problems, thanks for the help!

quartz lily
deft fiber
quartz lily
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Would have been nice to keep them, but extremely short time frame and they're behind the viewer.. so the 4 lights causing the issue can go!

queen shell
deft fiber
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UV overlap or texel invalidity

queen shell