#archived-lighting

1 messages Β· Page 25 of 1

queen shell
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Cheers

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THANK YOU all good now

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might be a long shot but does anyone know why this is happening with my emission material after i baked my lighting its supposed to be just solid blue color

vapid bison
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Do you mean combine all vertices that are close enough to each other?

deft fiber
queen shell
deft fiber
queen shell
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have you got a form to do that? cuz im no quite sure on how to edit the lightmap to not include certain objects but contribute GI? idk

deft fiber
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Anything that's "contribute GI static" will emit and bounce light during baking
But additionally there's a separate option whether it receives baked lightmapping from lightmaps or probes

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You should have objects receive GI from probes if they don't explicitly need lightmap texturing

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(And you should also have light probes if you're baking lighting)

deft fiber
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Vertices that are forcibly merged must share vertex data, such as normals, so maybe that also averages them with no extra effort

queen shell
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i think it worked?

timber lichen
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does anyone know how to fix this issue

deft fiber
timber lichen
deft fiber
timber lichen
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i found issue

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if someone encounter this issue put render mode on Important

deft fiber
rich knot
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Hello, how can i increase the quality of my baked lightmap? (I am doing for mobile)

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Also size of lightmap is very big too

deft fiber
rich knot
deft fiber
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Probably not worth the cost

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It could be mitigated if light diameter could be increased, but I think Bakery might be required for that

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A kind of hacky solution would be to slice the ground mesh into parts depending on what kind of shadows fall upon it, and set the Lightmap Scale of each part separately

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Extremely low for sections without shadows, and high for each one with

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Light diameter makes shadows blurrier at no extra cost, which kind of makes them less accurate but also the pixels way less visible

rich knot
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Thank you so much, i will try it now.

deft fiber
rich knot
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Slicing ground mesh and setting lightmap scales

deft fiber
rich knot
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@deft fiber also i am generating lightmap uv for entire map like this. Should i generate lightmap uv for each object?

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Which one is will be better choice?

deft fiber
vestal canopy
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when baking lighting i get this warning : "Terrain excluded from bake because terrain hole texture is dirty"
how do i fix this?

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also is there a way to preview lightmap on terrains? cuz i cant see them in the light map debug view

low epoch
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I have a small test project on Unity 2022.3.16 HDRP. I am using the light prefabs from the template project for prototyping and I cannot get the light sources to work. For whatever reason, the emission intensity must be set extremely high (1e+07 levels of high) in order for the lights to be visible.

I went ahead and also copied the graphics and lighting settings from the template project to see if it fixes it, with no luck unfortunately.

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The answers I found while searching for this was to...well...set the intensity to extremely high values, which is what I did but I believe there must be a better, actual, solution to this.

deft fiber
low epoch
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Thank you both, I played around with the exposure settings as well as the light units and figured it all out. πŸ‘

wheat pecan
oak willow
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Built in render pipeline :D

Im working on changing from the forward rendering path to deferred. Id like to use a cel shading model for all the lighting and materials in my game but realized the G-buffers dont hold the information I need. From a bit of research I know that I can fill the gbuffers with "any" information I need, but im completely lost on where to start. Any pointers or resources would be helpful. Sorry if any terminology is off as im figuring out deferred rendering.

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*I also know you can supply your own shader as a substitute for the deferred shader that ships with built in, if thats the key

timber lichen
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my game doesn't use baked lights at all or anything, however If i play the game in the editor everything is normal and now suddenly when I build the game everything is extra dark and I have no clue why. Any help?

errant turtle
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Hi, I have two meshes that both use the same material, but one is a lot darker than the other... (One is a primitive 3d object (a cuboid) and the other is a code-generated mesh), the UVs are being mapped correctly when I switch the material to something that has detail, it's just always darker for some reason.

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Anyone has had anything similar happen? Thanks for the help in advance.

chilly kettle
errant turtle
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yes

chilly kettle
errant turtle
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no

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I think I just have basic environment lighting

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But almost everything in the game are generated realtime and they're lit just fine,

chilly kettle
errant turtle
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No, 100% sure it's the right one

chilly kettle
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Really hart to tell for me from the distance ^^
Does this piece receive any light? What happens if you place a point light very close?

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Are the normals inverted somehow?

errant turtle
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yeah, it works with the point light

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(this is a paused scene, not the editor)

chilly kettle
errant turtle
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How do I check the normals

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I wasn't even worrying about normals when I was building the mesh (through code)

chilly kettle
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I never created mesh trough code.
I guess you need a shader or script that visuals normals

errant turtle
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I haven't even initialized the normals, they're empty... I'm guessing that's a problem, right?

errant turtle
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Ok, thank you... I'll try to read up on programatically creating normal maps...

tropic compass
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Can I make pickups have like a smooth halo of light without actually adding a ligth source for them? I think that's way to demanding for coin like pickup of which there will be many

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Like some kind of equivalent shader of the sort?

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Or mask around them

lime axle
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is there any way to make my viewmodel lighting look better while having baked lighting?? or is the way to go realtime

deft fiber
deft fiber
# tropic compass Can I make pickups have like a smooth halo of light without actually adding a li...

Many games use billboarded sprites with additive blending for "fake" glow and it works really well
In Unity "sprites" mean a different thing, so you'd use something like particles for it (it also uses "billboards" to mean a different thing, unfortunately)
Particle System with just one particle and no shape or velocity can work as a "billboard sprite" which is what I use often, but you might also want to make your own billboard system in some cases
If you have more realistic graphical style, another option is the lens flare component which lets you simulate refraction from different camera lenses
And of course check out post processing bloom, which can do the glow immediately and convincingly if your material is emissive already

deft fiber
queen shell
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hey guys i have baked lighting and urp but my spot light doesnt do anything any ideas?

tropic compass
deft fiber
chilly kettle
charred moth
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hey, how could i improve the lighting/ graphics of this?

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i feel like it doesnt look good atm

chilly kettle
vestal canopy
charred moth
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i tried making my own recently but they ended up lagging the game and dont look that good

cobalt cairn
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Hey all, new here. Hopefully this is the right place to ask this question. I'm trying to add a Light Probe Group to my Scene, but the probes don't appear in the editor. All my gizmo settings are correct, they just don't show up. Does anyone know how to fix this?

chilly kettle
cobalt cairn
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I've tried every setting here, still isn't visible

cobalt cairn
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oh..

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I didn't realize that was a button

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Apologies, thank you!

chilly kettle
bright marsh
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Hello, I'm making a 2d game and in a level I want to see nothing that everything looks black, all black and when the character puts a torch you can see around the torch, you can see what is the map, what I mean is that everything looks black and the light of the torch let you see the map, but I've been trying things and I can not do it, anyone knows how it could be done?

timber lichen
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I am currently working on a XR game in the urp render pipeline and whenever i try to place a light it doesn't emit anything, does anybody have a solution for this?

cobalt cairn
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I'm very new to light baking. Trying to make a simple scene but the walls keep these black areas. Anyone know how to fix this?

prisma ferry
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why does turning off the directional light also turn off my spot lights? this scene is full real-time URP AFAIK

chilly kettle
cobalt cairn
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They're not imported, I made them using a tool called RealtimeCSG

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I can only assume that has something to do with it

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They all have mesh renderers, which have light settings. Could maybe be those? I don't know enough about lighting to make sense of the settings.

formal veldt
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why is it that when I set my lightmap size to 4096 it changes from progressive GPU to CPU

deft fiber
formal veldt
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is it possible to change that or is that hardware limitation

deft fiber
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Why are you increasing the lightmap size? There's rarely a benefit to doing so

formal veldt
deft fiber
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And try to ensure they're packed with proper margins / padding if it seems the problem is light leak from adjacent UV islands

deft fiber
formal veldt
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oh its the import settings I Think?

deft fiber
cobalt cairn
# deft fiber "Receive global illumination: light probes" means the meshes do not get lightmap...

I've been super jumbled the last hour or so because Unity was reverting settings for some reason. I actually had those all set to Lightmap when making this issue, even though it says Light Probe in the screenshot. So just ignore that lol. Even with Lightmap enabled, these random black spots keep appearing. They only appear at the very end of the render though. Here's what I mean:

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In the last couple seconds of the render it just appears

deft fiber
cobalt cairn
tame mural
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ive tried messing around with my lighting settings but i have no idea why my player still has this weird aura around them. it just popped up out of no where

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my shadows are all trash quality too

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i ran into the issue where i had low quality shadows before, but it was bc my urp lighting asset wasnt calibrated properly. But i havent changed it since then so i have no idea whats going on

tame mural
tame mural
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sorry i forgot to mention that

cerulean trellis
alpine frost
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What in the hell

tame mural
alpine frost
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Not under the floor

magic ruin
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Vertex lighting?

tame mural
alpine frost
stuck marlin
# cerulean trellis anyone?

Honestly I've had exactly the same issue, when starting the game everything looks good but when I start from a different scene and use a button then lighting is messed up, so I am curious what's the solution awkward

magic ruin
# alpine frost Not sure what this means

You can set lights to pixel or vertex lights. If you use pixel lights they'll always look soft. If you use vertex lights they'll calculate per vertex so you'll get stepping. They do give a kinda cool old school look though. Check your quality settings.

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Also try looking at your wireframe and comparing with the light.

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If it is vertex lit you'll just want to subdivide the mesh you're lighting a bit more.

alpine frost
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But thank you for the help

magic ruin
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No problem!! Good luck!

tame mural
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and the shadows are super bugged if the light is too close to walls?

chilly kettle
deft fiber
deft fiber
winter pollen
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Why do I need lightprobes for realtime lights that have multiple bounces?

deft fiber
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What's the context

next echo
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ik this is prolly really easy to fix but when baking lights it bugs and tells me this on the broken objects ive tried deleting the UV's ive tired clearing the lighting data and rebaking... ive tried new baking settings idk

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UV Overlap view

tulip tendon
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do what the error says, its pretty explicit

winter pollen
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@deft fiber

This was the topic back then and he told me to use light probes.

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(See the text of: "user unity.discord".)

deft fiber
# winter pollen <@166982635950702592> This was the topic back then and he told me to use light...

Sure
Lightmaps are non-realtime, baked or precomputed representations of light falling onto static surfaces
Dynamic objects can't have lightmaps because lightmaps stop being valid when the object moves
Instead light probes are used that store the baked light at points in space and transfer it to any dynamic objects nearby
Realtime lights can't have bounce lighting without ray tracing, as a rule of thumb
"Realtime precomputed global illumination" also known as Enlighten is a bit of a confusing exception to that
It precomputes static lightmaps that represent how light could bounce, then illuminates them by distance of realtime lights (or maybe only "mixed" type lights, I don't recall the exact process)
I assume Enlighten also has to use light probes for the same reasons baked lighting has to

tame mural
deft fiber
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Which is the most important

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Also see the console if you have warnings about shadow atlas size

tame mural
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and i didnt touch the urp settings at all before this started happening

deft fiber
tame mural
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yeah when i built my game for the second time yesterday it just started happening

deft fiber
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Tbf I have never seen shadows this bad and I wouldn't know how to make that happen on purpose, so I'm sure something's severly glitched out

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My first fix would be to make a whole new URP asset and set that as the active one from the Quality tab of Project Settings

tame mural
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i've tried replacing my urp asset with a fresh one and that doesnt fix it either so i dont think its that

tame mural
deft fiber
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Then I'd try deleting the Library folder of the project

tame mural
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yeah i've had to do that in a seperate project before, but it wasnt bc of lighting issues. I'll try that tho

tame mural
deft fiber
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But that should wipe out any weirdness that's slipped in there

tame mural
deft fiber
tame mural
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my project is only 5 gbs total, 2 gbs now after deleting this folder

winter pollen
# deft fiber Sure Lightmaps are non-realtime, baked or precomputed representations of light f...

The Thing I dislike on Unity's raytracing is, its mostly only compatible with Nvidia GPUs that supports Raytracing and only on Windows.

I want my games run on every hardware, even with none-Raytracing hardware and also with AMD and Intel GPU's.

  • It also should still support Linux.

And if this is not possible with the Ray tracing of Unity, I will not touch it.

But how can we have now good looking Realtime lighting?

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That is a Item that can spawn randomly on my map.
Thats why I used realtime lightings for it.
I cheated a little bit around by using a blue transparent sphere to imitate a glow light but its actually a sphere object with a transparent glowing shader.

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The light doesen't bounce because it's realtime what makes it looks cheap.

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Is there a way to make the light still bounce, even if it takes more performance?
I dont want to use raytracing because Raytracing always needs Raytracing GPU's, does only run on windows and needs the HDRP render pipeline.

night shell
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enlighten

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if your map is not procedual, you have access to enlighten to aid in improving the quality of your realtime lighting

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enlighten will calculate realtime GI for lights in your scene

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and its fast enough to run on a lot of hardware

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even hardware that doesn't support raytracing

winter pollen
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Do I really need HDRP for this?

night shell
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no

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I don't know if URP reimplemented enlightne back in (I think they did?) but the original built in unity pipeline still has it

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looks like they did in URP so your in luck

winter pollen
night shell
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it should be similar, atlhough I'd probably look for tutorials in built in rather than HDRP

deft fiber
tame mural
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and it still has this weird effect

deft fiber
# tame mural

This one is probably a problem with the mesh
Looks like overlapping geometry

deft fiber
tame mural
deft fiber
tame mural
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even with the default settings

chilly kettle
tame mural
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so why would it start now if that truly is the case?

deft fiber
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Magic perhaps

chilly kettle
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just check if and you will know if it is πŸ˜›

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better safe than sorry ^^

tame mural
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now its not doing it anymore after i created a new point light?????

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but the shadows are still bugged if the light is too close to the wall????

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i am so confused rn

deft fiber
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Try not to put it too close

deft fiber
tame mural
tame mural
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default settings with soft shadows on

tame mural
deft fiber
# tame mural yeah

With what spot angle? Higher than 90Β° will start distorting the shadow mapping

tame mural
deft fiber
tame mural
tulip tendon
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that looks like HDRP, enable contact shadows

tame mural
tulip tendon
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ah, idk then

chilly kettle
tame mural
chilly kettle
deft fiber
tame mural
# deft fiber Yes

yeah ive tried messing around with that and its still bugged no matter what value its at

deft fiber
tame mural
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i may be mistaken tho?

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and the shadow at the corner is weird too

deft fiber
tame mural
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what info is needed to tell?

deft fiber
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You could measure it practically
See if a default cube with 0.1 scale fits between the light and the wall

tame mural
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but why does the shadow at the corner look so bugged?

winter pollen
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Also, the lights everywhere gets 100% black and I cant solve it because its baked.

deft fiber
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It can never be fully eliminated, but it won't usually be noticeable when you have more detailed meshes and textures

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(HDRP implements "contact shadows" as v0lt mentioned which helps it a lot, witch specific limitations)

tame mural
deft fiber
# tame mural ah ok thanks for all the help, i think i'll just deal with how it is now since i...

The lights won't look so bad when or if you move from using smooth greybox assets to something more grungy
That said your project's lights and shadows do look kinda weirdly bad and there's a bunch of mysterious issues
In your position I'd make a new URP project from the template, import a part of your scene as .unitypackage with the geometry and lights and compare the quality
In case the template settings are better

burnt jay
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Dose anyone know how to get text to be effected by 2d lighting. Ive been trying to find a way for a while now but can only find stuff about setting up 2d lighting when i look for it. um using the 2durp project with 2d lighting set up and the text is on a canvas set to world space.

deft fiber
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Simplest way is to make the texts in sprites, but they won't be editable

deft fiber
tame mural
# tame mural

i thought it stopped doing this but apprently the shadows are being casted AROUND the gameobj somehow??????? it isnt as bad as before but its still extremely prevalent. @deft fiber save meeeee 😭

burnt jay
tame mural
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yeah... i might just delete this one and start from scratch...

deft fiber
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1 and 1 don't sound terribly high

tame mural
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and it doesnt look bad when i look at it from the scene view anymore

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it let me see it in the scene view before when this issue was a lot worse

deft fiber
deft fiber
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Normal bias specifically with meshes that have sharp normals

tame mural
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And deleting my libraries folder seemed to help but it's still happening

deft fiber
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I'm not seeing anything mysterious happening this time

burnt jay
tame mural
deft fiber
deft fiber
tame mural
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i guess i am artistically challenged and have no idea how shadows work

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also, setting the bias to 0 for both seems to do the trick

chilly kettle
burnt jay
deft fiber
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/or have

burnt jay
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its says 3.2.0 is a pre veiw but it dosent show up

cobalt cairn
deft fiber
burnt jay
deft fiber
winter pollen
deft fiber
winter pollen
deft fiber
winter pollen
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As far as I know (Correct me if I'm wrong), Unity's raytracing is only working with GPU's that also supports raytracing and other none-windows plattforms like Linux are not supported.

deft fiber
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Maybe, I'm not that familiar with it
You'll probably want to support non-RT lighting solutions anyway as an option

winter pollen
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I mean I found another Engine that uses "software raytracing", that can support RT and None-RT GPU's and works even for Linux.

I just would like to know if there is anything like that also for Unity?

deft fiber
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No idea
I can say though that 3D games have been lighting dark areas without bounce lighting or ray tracing just fine for about thirty years now

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Just have to use the tools to their strengths

winter pollen
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ok, still thanks.

burnt jay
deft fiber
burnt jay
deft fiber
burnt jay
deft fiber
burnt jay
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in the fourms it shows a SDF URP Lit shader but i dont even see a folder labeled SDF

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idk wht i did but all the text is blocky now

timber lichen
deft fiber
burnt jay
# burnt jay

was messing with which shader it wasy to try and get it to work

timber lichen
deft fiber
burnt jay
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switching back to the other shaders still dosent fix the blockyness and im still trying to find a way to make it affected by light

deft fiber
burnt jay
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i found the shader i reimported tmp cause i aperntly didnt do it right the first time and it also fixed the blockyness

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It FINALLY WORKED whoo

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they really need to add that small change to the shader as a new shader for tmp so other ppl dont have this issue

alpine frost
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wtf is happening

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Istfg this software hates me

chilly kettle
alpine frost
chilly kettle
alpine frost
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Uh, shit

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That seems odd

chilly kettle
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You increase it to 8, switch to deferred rendering or bake lights.

alpine frost
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What does deferred rendering do?

chilly kettle
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But first you should check, if the light limit is the problem you have.
You should crank it up to 8 and have a look if it works with 8 light sources.

alpine frost
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Ty

deft fiber
tender zinc
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Hi, asked question earlier in #πŸ’»β”ƒcode-beginner
My scene suddenly went extremely dark (looks like no ambient light), seemingly without changing anything. I'm using URP.
Realtime GI is enabled.

It seems the lighting messes up whenever I change scenes

I have managed for it to work in scene edit mode with recalculate environment lighting enabled but it still looks the same in play mode.
Not really sure what settings and values to show, will be happy to show whats needed.

chilly kettle
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Sounds like you just have to press "generate Lighting" and sace scene.

tender zinc
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auto gen is enabled

chilly kettle
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and you have set a color in the ambient light?

tender zinc
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No, everything is default.
I've been messing around with it and loading directly into the scene works fine, its only when i change between scenes

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SceneManager.LoadScene(buildModeScene, LoadSceneMode.Single);``` using single mode
chilly kettle
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You load this scene into another scene?

tender zinc
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Not really sure what you mean by that. The intention is go from a scene which is just a menu to the actual game scene.

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discarding the old scene

chilly kettle
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Your game starts in scene A.
Then you open scene B?

I just know the workflow that you start in scene A and additionally load scene B into scene A.

I would try to go to lighting and uncheck auto generate.
If this doesnt help, go to lighting > environment and change environment lighting from skybox to color, and choose a color.

tender zinc
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Thankyou very much.
I've found my issue and its really stupid lol.
in the scene i was loading into, the lightning settings asset wasnt assigned, I was using another scene to test thats why I didnt pick up on it

deft fiber
# tender zinc

Are you using both or either baked and realtime global illumination?

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There's three different ways to "generate lighting" and you generally don't want to mix them up

velvet nova
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Hello guys, I'm having an issue with baking light on objects and I am unsure on how to fix this or what the actual problem might be.

So, to set this all up, I have two plugins for baking: Magic Light Probes and Bakery.
Along with them, I have a custom shader for the objects which is not too complex.

Now, the problem, while baking, I have encountered this problem where the object is not baked correctly, where it has these weird artifacts, but only on specific spots in the scene (First picture). When moved to other locations, the object would bake correctly and I could not figure out why.

I tough it might be a problem with the custom shader and I set up the object with the Standard shader and the same problem occurred. Then, I placed the same object just above it and suddenly, the object bellow baked normally, but the object above it had the same problem. (Second picture)

Now, my theory is that, the object is not baking correctly because it has a lot of empty space above it, and whenever I place something above it, it works. Right now, I have no idea how to approach this problem or what exactly is causing this.

Also, I have used the default light and the default baking and had the same problem.
And, I am using the Standard Pipeline

glad root
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I have changed from Gamma to Linear.
The colors appear all greyed out and shiny??

Why is that? I am using baked lightmap

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for reference this is how it looked in gamma

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additional information.
I am using URP, and build target is android

deft fiber
glad root
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I am not using any reflection probes^^

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I tried to rebake, but it just bakes back to this same issue

deft fiber
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If there's none it defaults to the automatically included reflection probe from the scene's sky

glad root
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why does it not do that in Gamma space?

deft fiber
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It's not meant to do this at all
My guess is that the reflection probe texture was somehow excluded from the conversion process
As every texture will have to go through colorspace conversion when you switch color spaces

glad root
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interesting..

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I will try it out in a while, got busy with something else. Thanks a bunch for the help!

deft fiber
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While it's not strictly necessary to use reflection probes, they help a lot and the light baking process is really intended to work with them

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Gives you more control over reflections generally

patent wing
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I don't know if this is a lightingi ssue.. but i am having quite a lot of trouble with my terrain paint which changes if the camera gets too far away. It's not occlusion culling.. get's worse when ambient occlusion is active.

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Any ideas?

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I'm using URP balanced renderer asset

deft fiber
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Terrain is made of chunks that swap to a lower poly variant over distance to make it performant

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SSAO very easily reveals a mesh's true shape as it ignores normals

patent wing
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I see.. i can also tell that if i set the "Pixel error" up, the problem lessens and eventually goes away.
Whats that LOD setting i can try?

deft fiber
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Couldn't tell, I don't really use Terrain

patent wing
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Yea. I'm just wondering what setting to tweak, to see if the problem goes away πŸ™‚

deft fiber
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I know that Terrain has several different LOD settings for its own functions

patent wing
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Oh okay! will try

patent wing
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yea it does get more detailed as the camera gets closer. Can i change that somehow? or the tolerance, so it won't do it in-sight?

eternal marlin
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even if I disable all lightning in the scene they still appear

deft fiber
eternal marlin
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so something is wrong with my shadow settings : s

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SOLVED
I dont know why but all of my lights had shadow update mode set to " on enable" instead of "Every Frame"

hardy tulip
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How to remove the fact that the picture looks as if the brightness is set to 100%? Everything looks fine on camera preview in "scene" window(1 pic), but it's not like that in the game(2 pic)

deft fiber
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Which you can test by toggling the post processing checkbox on your camera

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If that's the cause, then you'll probably want to configure your post processing override so it's proper

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Or keep it disabled

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It's nice to have though

hardy tulip
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How to make shadows harder?

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my current settings

deft fiber
# hardy tulip How to make shadows harder?

Increase lightmap resolution or the ground's scale in lightmap (though these have diminishing returns) or use a mixed light with "shadowmask" or "distance shadowmask"

true oracle
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hello guys I'm a modder and I'm new to Unity, my problem is I just want to make the texture illuminate not the transparent object how is that possible?

deft fiber
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What part of it should illuminate what part

true oracle
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something like this

deft fiber
#

There's quite a few things going on there

#

The plastic bit there is refracting the light and directing it forward, something that isn't really possible in realtime graphics normally (or easily anyway)

#

The easiest thing would be to make it just emissive with a yellow color

#

But if you're on HDRP you may also get some fancy results by enabling screen space reflections and making the material refractive, with another part to it that's emissive

true oracle
deft fiber
true oracle
#

it has texture on it

deft fiber
# true oracle it has texture on it

If the texture has separate areas for the spots you want brighter and less brighter, you should be able to modify it accordingly pretty easily

true oracle
astral violet
#

I really dislike baking, because it's slow on my computer, but I don't have an RTX card, can I get away with no GI, just direct lighting, SSAO, and SS reflections? or is another alternative?

#

I tried using UE5 with lumen, but it was too slow on my computer

true oracle
astral violet
#

Nevermind, I just found SSGI, or ray marching, and I think that looks good enough.

inner vector
#

i have a lighting bug if im looking in 1 direction the floor wont pick up my flashlight

#

but if i aim the other direction it works fine

#

anyone know the issue?

#

the object is using the standard shader

inner vector
#

how would i fix that

deft fiber
ruby salmon
#

hello to everyone, i have one stupid question, wich one is more heavier between emissive material for illuminate a room and a normal light?

deft fiber
ruby salmon
#

so you can't use only emissive materials

deft fiber
#

With baked lighting you can (and I guess with ray tracing as well)

#

With baking it doesn't matter what type of lighting you use as the calculations are not done in realtime

#

(except with Mixed lights)

ruby salmon
#

these questions are because I have to create a metaverse for VR and I wanted to try to optimize as much as possible

#

and this metaverse is ispired to cyberpunk, so a lot of emissive materials

deft fiber
#

Metaverse, now that's a name I haven't heard in a long time

deft fiber
#

And try to also find VR-specific resources because that imposes a lot of unique limitations

ruby salmon
#

ok really thx for answer me

pallid plaza
#

Is there someone that I can talk to and show what I don't understand in lighting? Quick screen share

#

solved it

slim rose
#

Hey guys, I baked a scene but got these pixel patches on the object, I have increased the resolution and quality of the lightmap but the problem remains the same, how can I fix it?

chilly kettle
#

If yes, check in the debug view, if you have "invalid texel artifacts"

gritty fox
#

anyone know anything to battle light leaks like this? In some areas I've had to just put walls together when modelling the map. Tried setting the shadows to double sided, even a cube inside

gritty fox
#

yep

chilly kettle
slim rose
gritty fox
#

What does he mean by "DCC tool"?

chilly kettle
gritty fox
#

ah

#

right okay

timber lichen
#

Hi, I'm having an issue where when I bake lights in a blank scene with just 6 cubes it does nothing and leaves the scene stuck with just the ambient colors effect. Any help appreciated

chilly kettle
timber lichen
deft fiber
# inner vector it is

Then I'd swap it out for a completely default material (copy from a default cube if you want to be sure) to verify whether it's the specific material's problem, or something else

slim rose
#

Hello guys, can someone help me explain me why invalid texels occurs?? In baking lights and how can I fix them

chilly kettle
slim rose
chilly kettle
slim rose
#

got it thanks

inner vector
gaunt trout
#

Why spotlight not work?

deft fiber
# gaunt trout

Try moving it much closer to a wall
From this angle it looks like the max Range is cutting it off

gritty fox
#

I am just baffled on why in the engine my game looks like this

#

But when i build it looks like this

#

Lights are all mixed/baked

deft fiber
#

The quality tab of project settings lets you select the currently active quality level, and set the default per build platform

deft fiber
# gritty fox

That rules that problem out
Build for windows desktop?

gritty fox
#

yes

#

I'm thinking

#

it could be the global volume

#

im gonna make a thingy to toggle the effects on and off in game

#

because in the build it doesnt seem like theres anything

deft fiber
#

The glaring issue is that the build is missing post processing, which can make the lighting look different too

gritty fox
#

but when i built the game with no PP, there wasnt any of this darkness problem

gritty fox
deft fiber
#

Though the brightness is all messed up the lighting itself doesn't look to be changed

gritty fox
#

I use exposure, bloom, chromatic aberration, film grain,

#

vignette, SSAO, depth of field, lens distortion, panini projection, color audjustments and 3 others that give the slightly glitchy/old camera look

deft fiber
#

Not an issue I recognize at any rate
So what I'd do in that situation is make a purely default test scene with simple cubes and, simple lighting and default post processing and try to make test builds with that
It should help you rule out issues with both lighting and post processing by process of elimination

#

You mention using some system for toggleable effects
Depending how you do it, it may in some circumstances mislead the build to not compile all the shaders required for post processing, leading to only a partial effect

gritty fox
#

Ah

deft fiber
#

That's my stab in the dark anyway, I'm more familiar with lighting than post processing and I'm not spotting a lighting issue per se

gritty fox
#

I was thinking just a menu on screen to toggle each of those on or off so I could see whats messing up

deft fiber
#

Could also make a post about it in #πŸ’₯┃post-processing since that's likely to be more relevant, especially if the test scene provides no useful results

gritty fox
#

okay

gritty fox
#

i found a clue

#

With just bloom, exposure and color adjustments on in the engine

#

vs the game build

#

Im gonna try what you said on a new volume

deft fiber
tight pawn
#

I have a question and hope anyone can help me with it because I have a atlas lightmap (.tga file) (several textures of a map lightning) and I want to use it on a 3D map but I don't know how to do it (I did add the lightmap for anyone who knows about it to see it)

deft fiber
tight pawn
#

I did export it as a .tga via Neosis but I could also change it to png if it makes any difference

deft fiber
tight pawn
# deft fiber Neosis? You'll have to explain your workflow a bit Otherwise I'd tell you to jus...

I can try
I have a 3D world that I did export from a nif into a fbx (Autodesk -FBX) via Neosis
Every map I wanna use have single textures (dds files change into png files) but also lightmaps with the .tga

Now I have the 3D map with all the textures in Unity and added them but the lightmap is suppose to be on the textures of the map to make it look like the map has lightning or however you wanna call it when you put a light texture on another

Idk if it is a good explanation
I just don't know how to add this lightmap to the whole map

deft fiber
#

If it uses different UVs, you could use a custom lit shader to pick a different set of UVs for it and also use it as emission

#

But that'll be entirely separate from Unity's own lightmapping systems

#

Mainly it means you won't have any light probes which are necessary for baked lighting to affect dynamic objects

tight pawn
#

Ye till now I did just try add it as a normal lightmap or occlusion map but the results were far from what I wanted it to be
For now I don't plan on using the unity lightmapping systems because I want to have the same results as the map had on the previous engine

chilly kettle
#

Its not worth puzzling around and trying to do some weird workarounds for a small difference. Maybe you are the only one in the world who will see the difference ^^

tight pawn
chilly kettle
tight pawn
chilly kettle
#

Are you using URP? If yes, there is a great tutorial for lighting i can give oyu

tight pawn
tight pawn
#

gotta say not sure how to cut out the lightmap its kind of difficult.. xd

chilly kettle
tight pawn
#

Not sure how I am suppose to cut that out XD

#

(its the lightmap as png)

chilly kettle
#

im still sure, that you will get a very good and faster result if you just bake it in unity

tight pawn
deft fiber
deft ingot
#

how do I render an object so the player cannot see the mesh but the mesh still blocks light?

#

note the shadows

deft fiber
deft ingot
deft fiber
deft ingot
deft ingot
deft fiber
deft ingot
west flax
#

why does having a directional light make the skybox bright? Even if i set the directional light to intensity: 0 the skybox remains bright and it looks so bad.

#

i feel its unnatural cause directional light intensity value makes the terrain brighter or darker but the sky remains bright no matter what i do

deft fiber
main wolf
west flax
deft fiber
west flax
#

but then you dont have skybox at all if u set both light and camera colors to black

#

maybe i just need to use other skybox material

#

unsure

deft fiber
#

Unity's procedural sky is a bit customizable if you make a custom material with it

whole bramble
#

is there any way to pause lightmap baking?

#

It's a tragedy that sometimes electricity shuts down and the ups could only hold that 100% cpu calculating the lightmap bake just for 20-25 minutes and then...black out!

#

a waste of a whole night lightmap baking operation

#

unity should make a way to hold the resume of light baking process

#

idk if is there already any option or not...anyone knows about it?

runic saffron
#

why does my lightning in my main game look like this whenever i load it from another scene?

stark temple
chilly kettle
vestal canopy
#

Unloading the previous scene and loading the next one also works

carmine steeple
#

i have this issue with my lighting, messing with the normals and moving the spot light also doesnt work

chilly kettle
stark nacelle
#

Does anyone know how builtin deferred render pipeline culls the reflection probe?
From my test, the frustum culling of reflection probes is very, very coarse. It seems more like a test between the OBB or even AABB of the camera frustum and the AABB of the probe.

#

I’m encountering an issue where a lot of probes are aside from the frustum planes but still drawn each frame as they are not culled, i.e. a lot of false positive when Unity performs the frustum culling

#

In a frame where the camera is looking down at the ground and at most 3 probes are intersecting with the frustum planes, Unity actually issued 260 DCs to draw the probes, which means 130 probes are rendered… That’s such a waste

whole bramble
#

are you using probes blending?

#

probably that's the reason unity skipping culling for them

neon rampart
#

so I got this somewhat big map into unity with plenty of windows, and I'm wondering what would be the best way to make those windows reflect the static objects around them without frying a player's system

#

they don't need to be realtime reflections or anything, static images are fine. I tried adding a reflection probe to the windows' mesh, but for some reason moving the probe around made one of the adjacent buildings become pitch black

ripe current
stark nacelle
#

With my test, it does seem the frustum culling is performing an AABB test. Because even a probe that is way outside the OBB still cannot be culled

#

This is especially worse with long far plane distance. But in certain setups, even a short far plane could still suffer from poor frustum culling

vernal karma
#

hi i need some help

#

i am trying to make volumetric clouds reflect with ray tracing mixed with ssr.

#

with ssr the volumetric clouds reflect just fine

#

but with ray tracing or mixed with ssr, the clouds do not reflect

#

any pro's out there that know why this is happening?

sick echo
storm raft
#

I can't manage to get a room any darker than this despite turning off all of the global illumination, is there a way to get it like pitch black?

night shell
#

you might have a set ambient color/skybox/gradient lighting

winter flax
#

So I've been playing with baked lighting with additive scenes, everything seems to work okay, but if I move the new scene somewhere out of origin the light probes seem to stay at origin. wagwan?

#

wait, should i just bake the offset into my scene? that seems like the obvious solution

#

although i predict floating point errors

#

my motive here is to make smaller baked scenes and combine to cut the baking time for areas

zenith summit
#

Hello Guys. Can you help me pls? I am new in unity month ago i do my first project.
Gallery with my pictures. I have 2022.3.16f1 Unity. I create gallery interior,
change to URP. Set lights and bake them. I do thos like UGuruz in his youtube video.
After that. I post project to itch.io. When i open project in mobile, i can see extreme lights in scene, too much. When you open the same project in pc web broser, you see everything with correct lights.
Can you pls help me with this problem? You can check my gallery: https://memakemyart.itch.io/x
After i add more lights atc. Have more things to do. Can somebody of you help me with this? Ty soo much. It is because mobiles after you open project in them, dont cant read post proces information? So i must create project without post proces to see in mobile the same lights like in unity?

#

first picture is open in mobile, secont in pc web broser

chilly kettle
#

But for me, also your PC version doesnt look correct.

zenith summit
#

my setting sin unity is on ultra.

winter flax
#

ultra sin is always the way to go

whole bramble
#

hey , it doesnt have to look that way at me , i've done nothing wrong

zenith summit
#

ps. I change in Lighting-Scene-Lighting Mode settings to Subtractive. Now the scene is not bright like before.

halcyon nymph
#

anyone here experienced in unity urp light bakes?

eternal marlin
#

Hey guys, Im trying to figure out how to make indoors darken than the outside

#

HDRP

#

this screenshot is with the sun disabled

#

Update, I realised that it is related to the Visual Enviroment component, but I cant disable it but it completly changes everything else :/

vernal karma
#

reflection probes

#

you can change the light intensity throught probes thus darkening reflected objects

whole bramble
#

is 32 gb RAM (3200mhz) enough to bake a large scene same as gta 5 using progressive cpu lightmapper? obviously the lightmap resolution is set to 16 and only non directional lightmap in substractive mode.

#

for now, i only have 8 gb ram and whenever im trying to bake a large scene, it gives some error msg like job failed, not enough memory, path tracer isnt initialized blah blah blah....I found out it's because of low ram.

#

or is there any other factor like cpu cache or something? using core i5 9th gen.

#

Im now in a confusion about what should I buy, 2 sticks of RAM(16+16)? or a 4gb gtx 1560 GPU?

vernal karma
#

how come only one side of the bumper has the red light? i put lights on both sides....

proven lichen
#

how to fix stutering point lights?

chilly kettle
chilly kettle
proven lichen
#

oh maybe its cause its in side the mesh

vernal karma
#

the headlights have the glowing on the bumper from the lights so

#

its weird

chilly kettle
vernal karma
#

oh i see

#

is there a setting for that?

chilly kettle
#

yeah. google for something like unity light limit per mesh ^^

vernal karma
#

great just need to reposition them

#

thanks

chilly kettle
proven lichen
#

how to light materials with toon shader?

chilly kettle
#

Thread

timber lichen
#

I made a ceiling lamp in Blender 3D, should I give it a spotlight now and flicker it with animation or should I make the spotlight in Unity 3D and animate the flicker that way?

idle stump
#

How do I fix this

#

checked uvs

#

checked trexels

chilly kettle
idle stump
#

im using bakery if that helps

chilly kettle
#

hmm. dont know if bakery supports the scene view debug now.. back in the days when i used bakery, it doesnt

#

you can check for invalid texel artifacty in the debug view

idle stump
#

but for some reason

#

I just randomly rebaked

#

and yeah

#

its somewhat gone

#

why tf is unity like this

#

fuck

#

its back again

night shell
#

those potentially look like artifacts related to either denoising, or using settings like importance sampling

#

importance sampling in basic english basically meaning that, to make the lightmapping go faster, rays are more "smartly allocated" in certain spots than others

arctic isle
# idle stump its back again

This has to do with denoising for sure. When there's long strips like this sometimes the denoiser get confused πŸ™‚ You can increase your sample count, change denoiser to OpenImageDenoise, use filtering and/or move your lights (or add more lights) to cast more direct and indirect rays onto this geometry to make sure that the density of rays hitting it is enough to create a consistent lightmap.

sly iris
#

Hi guys,i am trying to create a baked lightmap but when i try to create it it is all black

#

i Selected as static all the object i want to be baked and the light is set in "baked" mode

#

Do you have an idea of why it doesn't work?

tulip tendon
#

do you have lightmap UV's generated on those objects?

livid pilot
#

hi guys! i have a bug in the seams of the UV, this not happen in blender, the shadow is not smooth

timber lichen
#

Lighting experts, if I'm making a large city with lots of neon lights and windows, is it recommended to place lights on the prefab and then bake after I place all the buildings -OR- place all the buildings first then manually place lights wherever necessary?

flint robin
#

Im trying to use cookie lights. any ways to have the effect from spotlight but with directional? because spotlight is quite small but directional is almost blurred out?

chilly kettle
chilly kettle
unique yarrow
#

anyone know why my stars change colour to a yellow colour near the horizon? idk whats causing it and it doesnt seem to be the moon light, its just meant to me white/ blue starts but they seem yellow near the horizon

timber lichen
timber lichen
chilly kettle
#

Sure it will take a while, but that should not be the problem ^^
It depends on the size of the scene etc.

timber lichen
chilly kettle
#

It will take a time to bake yeah.
But baking everything is not always the best way to go.
I guess there must be several tutorials for lighting terrains etc.

timber lichen
chilly kettle
#

Don’t know how prominent you place the building and how he player will see it.
Often you can fake Light with emission and bloom.
You can also use lightprobes to make use of baked lighting without baking every single object.

timber lichen
chilly kettle
timber lichen
deft fiber
hidden ridge
#

Got a question. I have a scene that is using area lights, which are baked. However, even after setting up a Light Probe Group, my dynamic objects are not getting any data from the lightmaps (it seems), since they dynamic objects remain dark. Any ideas on what I'm doing wrong? I've spent about a day trying to resolve the issue.

Additional info, I'm using URP.

deft fiber
hidden ridge
hidden ridge
deft fiber
#

That is the sentence indeed, what's unclear about it

hidden ridge
#

IDK what you mean by it.

#

What is a "shape of light"?

deft fiber
hidden ridge
#

Types, would be the word.

hidden ridge
deft fiber
# hidden ridge Types, would be the word.

All of them should be able to affect both lightmaps and light probes at the same time
In this case it might be important to visually confirm that each of the lights can be seen on the lightmap, and on the probe group, visually

hidden ridge
#

Well, baked area lights do not work, I would assume, considering that is what I'm using now and the light probes aren't working for my dynamic objects.

deft fiber
#

This with a fair accuracy confirms if the issue is with the light or the light probe group, and the lightmap should confirm where the issue is not

#

Have you tried such a test?

hidden ridge
#

What am I testing? The type of light?

If I put a directional light, no shadows, it'll illuminate the scene of course (which is an indoor scene, so I don't need a directional light).

Point and Spot lights (realtime mode) are obviously going to illuminate the dynamic objects.

Point lights (baked mode) have the same effect as Area lights, i.e. none at all on dynamic objects, regardless of the light probe group.

#

@deft fiber

deft fiber
hidden ridge
deft fiber
deft fiber
# hidden ridge

A potential issue here is that the light probes may be too close to geometry
Light may be unable to reach them
Also, you'll want some in the inbetween space, not just the corners

hidden ridge
deft fiber
#

The point of testing for things that may seem obvious is to know what we're troubleshooting
Problem could be the area light or the light probes, but unless we know for sure 50% of our options are 100% wrong

hidden ridge
deft fiber
# hidden ridge

I am looking at this photo and the probes are practically touching the floor and corners, and there's no probes between the floor and ceiling

hidden ridge
deft fiber
hidden ridge
#

I bet that is actually the issue.

#

I'm going to feel super dumb cause I was looking at it and a few others were looking at it and none of us picked that up.

deft fiber
#

Pics from any angle tend to help!
Otherwise I can only suggest the painstaking process of elimination like I tried to, if it's not a common issue

hidden ridge
#

Hm, it seems like it made the cube (a dynamic object) brighter however it does seem to be as lit as I would think it should be.

#

Regardless of that, it doesn't seem like my character was brightened at all.

#

@deft fiber

#

oh my god.

#

One sec.

#

Okay, sorta phew. I noticed an issue and thought that was the prob. It wasn't.

#

Better pic now.

turbid light
#

Hope everyone is doing well. Wondering how do i stop my directional light from bleeding through objects? Cast shadows is on for cieling floor and walls. The first image is directional light at -90 x and second is at 37 x. As you can see the light bleeds through still. I want it to be completly dark. Any help is much appreciated!

night shell
turbid light
#

It’s in the scene already

turbid light
night shell
#

hmm ok

#

well the obvious fix is to turn on shadowcasting for the directional light

turbid light
#

Oh shit

night shell
#

I sense some upcoming problems after that but we'll see

turbid light
#

lemme try it quick

night shell
#

another potential solution to try without shadow casting is to use layers

#

have your interior space be on a different layer, and set the culling mask of the directional light to not affect that specific layer

turbid light
#

it seems shadow casting is already on

#

how can i set layer?

#

sorry new to lighting

night shell
#

its cool no worries but I'll save the layer thing for later since personally I don't think its the best solution but I'll describe it more at the end (or if this current path fails)

#

looks like the shadow casting issue there is because your interior mesh does not have any exterior polygons basically

turbid light
#

i assume its different fro mthese layers

night shell
#

solution to that is set the interior meshes to two sided shadow casting

#

on the mesh renderer

turbid light
#

didnt work :/

#

i set it for all

#

should i check static shadow caster?

night shell
#

not sure what settings your seeing

#

I can tell your using URP but provide some screenshots for context

turbid light
night shell
#

sure yeah try that

turbid light
#

nah didnt work

#

any other hunches on what it might be?

#

here is directional light settings

night shell
#

a couple but think in this case the layer thing will do the trick anyhow

#

but its just simple as setting the interior mesh objects on a different layer

turbid light
#

cool

night shell
turbid light
#

will do

night shell
#

and then in the culling mask for the directional light you just uncheck the mask that you set the scene to

#

and the directional light should avoid lighting the scene

turbid light
#

so i think it got everyhting but the floor maybe?

#

the floor is on that layer tho

night shell
#

did you set the floor layer?

turbid light
#

yes

night shell
#

double check

turbid light
night shell
#

mhm

#

and the culling mask for the directional light

turbid light
night shell
#

huh... thats odd

#

wonder what the heck URP is doing because that should work

turbid light
#

oh

#

wait

#

idk

#

i thought it might have been a plane but it is a cube

night shell
#

given that your doing a maze generator your not generating any additional meshes with the layer no?

#

i.e. extra floor mesh or whatnot?

turbid light
#

no, i am removing one i guess

#

just the walls

#

but those seem to be blockign light

#

got it

#

i think shaders just didnt build

#

i replaced the object with the cieling adn it worked

#

thank you for your help!!

night shell
#

huh thats odd, well your welcome lol

#

kind of shooting blind there since I'm not familiar with URP, I know for a fact what I proposed would work fine in BIRP

winged cloak
#

Guys, can I report problems here

#

Let's see if they can help me with a lighting problem :l

night shell
winged cloak
#

I am having problems with a point of lighting. As you can notice in the gif, when you focus the camera on certain parts, it is that the lighting expands to the terrain.

#

but generally if it is illuminating but it doesn't illuminate the Terran, I am using URP

night shell
#

URP/BIRP/HDRP?

#

I'm assuming URP

#

the issue looks like its related to potentially per pixel lights

#

you might have too many realtime lights per object and unity is having trouble picking priority

winged cloak
#

I see, so how to check the priorities?

night shell
winged cloak
#

i say you URP

night shell
#

oh you did my bad

winged cloak
#

np

night shell
#

locate your URP asset settings file

#

and on it in the inspector there should be a lighting tab

#

the limit will be found here

#

default is 4, max is 8

#

thats the simple solution for getting around that issue

#

if you want more realtime per pixel lights per object without increasing the limit, you can actually simply split up the meshes in your scene

#

so for example say you have a large plane mesh for a floor and you have 5 lights in the scene, but unity is having the priority issue. You can split the floor mesh into smaller submeshes. As long as the mesh/object is interescting 4 lights at most

winged cloak
night shell
#

now I'm in BIRP so things are slightly different but conceptually the same

#

notice how 4 of the lights have wierd artifacting

#

in BRIP when there are more than 4 per pixel lights it resorts to shading the lights per vertex

#

in URP's case I believe it just doesn't render them

#

you can fix the issue in 3 ways

#

first obvious one I pointed out was to increase the per pixel light limit

#

which is simple and easy to do, but there can only be so many realtime lights per object

night shell
#

the limit is still 4

#

but instead of it being one big plane, its 4

#

and at most the planes in here will recieve 3 lights at most with this light setup

#

understand? @winged cloak

#

there are 2 more solutions beyond this as well that I can dive into if you want

winged cloak
#

If you tell me all the possible solutions for this, the truth is I was trying to analyze what caused this.

winged cloak
night shell
#

URP by default is a forward renderer, in forward rendering there are limits to the amount of lights per object that you can have before things get too taxing

#

for each light, lighting is calculated for that single light and this is done in a single shading pass

#

however if you have 2 lights, that means you need to do 2 shading pass for both lights

#

4 lights, 4 shading passes

#

the amount of shading passes scales with the amount of lights you have, but also the amount of meshes you have in the scene

#

and because of that things can get pretty taxing quickly

#

someone can correct me here if I'm wrong but I believe in URP it actually does support up to 4 - 8 lights in a single pass as an optimization but either way with forward rendering that is the inherent drawback of it

#

but anyhow back to basics, for each light you need a new shading pass for it in forward rendering

#

now I need to note the terminology of course

#

Per Object Limit

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meaning on a single object, it can have only X amount of lights in URP

#

by default that means a single mesh can have only realtime 4 lights affecting it

#

per object/mesh

#

one of the solutions I proposed to get around that limit is to basically split up large objects into smaller objects

#

basically taking a mesh and breaking it apart into smaller peices

#

and remember that the limit is per object, so you break it into smaller peices so that the object you have covers less area, and therefore less likely to be intersected by multiple lights

night shell
#

a single large plane mesh that has a large area, and it has 8 lights affecting it

night shell
# night shell

breaking the plane into smaller meshes, so that parts of the mesh cover a smaller area, and therefore get affected by fewer lights

#

in that example you can see when I split the plane up, at most each plane will have 3 lights affecting it at most

#

still don't understand @winged cloak ?

winged cloak
#

I understand, I will try to replicate the way you told me exactly. Thank you very much. If I have another question, I will ask you. I am reading everything you told me to understand it better

night shell
# winged cloak I understand, I will try to replicate the way you told me exactly. Thank you ver...

just to note ahead of time the solutions to such a problem are as follows (there are probably more but I don't remember them all at this moment)

  1. increase light limit to have more lights per object
  2. split up large objects into smaller objects so that it will be affected by less lights
  3. get around this issue entirely by utilizing baked lighting
  4. use deffered rendering (there is a URP version I believe where deffered rendering is supported), deffered rendering does not have a limit with the amount of per pixel lights you can have but does have more overhead
winged cloak
#

That's what I see, I'm trying to optimize resources as much as possible so I'll see, the one that best suits me, thank you very much

chilly kettle
# winged cloak I am having problems with a point of lighting. As you can notice in the gif, whe...

This video deals with the common problem of flickering or invisible lights in Unity.
If you also have the problem that your Unity lights flicker or become invisible depending on the viewing angle, this is the video for you.

Fixing the problem of flickering or invisible lights in a few seconds with a few mouse clicks

If you are interested in g...

β–Ά Play video
vestal canopy
deft fiber
fiery plover
tulip tendon
#

adjust the shadow cascades in the quality settings

haughty bridge
#

i got an issue regarding a fog disapearing when loading in addtive a scene (only in build)
idk it its linked to hdrp, if not, you can check my original message here #archived-hdrp message

young badge
#

Hey, I got a problem, where when turning on my directional light does something with my texture edges (one is with red texture fill to better see the error, otherone is transparent)). It somehow destroys them. When turning it off everything is normal. This only happens in game view

deft fiber
unique yarrow
#

i cant find whats causing my stars to apear yellow towards the horizon and ive tried unticking every box in sky and fog volume

young badge
lunar ivy
#

Whys everything purple πŸ₯²

#

Deleted it and now everything is white and black, pls help

deft fiber
deft fiber
haughty bridge
#

Hello,
I am loading scenes in additive.
This makes my fog disappear, any ideas on how to fix ?

  • i am using hdrp
  • i got no volumes in my scenes
  • i only have one directional light (in my main scene)
lunar ivy
#

im trying to add realistic graphics

#

using hdrp

deft fiber
deft fiber
haughty bridge
#

okay sorry

opal kernel
#

Does anybody have any idea on why objects in my current project touched by a light just sorta... POP into enlightment, instead of the light gradually reflecting on them as it's natural?

#

Tried the same in a new project but in such case it works fine

deft fiber
quaint yew
#

is there any way to make the "gradient zone" of the real time shadow distance larger?
(top is out of shadow distance, bottom is in)
clearly there is some internal setting for how much distance this gradient should cover?
but with it being so short, large areas in shadow are uprubtly lit when they leave your shadow distance

young badge
#

Does someone have an Idea why the light in my WebGL build doesnt work. It does not render shadows like it does in game view

chilly kettle
young badge
#

i set them to "high" like i have read in some forums

#

πŸ€”

chilly kettle
#

and did you build them with high quality?

young badge
#

i think so O.O Where can i check that?

chilly kettle
#

Here you have several different points (beside my Screen icon) depending on which build methods you have installed. And there you can set the quality of the build

young badge
#

Yea i did that πŸ™‚

#

Thanks for clarifying O.O

deft fiber
quiet coral
#

How to fix this specifiq lighting issue? I tried enabling Stich Seams but with no luck.

chilly kettle
quiet coral
#

Normals looks fine, for the walls i did not use normals but with just creating one does not solve a thing. Here another picture showing the issue.
Left and middle light are 50% not good while the light on the right has no lighting on the wall at all

#

Another thing. I just started working on lighting. I did it with 1 directional light only before.

i use URP and turned global illumination on with auto generating. But this takes ages!

Should i generate it manually? What do you use?
And, i let players build their onw buildings, with lamps etc. I geuss its better to use realtime lighting then, right?

#

Any expert willing to help? ❀️

#

Just ping me πŸ‘―

#

Thanks fixed it with changing Rendermode to Important. Is this a good solution?

#

Oh never mind now another light is not shown

quiet coral
#

Thanks to ChatGPT, it's probably caused by the Per Object Limit in Additional Light Settings.

chilly kettle
chilly kettle
quiet coral
quiet coral
#

I changed the light limit to 8 and now i do see all lights. But what if i need more lights? (what definitily will happen...)
Anyways ill checkout your tut first πŸ˜‰

#

You made my day, @chilly kettle ! Thank you so much!

chilly kettle
#

Deferred is not perfect, because it has its downsides.
If you have static light sources, baking them is the way to go.

quiet coral
#

Well i make a game where players can build their own buildings, so static wont really work, right?

chilly kettle
quiet coral
chilly kettle
quiet coral
granite spoke
#

I am trying to do a night scene inside a house in URP...is there a way to light up my character with a lttle ambience light so I can know where he is? I have thought of implementing a little light in the character...but I don't know if there's more ways to make the character visible

tulip tendon
#

bake lighting and add light probes

shell juniper
#

A lot of games also just have the character emit a faint light, but recently AAA games especially have dynamic light rigs that only affect the player and can do stuff like rimlight a character or adjust based on camera angles

cloud drum
#

Hello guys! I'm having a problem with my point lights. I'm having multiple point lights next to eachother and this dark square appeared. It seems like if I remove the lamp gardens it becomes normal. I've also tried using render mode to important and I've also baked the light. I don't know what to do anymore... If anybody has any idea, it will be much appreciated

deft fiber
#

Some options

#

If baking does not solve it, you have not done it correctly
Baking has drawbacks though, mainly being restricted to static meshes (and light probes for dynamic meshes)

cloud drum
vestal canopy
#

Are point lights that hont babe shadows, volumetrics, contact shadows and etc... performance intensive? Or can i have around 30 of them on screen at the same time for bullet trails?

chilly kettle
deft fiber
#

Remember that a low light range also helps performance

#

In HDRP, both in forward and deferred rendering light limits are per screen tile, I believe, 8 pixel and 16 pixel tiles respectively per rendering path

winter pollen
#

Is there a way to keep the world dark with realtime global ilumination?

I want that the player can only see with his flashlight because i saw that a dark darkness is no more if you make you lights lookbeautifull and everything is bright because the light does bounce now.

chilly kettle
winter pollen
chilly kettle
#

Can you show the Lighting settings?

deft fiber
west flax
#

i use directional realtime lights with no baking and i didnt ever see any change from this option
https://i.imgur.com/rUHDPUO.png
Is this only for when you have super high smoothness materials like metals?

tulip tendon
#

thats for indirect lighting

#

it only works if you have global illumination on

livid pilot
distant yew
#

im having a bit of a lighting mystery. We have scenes that are... maybe 5000x1000 units in total size, often smaller than that. They will contain about.... 20-50 lights of which 3 might be mixed directional, 6 might be real time, the rest will be baked. There are no light probes, no skybox reflections though often there is a single reflection probe for some objects. Lightmap resolution 4 bounces 5 ambient occlusion off. Samples reduced, 2048x2048 size Baked Indirect with progressive updates off. Importance off, baked GI on, Realtime GI off. URP/HDRP for shaders.

Sometimes... when baking a scene... it just will NOT start baking. But if you disable a bunch of dynamic objects that will never receive lightmaps anyway, and don't show up in shaded mode, and absolutely do not have lightmaps enabled or static shadows enabled anywhere on them.... then it will bake.

I have raked through hunderds of prefabs making sure they weren't set to emissive or static when they shouldn't, or contribute, or cast static shadows, and everything that should be excluded is excluded. yet still... if they are enabled it will not bake.

so is there some potential issue if you have too many objects enabled in a scene? like or is there some material or mesh setting we might be missing out on? or is this a different problem? Most objects have their scale set to 1 or lower. The lighting is pretty low resolution overall. Most levels only contain 5-7 maps at 2048x2048 even with all kinds of trees and plants and small objects are beign baked. So why is it only sometimes being stubborn?

distant yew
#

well... looks like most of the scene was duplicated at some point... so there were tons of models inside other models lol... that wasn't helping

distant yew
#

Not entirely sure why it was an issue, but its at least working again

#

fixed would be if I know the exact conditions that caused it "i changed some things and its working" is something though. But if I cant reproduce it... ya know? πŸ˜›

wanton prism
#

GL gets stuck at 96% and won't move

#

worked before, now not so much

distant yew
#

usually when that happens to me its the reflection probe taking a centure to figure itself out

wanton prism
#

Deleted all of my probes and it still won't finish the job

deft fiber
wanton prism
#

mhm

#

well I'm removing parts of the map to figure out the problem

deft fiber
#

Iirc "preparing bake" can get stuck if there's too dense geometry included in the bake

wanton prism
#

Well

#

I found out it was a door in my scene that had an issue but the rest don't...

#

and. it's a prefab...

#

unity I hate you

#

is this bad?

deft fiber
#

All meshes that receive lighting via lightmaps must have lightmap UVs
Note that only meshes that need to be involved in light baking should be marked as lightmap static, so avoid including small or complex meshes
And also that even if a mesh contributes to baked GI, it doesn't have to be lightmapped, but rather can use simple light probes instead to save lightmap space

wanton prism
#

What does it mean to have lightmap UVs and how do I make them?

wanton prism
#

For some reason my walls don't exist to the renderer

deft fiber
wanton prism
#

What does that mean

#

Or uhh

deft fiber
wanton prism
#

all of my assets already got this applied?

deft fiber
cyan kayak
#

i want good lighting in my scene in SRP without using post processing or any other heavy thing because my game targets low end android devices.
how do i achieve that?

sage hill
#

when i go far away in scene view my lighting is normal and when i go closer it lessens

#

heres some pic

#

from up close

#

from far away

chilly kettle
chilly kettle
sage hill
chilly kettle
sage hill
chilly kettle
#

Ah. Is it realtime, and if yes,
How many realtime lights do you have there?

sage hill
#

so my light is on mixed

chilly kettle
#

How many lights do you use?

#

Could be the light limit if you come close like I explain in this video:

https://youtu.be/y_vw-jzuNs0?si=Oe49YBl3I0xS0EZ6

This video deals with the common problem of flickering or invisible lights in Unity.
If you also have the problem that your Unity lights flicker or become invisible depending on the viewing angle, this is the video for you.

Fixing the problem of flickering or invisible lights in a few seconds with a few mouse clicks

If you are interested in g...

β–Ά Play video
sage hill
chilly kettle
#

Normally it should be the other way, if you look from further away, the shadow should be hidden. That’s weird ^^

sage hill
chilly kettle
#

Im afk for a while, if you don’t fix it I will have a look in an hour

sage hill
sage hill
chilly kettle
chilly kettle
#

Looks like something is wrong with your shadow cascades

chilly kettle
sage hill
#

yep one sec

chilly kettle
sage hill
chilly kettle
#

What you can try is creating a new Render Pipeline Asset, and have a look how it looks with a default one

#

And insert it into Project Settings > Quality > Renderer

sage hill
#

alright

#

oop

#

i deleted the asset and it crashed lol

#

all good tho i saved

sage hill
analog lantern
#

so a object in my game is just not baking, it should but i have no idea why it is not. any ideas?

analog lantern
#

yes

sage hill
analog lantern
#

no, it does not, it has no children

sage hill
analog lantern
sage hill
chilly kettle
analog lantern
#

no idea why

chilly kettle
#

which one? The ground?

analog lantern
#

yes