#archived-lighting

1 messages · Page 29 of 1

night shell
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by taking a gradient (white on bottom, black on top)

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giving it a color, and have it alpha blend against the mountains so that it acts like height fog

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you can create that material, slap it on a quad and just overlay it over the backgrounds

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and since it looks like you have multi-layered mountain backgrounds you can apply a similar kind, at a different scale to help sell that effect

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I'll show a quick example of what I mean that I did for a project

muted tinsel
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Thank you so much for taking the time to do so!

night shell
muted tinsel
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Oh wow

night shell
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this was an old early VR project, but I faked the scale of the background with just some simple quads and alpha blended gradients with color

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and you can see with them in place how much they add to the scene atmostpherically

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quick and easy, very art driven

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will probably suit your project very well given how art driven it is

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there are obviously other solutions one can try of course that are more automated but I don't think they won't work too well with what you are doing

muted tinsel
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Alright, I will give this a shot! Thank you so much!!

dusky nacelle
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that's what I just saw last night it's awesome, but I wonder if "blending" between the lightmaps transition is Doable or not?

pure vine
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And maybe there is another way for what you wanna do

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Can you tell a bit about your game?

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Because I also had day night cycle for my realistic game

dusky nacelle
# pure vine Can you tell a bit about your game?

actually it's an open world game but Im not using any realtime lights in it because Im targetting from low end mobiles , besides baked light looks more beautiful, so that's why Im trying not to have two scenes seperately rather wandering around the same scene and just having the day and night or afternoon too, in a cycle , and when they swap , they blend instead of just popping out. the video you've provided is really what I needed , because I've seen some more way but those are problematic like static batching wont work , etc. but this one seems no other requirements , just to insert the baked textures in seperate folder and switch . I was just curious if blending is possible or not , like instead of going direct dark, it will gradually go dark lerping.

pure vine
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I guess you should use some kind of chunk system to blend areas only when needed

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Did you try to bake Realtime GI?

chilly kettle
dusky nacelle
dusky nacelle
idle bramble
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Regarding that issue of white spots under the trees - I've double checked and edited in prefab mode. I do have some blue 'overwrite' bars showing but I can't revert/apply by right clicking them like I usually do. Confusing because in the actual scene I get no blue over-rides (3 images below)

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Tried creating a new tree prefab with the same fbx, set to double sided in the mesh renderer. Same issue.

chilly kettle
idle bramble
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@chilly kettle Yeah I thought it could be that, like perhaps I only applied to one LOD and it wasn't that LOD that was visible in the bake but I've completely removed the LOD component and it still does it.

oak minnow
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can someone tell me how I can make this area completely dark

upper fable
chilly kettle
# oak minnow can someone tell me how I can make this area completely dark

This video deals with the common problem of to bright indoor scenes people often face.
If you also have the problem that you cant get pitch black interior scenes for your horror game in Unity, this is the way to go!

Fixing the problem of too Bright Indoor Scenes for Horror Games in Unity.
Create dark indoor scenes in Unity.

If you are interest...

▶ Play video
modest swan
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Hello I have a problem,
I have a gas station model and it has lights,
and I also wanna add some light the problem is that the lights is only like a glowing cube and doesn't feel like a light at all

chilly kettle
modest swan
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and here is another example,
They look just like a glow block not a light

chilly kettle
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You have to add light sources to get lights.

chilly kettle
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but its not just pressing a button, there is a few things to prepare to bake lights

modest swan
modest swan
chilly kettle
modest swan
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if you have tutorial or a video explain how to bake it perfectly because its my first time using lights in the dark

chilly kettle
# modest swan Well not that big and not too small my resolution is the base 1920×1080 and wha...

In this video, we are going to take a look at Lightmapping in Unity 2020.1 to help you create fast and beautiful lighting in your scene.

Learn more about Lightmapping in 2020.1 from our Docs!
https://on.unity.com/2U7VQIX

Interested in the newest Graphics Features we added in 2020.1? Click here!
https://on.unity.com/2GHYGkR

Download the Spaces...

▶ Play video
modest swan
night shell
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its a bit of a complicated thing because texel count is something that varies in a scene depending on the object.

  • You have the "Lightmap Atlas" size, which is basically the maximum resolution for a lightmap (it defines the resolution of a single lightmap texture).
  • Then you have things like "Lightmap Resolution", which in simplified terms basically means how many "texels" per unit is allocated for objects. There are a number of factors that play into the amount of texels that would be allocated to an object but that is the general jist
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hopefully that answers that little question

pallid karma
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Been working on the lighting for my scene, what are the differences between all these options?

night shell
pallid karma
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And when it comes to choosing what is static, i recall someone here saying that only large objects tend to be made static to then create a lightmap. So In a scene like this, what parts would be best made static? I know it looks ugly lol

night shell
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Reflection Probe Static by relation is somewhat related, but its name is self explanatory (basically meaning that if an object is marked as such it will appear in a baked reflection probe)

night shell
pallid karma
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and would that involve ticking all those options?

night shell
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no for lightmapping you only need to tick on Contribute GI

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you could tick on all options if you wish

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but the one that actually affects lightmapping is that

pallid karma
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right, so most of them contributing to it shouldn't be too bad

night shell
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the only reason why that advice is offered, is because often times when lightmapping, most people think to lightmap everything but you can't do that because some objects you may have in your scene may be too small or too insignificant to affect the lightmap

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and would cause issues down the line (contrbuting to artifacts with low resolution, increasing the amount of lightmaps needed to cover that object when its insignificant which therefore increases disk size/memory usage)

pallid karma
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I remember a couple days ago someone said that for small objects like decorative books it may just be better to keep them dynamic and use light probes

night shell
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they are correct

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I'll show you a quick example

pallid karma
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although I don't think any of my objects are really small enough to require that

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but yeah an example would be nice, trying to wrap my head around all this has been tough

night shell
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a shop scene here, notice the checkerboard pattern which indicates the amount of lightmap texels (or pixels) allocated for each object

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now generally there are alot of texels allocated for every object

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so it means that most objects in this scene have quite alot of resolution in them, and would show lighting details just fine

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however...

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there are some objects like here

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where when you pull up the "Baked Lightmap" draw mode

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its hard to see due to the overlaying but these objects are smaller than even a single lightmap texel

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so these objects are best left excluded from the lightmap since its not worth spending resources to lightmap it

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they are best handled with probes

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now I would also like to bring another edge case to that

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in that there are sometimes some objects that due to their complexity of their shape and such, are too complicated for the lightmapper to light well

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so you end up with a bunch of artifacts and such

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note these humanoid figures, and how odd the checkerboard pattern looks

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there are visible seams, and the lightmap resolution is not enough to even help resolve those seams, you'll just see artifacts

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but... the object is still actually large enough to affect the lighting of that particular spot in a noticable way

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so the nice thing that unity has is that you can actually have an object still be "lightmapped" so that it shows up on other lightmapped objects, but you can actually have that object instead be lit with probes so those artifacts don't appear

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tldr; you can have an object that affects the lightmap, without actually having that object be lit with a lightmap

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its one way to solve a problem, but also one way to save on resources as the object doesn't need a lightmap to be lit

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you follow @pallid karma ?

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this little option is here btw

pallid karma
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Believe I might

night shell
pallid karma
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Essentially if something is too small to fit into a lightmap texel it shouldn't be lightmapped

night shell
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when an object is marked as "Contribute GI static" on the mesh renderer component there is a field for "Recieving Global Illumination"

pallid karma
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gotcha

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yeah I think most of my objects will be fine

night shell
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and the other edge case I threw your way is that if an object has too many seams and artifacts from the lightmap, but its still large enough to affect the scene in a noticable way, you can still have it be probe lit, but it will be shown in the lightmap so things around the object get lit correctly

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but yeah given how simple your scene appears to look, looks like most of the objects in there will show up just fine with little tweaking needed

pallid karma
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Although the other day I had some crazy lighting artifacts that I could't explain

night shell
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no screenshots?

pallid karma
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This was it. Was trying to fix it the other day but we couldn't resolve it

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and I lack the knowhow to understand what was actually going on there NotLikeThis

night shell
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aah, yeah in that case its hard to see but could be that there wasn't enough resolution allocated for that object

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either that or your lightmap UVs are nonexistent

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which is another possibility

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the likely possibility in my mind

chilly kettle
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Can you guys use a thread? 🧵 Im getting pinged every 10 seconds 😄

pallid karma
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So with the lightmap, I often see the pixels on the floor. What happens then if you have a huge scene that's too big to fit on that texture?

night shell
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its not one single lightmap texture

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the only time where that does become a problem, is if your scene is somehow one single unified mesh object

pallid karma
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what if someone had like a giant open world terrain? Is it simply infeasible to lightmap the whole thing if it's one big mesh?

night shell
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split up the mesh

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if an object is too big to fit into a single lightmap, split the mesh apart

night shell
pallid karma
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Well I think I know what I need to carry on anyways

deft fiber
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Threads should be used for anything taking up more than a few replies
Even if that didn't really catch on

pallid karma
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Got something else going on, but if the fix isn't simple I'll open one up catsup

Basically, I've got a light here, but as I move around it just sort of vanishes randomly. The light isn't static, and isn't an occludee

deft fiber
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If you only have one light and the vanishing stops, that would confirm it's about that

pallid karma
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yeah I've got about 5, that sounds like the cause

shell juniper
night shell
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there are a number of ways to fix that issue

  1. increase the "per pixel light count" on the pipeline that you are using if you are on forward rendering (as spazi mentioned)
  2. split up your scene mesh objects (because its a per pixel lights per object, that is the inherent limitation) you can also restrict the ranges of your lights so that the light doesn't affect as many objects
  3. lightmapping also fixes this by just baking light into a texture (but it does mean that the light is no longer realtime)
  4. deferred or forward+ also work which would remove that restriction (as kabinet mentioned)
pallid karma
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I take it my lights also need to have the contribute GI set?

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oh my goodness, that definitely isn't right

night shell
modest swan
night shell
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when you add light sources that are to be baked you need to be careful of placement, if you place them inside geometry that is baked then they will not show up because they are occluded

dusky nacelle
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is it really possible to have both Lightmap support and Realtime Pixel Spot light support in the same time in One pass in a custom shader? Please if someone knows tell me

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Im making something for mobile where the whole large scene is baked, but we have a torch light and night time ,I want the torch to light up the baked object with pixel light (not the vertex light) costing just one pass in the shader . so basically im trying to avoid diffuse shaders or using two or more pass to do that , as you already know , higher set pass slow down the cpu .
please someone help me out if you are free for some time . Im using Built in RP

modest swan
night shell
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i.e. the lights being positioned inside geometry that is baked

modest swan
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they look that they would effect the ground but nothing appear

night shell
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looks like its inside the lamp mesh

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is the lamp mesh itself also being baked?

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because if it is, then that is most likely why the light is not showing up

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it's because its placed inside geometry

modest swan
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you mean this?

night shell
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no, but I'm assuming that is the lamp mesh renderer component and that does answer a question I was going to ask, that being if the mesh is lightmapped and its casting shadows

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and in that case it is

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your spotlight and point light are placed inside of the light mesh

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and I'm assuming these lights are also casting shadows, so given the fact that its placed inside the lamp mesh (which is also able to cast shadows and is baked) it is therefore occluded

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sooo... just move down a bit in that example

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so that they are not inside of the lamp mesh

modest swan
night shell
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quick example here that should better paint the picture for you

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a baked light

modest swan
night shell
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both are baked

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all that is changed is the placement

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like I said more than once now, if a baked light is placed inside of geometry that is also baked (and cast shadows) the light will be occluded

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and you see there it looks as if the light is not there at all

modest swan
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oh I get it now

night shell
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this doesn't happen with realtime lights because realtime lighting isn't as precise when it comes to occlusion events

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but with baked lights, occlusion events are more precise. So i.e. the placement of your light matters tenfold

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so just make sure that when you place lights, they are not placed inside of geometry (at the very least, placed inside of geometry that is to be baked, and is shadow casting)

modest swan
night shell
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when you make the bake it should work now yes

modest swan
night shell
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yes

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you can use the light however you wish

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the original problem you had was just simply that your light was inside a mesh being baked and was basically being blocked

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beyond that, its still a light so just use it however you need lol

modest swan
night shell
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you need to rebake a scene if... (if the scene has baked lights and geometry marked contribute GI)

  1. you've moved/rotated a light (or deleted a previously baked light)
  2. you've changed the properties of the light (shadow casting, color, intensity, type, etc.)
  3. you've moved/changed/deleted baked geometry in the scene
  4. you've changed/modified materials on baked geometry
  5. you've changed the baked lighting resolution (or any settings pertaining to lightmapping)
modest swan
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Ok,
and for these settings
it just a graphic settings like it will make the light look better?
so the final bake I put these to high number like 20 to make it look better right?

night shell
# modest swan Ok, and for these settings it just a graphic settings like it will make the ligh...

In this video, we are going to take a look at Lightmapping in Unity 2020.1 to help you create fast and beautiful lighting in your scene.

Learn more about Lightmapping in 2020.1 from our Docs!
https://on.unity.com/2U7VQIX

Interested in the newest Graphics Features we added in 2020.1? Click here!
https://on.unity.com/2GHYGkR

Download the Spaces...

▶ Play video
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but in short to answer the question, yes

modest swan
night shell
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although personally I don't do things like "final bakes" I set the settings of everything to be what I want it to be (i.e. final)

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lightmappers are pretty fast now, so long as the settings are configured correctly. just saves the hassle of constantly having to retweak the settings when you want to see something "final" just work with the final, makes things easier

night shell
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although I don't think you can get a native unity spotlight to show up in the ForwardBase pass, but you can pass in properties of the spotlight to the shader manually and calculate a realtime light that way

dusky nacelle
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let me explain a bit , actually this unity's default mobile shader named unlit (supports lightmap). everything is okay upto this. but i just need only one realtime spot light or only one realtime point light , working on it while the object is lightmapped . in a single pass. so, I need to use here lambert lighting function?

dusky nacelle
night shell
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hmm I could try giving you the general process

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create a thread here since this is going to take a bit of explaining

dusky nacelle
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if you kindly do have some time, can you just show an example on that default shader a bit? I'd be sending you rightaway

dusky nacelle
dusky nacelle
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Realtime spot lighting on custom shader

faint stratus
vast tusk
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Flickering of the direction light in the build (HELP)

In the finished build of the game, there is a flicker of light in the game scene, what could this be related to?
Unity URP 2021.3.15f1 and 2022.3.9f1

I have tried different solutions to this problem:

Turning off postprocessing
Turning off all effects on the stage
Turning off fog and other visual improvements

It is worth noting that there are 3 options for configuring graphics:
Low (without shadows and MSAA)
Medium (shadows + MSAA x2 )
High (shadows + MSAA x4)

I noticed that when the lighting turns off and I set the graphics settings low (without shadows), this flicker problem disappears and everything becomes normal.

During the week, I tried different graphics configurations, baking lighting, working with post-processing, porting the project to new versions of Unity, and so on. However, all to no avail...

I also tried profiling using Render Doc and Frame Debug and noticed that when the lighting is turned off, the frame is initially rendered with the lighting turned off, that is, there is no moment that the lighting is present but for some reason it is not rendered.

In the video you can see exactly what is happening with the lighting

https://www.youtube.com/watch?v=pwuXGn6IIXU

modest swan
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I tried to re generate the UV maps and re import object but this thing still showing up after all tries

night shell
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best not to worry about it

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so long as your lightmapping results turn out ok and look just fine then no reason to break your head off about those warnings

modest swan
night shell
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how does your scene look in the baked lightmap view mode?

modest swan
night shell
modest swan
night shell
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huh? why is min lightmap resolution set to 4?

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thats really low

night shell
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and the lightmap UVs should change

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take a screenshot of the scene in baked lightmap view mode when that happens

modest swan
night shell
modest swan
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ok I will try

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I am gonna try to bake the lights again and see

night shell
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its better

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but there are still problems, and its because the model is too complex

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I can see that its trying to generate lightmap UVs, and its certainly doing it but given the settings you set the model is too complex especially with the resulting lightmap UV setup you ended up with so the resolution for the object winds up appearing very small like your seeing there. So either the settings for the lightmap UV generation have to be adjusted, or we increase the scale in lightmap for the mesh renderers on that car model, increase the overall lightmap atlas resolution for your scene... or just light the car instead with either light probes or a light probe proxy volume

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I suppose for kicks you could select all of the mesh render components that are on the car model, and try increasing the "scale in lightmap" property

modest swan
night shell
modest swan
night shell
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just play with the values until you see enough resolution on the meshes of the car

modest swan
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now it's looking a little bit better, I think if I increase the resolution it will be better

pallid karma
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So with light probe placement, do you tend to look at the area's the different nodes make and just envelop an area that has similar lighting in one of those triangles?

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Something a bit like this?

night shell
# pallid karma Something a bit like this?

when it comes to the placement of probes, a probe is a point in space where lighting is sampled. And any dynamic object will use the nearest probe to itself to calculate its own lighting.

so with that said, in your example you only have spots near some kind of mesh where lighting is sampled, and nothing really outside or inside neither. Only near the surface, and from what I can see in your screenshot those are primarily dark points so it means if you have a dynamic object around those areas, the object will be primarly dark even if its in a bright area because you only have probes setup in spots where it is dark or near a surface

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it will cover an entire area, and you can set the density of it to whatever you wish and it will ensure you have good lighting coverage of an area

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just like how you would author a reflection probe to ensure proper reflection coverage for an area

pallid karma
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My thinking was just to just use them to draw a box around areas of shadow to ensure the lighting in that zone is dark too. Should it be more evenly spaced out? Is my approach wrong?

night shell
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I would say to keep it more evenly spaced out, light probe placement does not need to be that complicated

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hence why I recomend this tool

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now granted there are many edge cases where one would want a specific setup of light probes and where you need to watch out for specific things... but honestly with the many projects and scenes I've built over the years, just having something like this drop a grid of probes evenly spaced in an area works just fine 90% of the time

pallid karma
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right

night shell
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I will mention a couple of edge cases though

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when it comes to probes, avoid placing them inside geometry, especially if no object can get inside of an object.

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because the way probes are sampled for objects are very simple, it just samples the nearest one

pallid karma
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that makes sense

night shell
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so if an object happens to be near say a shipping container, but you have a light probe placed inside of that shipping container, then the dynamic object will sample its lighting from the probe inside of the shipping container whenever it gets close to it

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because again, the logic for probe selection is very simple, there is no occlusion logic

pallid karma
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That's why I wanted to try and put the probes as close to the edge of the shadow as possible, I need it so that there is a very clear cutoff between light and dark, so I figured that would work out

night shell
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if that was your intent with the probe setup you created there then thats ok

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but just noting that if that was not your intent, and you just want lighting of dynamic objects to be consistent or look like they belong to the enviornment well enough then the grid placement tool I showed you would suffice just fine and save you alot of time and work

pallid karma
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Gotcha

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I’ll experiment with both

night shell
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basically tldr; it aint that deep bro

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lmao

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but best to keep it simple unless you are aiming for a specific behavior

alpine frost
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This shader says that the distortion amount is driven by the alpha value of the ambient color, but the ambient color HAS no alpha value

pallid karma
night shell
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It’s a simple tool, you just drape probes over an area that are evenly spaced and with a certain density that you specify

pallid karma
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Looks a bit chaotic but this is how I imagined it to work, with the intention to clearly separate areas

chilly kettle
pallid karma
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I just wish I could sort of fake it at times. Like I want the character to look in shadow here even if realistically i'm not

chilly kettle
pallid karma
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could it just be because I have some over the edge of the wall base there so it takes on that value?

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if I just have probes by the floor would it assume the whole thing needs to be darker or something

chilly kettle
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well, you can clíck on your character and see where it gets its light probes from

pallid karma
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good point

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just baking again, will check in a mo

chilly kettle
pallid karma
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just anywhere?

chilly kettle
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i usually place them every 1 or 2 meter

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But a rule of thumb is, that you have to place them everytime when lighting changes..
If you have a shadow, place a probe in the shadow.. and then directly beside it in the sunshine

pallid karma
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yeah we were talking about this earlier, here for instance i tried to do that

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ah, so here he's taking on light from probes outside

chilly kettle
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weird that this probe is so bright

pallid karma
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although I was hoping he's take on these ones that are closer

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this one too, although it should be blocked by the wall

chilly kettle
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looks like Light probe ringing

tight parcel
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Can i make a scenes environment lighting only effect non static objects? it's useful to have so i don't need to place light probes just yet, but if i enable it it seems to light up some static map elements in a weird way

chilly kettle
tight parcel
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Rip

chilly kettle
tight parcel
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For ages i've been using it to just light the dynamic objects so i don't need to set up light probes while i'm developing mechanics but i should probably just set them up at this point NAH

chilly kettle
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you can use the unlit view in the editor ^^

pallid karma
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Don't suppose this is too much is it?

night shell
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so they can pick up more than one probe

mighty sedge
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can anyone explain why light is bleeding through the edges, the environment is modular.

mighty sedge
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baked but the door and window is dynamic

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rest is static

chilly kettle
mighty sedge
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I did use unity's generate light map uvs checkbox but, would i get better results if i made my own. is there anyway to overcome the issues with the seams. also thanks for the quick response

chilly kettle
mighty sedge
main wolf
dusky crater
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I posted this in unity talk first but I was told to post this here, anyways I have a weird lighting problem, some of the lighting is low quality and Low poly? I guess

chilly kettle
dusky crater
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Spotlights with realtime checked on

chilly kettle
dusky crater
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Uhh idk, I’ll check

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I don’t think I’m using urp, because I can’t find those settings, either that or I’m dumb

chilly kettle
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Go to Edit > Project Setting > Quality > Render Pipeline Asset

dusky crater
chilly kettle
dusky crater
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Yeah it was, thank you

stark tulip
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Why does light reflect like this? I don't really get it, the place around the player is much more darker and has more shadows, but further points (when the player even moves) has much more light and reflection.

young flume
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What's wrong with my shadows?

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Quality is set to max

west zodiac
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guys, can someone please help me with my lighting processing?

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I can explain my problem with vc and screen share

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I would really appreciate it

median vine
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🙏 I am getting issues with the corners and edges of my mesges when using bakery lighting, I'm getting weird colors and glows. Here is my steps

  1. Open blender, make a cube using the solidify modifier that is hollow on the inside.
  2. UV Unwrap it using Smart UV Project & setting a margin of .030
  3. Importing it into unity, selecting "Generate Lightmap UVs" for the prefab and setting it to the correct lightmap resolution.
  4. Place down the prefab, add a light inside of it. And bake using bakery with these settings.
  5. Notice weird colors in the corners & some darkened edges.

It's like these are somehow unwrapping themselves and getting their own uv edges according to the checkerboard view

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If anyone could help that would be wonderful, it's a different set of issues than previously and the previous fixes are not working.

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By upping my samples to 50 the issue seems to be gone / dialed back

night shell
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Well specifically the UVs in channel 1

median vine
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Actually the issue didn't seem to change at all when changing that setting

median vine
night shell
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do you have "Double Sided GI" enabled on your materials perhaps

median vine
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I do not, would that be something to try enabling?

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Actually I cannot even enable that

night shell
main wolf
median vine
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And its not like I can't just not have the faces together as it looks odd if they are seperated

night shell
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unfortunately I can't help much since I don't use bakery myself so that is about all I can say really. Whatever is happening there seems very specific to bakery and its quirks

#

in the regular unity lightmapper such problem would be due to that "Double Sided GI" issue, or even UV padding for lightmap UVs (whether authored by hand or auto generated by unity)

deft fiber
median vine
modest swan
#

I am getting this weird effect when I am using my flashlight which a realtime light

chilly kettle
#

what do yoú mean?

modest swan
#
  • the flashlight is better to be realtime right?
chilly kettle
modest swan
#

yeah it was from the flashligt intensity, thanks

polar carbon
#

could anyone help a homie out with a shadow issue? shadow is cast on the door, have tried adding a composite shadow collider to the floor tileset. Goal is for the light cast from the lantern to stop at the floor and not go "into" the floor

#

basically just want the light to halt at the top layer of the floor tileset

mellow pilot
#

I used GeNa Pro to make roads and it seems at the intersections the road is created in a way that gives me bad baked lighting on the road.
anyone use GeNa and encounter this issue?

pure vine
#

I believe you can select layers to effect

#

oh sorry you want the light to stop, not the doors shadow. but you can also select layers for light too

chilly kettle
native crystal
#

In my game the player has the ability to turn lights on and off and something else also has the ability to do this too, is there a better way for performance than keeping the lights on realtime?

pure vine
native crystal
runic quarry
#

I'm aware that this studio has their own custom proprietary software, but does anyone know if there's an existing package or tool that can do light painting like this? Near the end of the video they can also paint manually with a brush https://youtu.be/Q83ocErRk7E?t=257

process of creating the art for a level in "Ori and the Will of the Wisps" - sped up about 10x

Artstation Portfolio - https://www.artstation.com/faherold

Instagram - https://www.instagram.com/faherold

▶ Play video
#

I'm actually making a 3d isometric game, but I would like to paint the light by hand rather than using the 3d lights

pure vine
#

I mean if it's like;
1- lights are off
2- lights are on
you can use switching light bakes

#

but if you can turn on and off each of the lights there will be too many different light bake options

native crystal
pure vine
#

and do you see them all at the same time?

#

you can also fade a light when it gets far

native crystal
native crystal
lavish stone
#

hello , I've encounter weird behavior from unity look at this GI lightmap , it is okay but I've changed some unity settings then bake it again then second screenshot is what it looks like ... when I tried to make it back to the default settings , it still doesn't change at all! !!

I changed the lighting data , tried to clear the catch GI and returned quality settings to highest again still doesn't change after baking it looks like the third screenshot in the scene view but in game looks like the second one which is really bad

mellow pilot
runic quarry
livid stump
#

Why there's a gap in my shadow?

#

I wonder why the other side is dark, even tho it is set to both face

chilly kettle
livid stump
chilly kettle
#

Change it there to manually or change it in the renderpipeline asset settings

livid stump
#

aight, thanks!

timber lichen
#

trying to get emissive objects to cast light on a scene but it doesnt seam to be working, ive set both objects to static

timber lichen
#

I'm unsure

pure vine
#

you should use either baked GI or real-time GI which you should bake

#

emission can't cast light in real-time

pure vine
#

or its always static

timber lichen
#

Well they are gems the player collects, they get deleted whenever the player hits them, but other then that they don't move

chilly kettle
timber lichen
#

Would that get deleted with the gem?

chilly kettle
#

sure, why would you like to have light from a gem thats already deleted? ^^

#

place it as child of the gem and if you delete it, the light is gone

timber lichen
#

Ah got it thanks!

timber lichen
#

heya, so ive been placing collectables around one of my game's levels. these collectables have a pointlight attached to them which causes the area around the collectable to glow.

however after placing a few the lights begin to stop effecting the collectables surroundings, what can i do to stop this from happenng

main wolf
timber lichen
#

ah damn, is there any way for me to increase it?

timber lichen
#

oh? what is it?

#

how do i enable it?

timber lichen
main wolf
timber lichen
#

the previous one? i dont think there was a previous one

#

found the original

#

it worked!

chilly kettle
# timber lichen the previous one? i dont think there was a previous one

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...

▶ Play video
timber lichen
#

yeah this is the exact issue i was having!

chilly kettle
#

i added some additional stategies to solve it in the video

solemn flicker
#

I am attempting to bake lighting for multiple terrain chunks. I have an automated system that basically loads a terrain chunk, plus the 8 terrains around it, plus secondary objects (trees, plants, etc.), then bakes the lighting for the terrain and some of the secondary objects.

However, when doing this I keep getting seams between the light maps of neighboring terrain chunks, even though all of the same terrain/secondary objects are taken into account when performing the light baking for each neighboring chunk.

#

This is with a Max Lgihtmap Size of 2048 and Lightmap Resolution of 20 texels per unity. I first tried with lower values, and these higher values do "help" mask the issue, however it seems like they don't completely eliminate it.

glossy goblet
#

Wtf where are the shadows ? i use urp also shadows are selected on

chilly kettle
arctic isle
#

This will differ based on the version you're using. U6 / 2023.2 has by far the best memory management. I also think we fixed this issue in that implementation as well but that should be when you bake it all together. Is that not possible for you?

solemn flicker
arctic isle
# solemn flicker Hey, thanks for responding. I have a streaming product on the asset store that i...

Hey, unfortunately for this case there is no out-of-the-box solution that we offer. The only way to mitigate this right now is to place objects where you see the seams to cover it up. I understand that this may be difficult to do with procedural content, depending on the setup. I posted this internally and there seems to be interest for us to have some solution for cases like this in future releases.

solemn flicker
tight parcel
#

Is there a way i can toggle lighting when built? almost like the unlit view option in the editor

pure vine
tight parcel
#

Light everything the same, like there's no lighting at all

pure vine
tight parcel
#

Also then it would just be pitch black

pure vine
#

maybe that works?

#

or maybe using post process effect?

#

you can lower the post exposure value and it will be dark

main wolf
tight parcel
#

Hmm i'll probably try the first one

#

Also, is there a way to change the baked darkness level so that it's not just completely black if there's no light? it makes it kind of annoying for gameplay

chilly kettle
arctic isle
arctic isle
supple coyote
#

hello, is there something I can do with "flickering shadows" but only on skinned mesh objects?
Im using urp

#

I have soft shadows, 2k-4k res

keen finch
chilly kettle
raven jewel
#

Hello. Does anyone know why the right shelf will not light up in my scene? The shelf on the left lights up OK via the spot lights. But the other shelf does not, even though they are the same kind of spot lights.

raven jewel
chilly kettle
#

Did you hit generate Lightmap UVs in the import Settings?

raven jewel
raven jewel
#

However, i can select the different objects inside my model

#

This is me selecting the copper trim features

chilly kettle
#

Okay. Your console says, you have overlapping UVS.
Check here they are by selecting "UV Overlap" in the Scene Debug View

raven jewel
#

not done that before

livid stump
#

Why is my lightmap baking forcing my UV to look like this even tho both my UV and my secondary is good

gaunt jay
#

@weary remnant I'm doing daylight cycles in my game and I need to enable the Enlighten Lightmapper for it to work. However, the Lightmapper option doesn't show up. Can someone help? (I'm Using URP)

night shell
#

you won't find enlighten as an option under the lightmapper to use since its moved, but you will find it here

#

its moved to its own unique area in the general lighting settings for the scene

#

realtime GI is enlighten

gaunt jay
chilly kettle
#

You may not have a correct UV in the UV1 Channel or not checked "generate lightmap uv" in the import settings of this model

livid stump
terse thunder
#

Hi all, is there any way to bake lightmap on transparent cutout object.

deft fiber
lapis chasm
#

...W baked lighting or what...

#

how does one fix this lighting proble,,, the rest of my map looks fine

#

well

#

i say fine it looks like really bad baked lighting

#

tun of light leeking...

scarlet geyser
#

why i dont see baked shadows on a floor?

night shell
#

first thing I would make sure to do any time you lightmap is to ensure that for whatever models are being lightmapped, that you have "Generate Lightmap UVs" enabled in the model import settings when you select a model in the project window

night shell
#

you need to increase your lightmap resolution to allocate more texels (NOT the atlas size, the lightmap resolution, both are different despite their deceptive names)

night shell
# scarlet geyser why i dont see baked shadows on a floor?

not seeing baked shadows on the floor is due to a number of reasons, in your case it looks to be that you are wanting to bake what looks to be the sunlight that is casting those shadows. But it is set to "mixed", so its casting realtime shadows. By default unity also likes to set the Mixed lighting mode to "Baked Indirect" which means that if you have a mixed light, it will only bake the "indirect lighting" and it won't bake any actual shadows or "light" coming from that mixed light source

#

so tldr; your light is probably set to mixed, and you have your mixed lighting mode configured to "baked indirect". You need to switch it to either shadowmask or subtractive

scarlet geyser
#

it's subtractive

night shell
#

ohh wait I had the screenshots switched in my mind, you were actually showing the baked lightmap view my bad

#

its likely due to the shader that you are using, or the material on that surface

lapis chasm
night shell
night shell
lapis chasm
latent ether
chilly kettle
latent ether
#

its just a terrain

#

with sharp edges for the mounts

#

like using max opacity and paint it with set height

chilly kettle
#

Hmm, i have no good idea what it is. (Could be a problem with the normals)
Did you check how the lightmap looks like, just to have a clue where this bright edge comes from?

latent ether
#

its first time working with light baking

#

where can i check it?

chilly kettle
latent ether
#

thx i will check it

deft fiber
#

Mixed lights aren't meant to be turned off for this reason
you should instead use a realtime light

latent ether
#

so in my example i use the directionallight which its intensity goes from 1 to 0.1 day/night should always be realtime?

deft fiber
#

Yes

latent ether
#

ohh got it

deft fiber
#

You won't get any baked lighting from it, but baked lighting cannot practically be changed at runtime anyway

latent ether
#

ok but what i not understand is. when i use for example a point light mixed. the bake the light. i will bake the light to objects which are marked as static and dynamic objects like players etc also still works. but then for what is the baking for? i mean wehn use the same like also for realtime then the calculation for the static object still exists?

deft fiber
latent ether
#

so when i use mixed for a point light for example its not less heavy?

#

its just a increase of quality

#

but same calculation

deft fiber
#

Mixed lights are more expensive to render than either baked or realtime, because they include both parts but also can use extra calculations to combine the results better

latent ether
#

ok that make sense. thanks for clarify

#

i will check it again with my issue

deft fiber
latent ether
#

one map is a cave with crystals. every crystal has point light on it. so its really expensive for realtime calculationl so thats why i baked the light there

#

for outdoor maps actually i dont have any specific purpose but i wanted to play with it to make the map looks better

#

its a 1kx1k map and maybe in future i will have alot over static lights all over the map. so thats why i want to bake it too

#

so the other question is. when i have a point light which dont cast shadow. what is more performant. baking it or use realtime

chilly kettle
deft fiber
latent ether
#

those stuff are all static objects so i set the light to bake only. for an indoor map (my game is top down anyway) should i remove skybox and use color? or what do you recommend?

deft fiber
chilly kettle
# latent ether those stuff are all static objects so i set the light to bake only. for an indoo...

https://www.youtube.com/watch?v=zO2l0Fy7yDw
I did a tutorial video for indoor lighting

This video deals with the common problem of to bright indoor scenes people often face.
If you also have the problem that you cant get pitch black interior scenes for your horror game in Unity, this is the way to go!

Fixing the problem of too Bright Indoor Scenes for Horror Games in Unity.
Create dark indoor scenes in Unity.

If you are interest...

▶ Play video
latent ether
#

nice i will check that

#

thank you very much for all the help

#

i tool the settings from another video

#

is it good?

chilly kettle
deft fiber
#

I don't recommend having Realtime GI and Baked GI enabled at the same time
Or at least you should learn to use them separately and test them separately because they're very different systems

latent ether
#

so better to use it without realtime global illumination

#

and disable cast shadow

#

when i understand it correctly it should increasse performance alot

#

oh wait no that make no sense. then even dynamic objects dont have shadows anymore

chilly kettle
deft fiber
latent ether
#

sorry the indoor scene was just the demonstrate. i mean for the outdoor scene

latent ether
#

beacause of reflection or so

latent ether
deft fiber
latent ether
#

ok i will play a bit with it

raven jewel
#

Hello. I am trying to bake my lights in my scene. But it just gets stuck on about 45%. Even after running for hours. Does anyone know how I can find out what is going wrong here?

night shell
#

Or anything

raven jewel
night shell
#

Show us

raven jewel
#

Gets stuck like this

night shell
#

No errors in the console

#

Intresting

#

And unity doesn’t try to switch you back to the CPU lightmapper?

raven jewel
# night shell Intresting

I craeted this scene oringally in blender. Basically it is a garden bar. inside there are various point and spot light. and has a sun outside. This is view before bake

night shell
#

Because unity would only freeze under a couple of instances that I know of

#

Either 1. You have a problematic mesh in your scene that the lightmapper is struggling with

#

Or 2. Your light mapping setup (the lights, amount of objects being lightmapped, and light mapping quality settings) is too intense for your GPU to handle

#

I would start by unmarking every contribute GI static object, and start by marking some objects back as contribute GI little by little

#

If the lightmapper struggles to lightmap your scene even with a small set of meshes then that means something else is at play

raven jewel
night shell
#

Unmark everything, then mark some objects back, do a lightmap, if it works then press on

#

If it doesn’t then there is something else at play

raven jewel
#

OK. when you say unmark. does that mean remove static?

night shell
#

Yes

raven jewel
#

does remove static mean it wont get lightmapped, therefore i can find the problem mesh

night shell
#

Remove static means it won’t get lightmap yes, but also no

#

I’m asking you to unmark everything, then remark certain objects little by little

#

Because unity isn’t telling you what mesh could have a problem

#

so basically just wading through the dark, marking things as static little by little (1 or 4 objects at a time) until you hit a hiccupt

#

if the lightmapper gets hung up even on one small mesh object then that means there are issues with your lightmapping settings, or probably your GPU

raven jewel
raven jewel
#

do you think this is the source of my issue?

night shell
#

the first one is more damning, its basically telling you that the scene your trying to lightmap is too big to fit into gpu memory, so you need to optimize

#

the 2nd one is something you can actually ignore

long glen
#

Hey, any clue why I have this random smog? I've added more directional lights and it doesn't seem to get rid of it :(

latent ether
#

if so how should baking working so that i can use ambient light at runtime?

runic quarry
#

bump again #archived-lighting message
perhaps is there a way to light paint using unity's lightmapper? As far as I know it generates textures automatically, it shouldn't be too far fetched to simply paint lights by hand rather than simulating it

chilly kettle
latent ether
#

So i think baking light is not the way to go when using dynamic day night system

raven jewel
#

Why does my baked lights not look like my baked lights? Baked lights appears brighter then real-time

coarse bison
#

So I'm having a problem with lightning,I put standarn shader for some materials to make them look more metallic,but when I get a little bit far away from the Point Light it's like it dissapears

coarse bison
chilly kettle
chilly kettle
# coarse bison So I'm having a problem with lightning,I put standarn shader for some materials ...

do you have several light sources in your scene?
If yes, try this: https://www.youtube.com/watch?v=y_vw-jzuNs0

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...

▶ Play video
raven jewel
steady lance
#

Should I use mixed lighting or something like this for baked object and not baked objects?

timber lichen
#

Hello guys, i'm new to Unity and i was wondering why i can't make my grass looks good? It's always looking like this no matter what grass from other assets i'm trying:

chilly kettle
raven jewel
#

Why is my environment getting baked inside my building?

night shell
#

and that is because you haven't put in a reflection probe in that space to properly approximate the reflections of the interior

#

unity by default will fallback to using the skybox as it's reflection if not enough data is provided for certain areas. So in your space there you need to author and place a reflection probe that matches the bounds of the interior, and then your reflections/color and general shading will look alot more correct

raven jewel
raven jewel
night shell
#

no you don't need to

#

what does your reflection probe texture look like

#

it should show you in the inspector when you click it, there would be a preview on the bottom right

night shell
#

the placement of your reflection probe is off, its clipping through the ground and showing the outside underneath

raven jewel
night shell
#

well there are a couple of problems here so hold your horses, first thing I want to ask is, is your environment all one single mesh? @raven jewel

raven jewel
night shell
#

I'm talking about your level geometry

raven jewel
night shell
#

so its all seperate meshes, good to know so that eliminates one posibility

night shell
# raven jewel

first thing I would do is fix up the reflection probe capture here

#

the capture point of that reflection probe is in a wierd spot and is clipping with the ground

night shell
# raven jewel

to make sure that the capture point is dead center in the bounds of the reflection probe is to remove the box offsets and set them to zero on the reflection probe component

#

this will shift the position of your reflection probe, but just move it back to its proper spot using the transform position tool, but the box offset must remain set to zero

raven jewel
night shell
#

the box size is the box size

#

the box offset is the box offset

raven jewel
#

i have done that, and moved it back

night shell
#

and in your case its set to zero so its good

#

rebake the reflection probe and the reflection should be a little more accurate

raven jewel
raven jewel
#

or does it not matter

night shell
#

you could yes, but before you do that increase the importance value

raven jewel
night shell
#

objects in forward rendering will often compete for importance since only a select few at a time can be used

raven jewel
night shell
raven jewel
night shell
#

yes, you can also just mouse over the X, Y, and Z of the box size in the inspector and drag to increase/decrease

night shell
raven jewel
raven jewel
night shell
#

it is either mixed or realtime

#

a light source that is fully baked will not change after a lightmap regardless of what setting you change in the editor, the change will only apply until after you lightmap (or if there is no baked lighting data then unity will resort to realtime lighting by default even if you set it to baked since there is no actual baked lighting data)

raven jewel
night shell
#

that is most likely because your spotlights are placed inside of the geometry and are being occluded

#

so move them ever so slightly out so that they are not inside any geometry

raven jewel
night shell
night shell
#

they don't have to be moved that far out

#

just enough so that they aren't actually inside of the geometry being baked

raven jewel
marsh mulch
#

I seem to be having a lighting issue.
In the editor, the lighting in the scene appears "normal" (white-ish, soft shadows)
However at runtime, the scene lighting appears yellowed with harsh shadows.
At runtime, I am transitioning from a MainMenu scene into this example scene.

Any ideas? (I don't want the yellowed lighting)

deft fiber
marsh mulch
deft fiber
marsh mulch
#

Hmm, damn... it's creating the folder along side my scene, but does not seem to have any impact

woven oxide
#

Hey, does anyone know how to solve this issue? Lighting is going through the pipe.

languid wing
#

Is the material also... transparent? Or is the mesh missing faces here?

#

Why can I see the pipe thorugh the pipe

woven oxide
#

I generate the mesh via code, but I'm not sure why this is happening. The normals seem fine

#

Oh, I set it to shaded wireframe

#

shaded version

woven oxide
#

This is it in blender, showing the normals

languid wing
#

Do you have shadows enabled on the material?

woven oxide
#

I tried both enabled and disabled, no difference

languid wing
#

Receive shadows?

tulip tendon
# woven oxide

not only on your material but also check the mesh renderer

woven oxide
#

Hmm that one should be disabled

#

If you want the code I can give it, one responsible for creating this

tulip tendon
#

wait a sec

#

disable the directional light

woven oxide
#

Alright

tulip tendon
#

do you also generate the normals for your mesh?

woven oxide
#

Just the recalculatenormals

#

Maybe I'm doing something wrong, really not sure why this is happening

tulip tendon
#

go in the rendering debugger and enable light debug mode

woven oxide
#

Weird part is that even if I put render face to both, its still happening

#

I don't think it's a lighting issue, lighting seems fine with cubes/capsules/cylinders and such 🤔

#

Maybe i'm at the wrong section

#

I'm going to try to manually set the normals I guess

#

Oh wait, I think you are right. It's behaving oddly with the default lit as well

polar peak
#

how can i allow my light source to pass through fog

woven oxide
chilly kettle
woven oxide
#

Hmm to be honest, the issue is more with the cylinder. It's just behaving odly. With lighting and with shaders. Can't seem to figure it out

chilly kettle
#

i just want to make sure, its no to thin

#

sometimes light behaves weird with thin objects.

woven oxide
#

Ahh yeah, I tried making it thicker after you mentioned it. Unfortunatelly still the same issue 😦

chilly kettle
woven oxide
#

Loop cuts, let me try 🤔

woven oxide
#

I'll try it tomorrow, thank you though 🙈 bit late and it's more tricky since it's code which generates this

deft fiber
woven oxide
#

It's also only shining from the top to the middle. Not the other way around. If the spotlight is in the middle, Nothing happens on the top area

#

Confusing right? Reason I tried asking here pikachuface

chilly kettle
# woven oxide

well, put your weird generated mesh into trash and do it in blender! 😄

deft fiber
woven oxide
woven oxide
orchid falcon
#

So I've had this issue with these noisy artifacts for a while now and I'm unsure how to get rid of them. The Artifacts flicker like crazy when moving the Scene View camera around. What would this generally be?
Is this a Lightmappers Sample issue, filtering issue or something else entirely?
The settings in the screenshot are simply what I last used while trying to get rid of this noise. Chances are the solution is something simple that I'm missing so hopefully I can be pointed in the right direction to fix this. I have followed the Lightmapping troubleshoot guide and referred to the sections that somewhat looked like this issue however the flickering still occurs.

arctic isle
orchid falcon
raven jewel
#

What cause only part of my wall to have baked lighting? The wall is one object, why is it not treating it like one?

chilly kettle
raven jewel
#

It does not look good at the back, or on the cieling

#

@chilly kettle All my model are now separated. Since doing that, i do get much better results. But still a few issues though

chilly kettle
# raven jewel

the resolution of your models is still messy 😄
If you imported your Models from blender, you should try again checking UV Lightmap Generate

chilly kettle
raven jewel
wheat sapphire
#

My scene's lighting changed by itself for some reason and now it looks like this.
And when I press play it gets too bright. I haven't changed anything in terms of environment light or the directional light

#

Pretty sure you can tell how weird the cube looks like

chilly kettle
wheat sapphire
#

but you know, whatever its not really bothersome anyways

chilly kettle
wheat sapphire
short wyvern
#

hey, I have this scene/place in a scene where the lights at the top don't actually emit any light. through the whole scene, for some reason there is a sort of "neutral"/global light that doesn't come from anywhere, instead of just being dark until a light source is introduced. any idea why? and how to fix it?

chilly kettle
# short wyvern hey, I have this scene/place in a scene where the lights at the top don't actual...

Hey, i have made a tutorial covering this behavior:
https://www.youtube.com/watch?v=zO2l0Fy7yDw

This video deals with the common problem of to bright indoor scenes people often face.
If you also have the problem that you cant get pitch black interior scenes for your horror game in Unity, this is the way to go!

Fixing the problem of too Bright Indoor Scenes for Horror Games in Unity.
Create dark indoor scenes in Unity.

If you are interest...

▶ Play video
chilly kettle
short wyvern
chilly kettle
short wyvern
#

I don't mind that they don't work. I want the scene to have less light

#

or at least have the light look like it actually comes from above instead of nowhere

chilly kettle
#

Watch my video

short wyvern
#

I did. for some reason only certain objects react to those changes like the doors

#

the floors, desks, etc. just lose reflections

chilly kettle
#

Okay. a few ideas why this is happening and how to solve it:

  • Can you go into the lighting tab and at the bottom where the generate lighting button is, click on the small arrow beside and click on delete lighting information or something like this.
  • Make sure that your bright objects use a "LIT" Shader.
short wyvern
#

OH there we go! clearing it worked

#

is this a problem?

chilly kettle
#

When hitting "generate lighting" it bakes the light for your scene, i guess you just stopped this process?

short wyvern
#

yeah, because I hit the big button instead of the small arrow

#

so I cancelled it and just clicked on delete baked light

short wyvern
#

@chilly kettle okay apparently I didn't factor in performance into this whole deal 😅

#

any way to get the deleted baked textures?

#

or at least bake lights back in and make it less performance-heavy?

chilly kettle
short wyvern
#

not a very big scene, and currently running on m1 mbp, 16gb ram

hushed ferry
#

Hi everyone, I have a problem with the directional light, if I only use the directional light, it doesn't catch the shadows of the windows, whereas if I use a point light, it takes the lights
This is with Point light , (the project is HDRP , sorry, I didn't know where to post the problem, in hdrp, or in lighting since I'm both lol I'm confused)
This is with only directional light

#

I want an effect like this, with directional light, here I'm using a point light

chilly kettle
hushed ferry
chilly kettle
chilly kettle
#

ffs. what are all these settings in hdrp? 😄

hushed ferry
chilly kettle
#

Yeah, thats correct. I only work with URP, and thats way simpler.
I just know that it could be possible to archive such a strong light like you want is not that easy in hdrp, because everything is quite physically correct,
You may have to increase the intensity extremly high.?

hushed ferry
chilly kettle
hushed ferry
#

also because the objects in the scene cast shadows, only the windows do not, with this light

hushed ferry
hushed ferry
chilly kettle
#

hm.. i have no clue.. hdrp is fking complicated 😄

deft fiber
# hushed ferry

Angular diameter may be too high, and or effective shadow resolution may be too low

#

Also note that TAA needs to be enabled for high quality shadow filtering to appear correctly

#

Scene window will not show it unless Always Refresh is enabled

hushed ferry
deft fiber
hushed ferry
deft fiber
hushed ferry
#

but I saw that there is also a problem with the camera, if I increase the distance of the camera, the shadows disappear, could this be the reason?

deft fiber
#

"Distance of the camera" to what? Or do you mean a property?

hushed ferry
#

ninth, in editor, if with the mouse wheel, increase the distance

deft fiber
#

Probably not relevant
Do me a favor and view this issue only through your actual camera component / the Game window
And first of all try decreasing the Angular Diameter

deft fiber
# hushed ferry

Didn't you want it to be a directional light
I don't quite see the purpose of this
That is also not through the Game window which can be a problem

hushed ferry
#

exactly, I don't understand why the directional doesn't give me the same effect

deft fiber
hushed ferry
hushed ferry
#

ok for the shadows that disappear, if I move away, I solved it

undone blaze
#

my lighting is messed up and certain parts are darker does anyone know the fix?

cunning cairn
#

Hello 🙂

vale raven
#

*Responding to this from @cunning cairn #💻┃unity-talk message *

You might try this method: https://www.youtube.com/watch?v=MDwVMaJ4mFc

✅Thank you for watching this video, consider to Subscribe and Like for more Unity content.

Step by step:

  1. Delete [ Directional light ]
  2. Open [ Window - Rendering - Lighting ]
  3. Open [ Environment ] tab
  4. Change [ Skybox material ] to [ NONE ]
  5. Change [ Environment Lighting - Source ] from [ Skybox ] to [ Color ] variant
  6. Change [ Ambi...
▶ Play video
cunning cairn
#

will watch, thank you

vale raven
#

or well, you can search on YouTube "unity full dark scene tutorial"

cunning cairn
#

You got it

#

thank you so much

#

actually looks dark now

vale raven
deft fiber
#

Note that your lights have a "Shadows" category of properties which is minimized in your screenshots that may hide some important clues

chilly kettle
# vale raven You are completely welcome :D

There is also a video in my channel covering this topic:
https://www.youtube.com/watch?v=zO2l0Fy7yDw
@vale raven - maybe this as additional information 🙂

This video deals with the common problem of to bright indoor scenes people often face.
If you also have the problem that you cant get pitch black interior scenes for your horror game in Unity, this is the way to go!

Fixing the problem of too Bright Indoor Scenes for Horror Games in Unity.
Create dark indoor scenes in Unity.

If you are interest...

▶ Play video
errant chasm
#

Post how you solved in case somebody else wants to know?

deft fiber
hushed ferry
#

so I played around with the parameters a bit

deft fiber
hushed ferry
deft fiber
hushed ferry
vale raven
deft fiber
#

Do the test bakes with less samples and a smaller lightmap resolution

hushed ferry
lean igloo
#

Could anyone help me understand why do point lights cutoff like in the picture when they shine over a sprite with a normal map attached?

deft fiber
lean igloo
deft fiber
lean igloo
deft fiber
lean igloo
#

The process I've found while researching this was simply creating the same sprite with normal colors and applying that new texture as a secondary _NormalMap texture. Maybe it is my process that is wrong?

lean igloo
latent kayak
#

Hey, I'm attempting a Mixed lighting setup in URP but when I make a build and run it on Android, I don't see my realtime avatar shadow at all. I have one Directional Light, Mode set to Mixed, Shadow Type set to Hard with a Strength of 1. My static environment (Terrain, Terrain Trees, etc) are flagged as Contribute GI Static. They're baking fine. Avatar is not flagged as Static. All the Mesh Renderers on my avatar have Cast Shadows set to On. In my URP asset, my Main Light is set to Per Pixel, Cast Shadows is enabled. Additional Lights disabled since I only have the one. I'm also baking Light Probes throughout the level. Everything looks great in the editor – baked shadows from the static environment, avatar casts realtime shadow, avatar is affected by light probes. But on Android, all I get is the baked lightmaps. No shadow from the avatar and it's completely unaffected by light probes. Does anyone have any leads on debugging this? Thank you!

latent kayak
#

I switched my lighting mode in scene settings to Shadowmask (it was Subtractive) and now I'm seeing the combination of realtime dynamic lighting with baked light. I don't love that I now have twice the number of lightmap textures to ship with the game and load into memory, but maybe there's a setting I can find to change that.

deft fiber
latent kayak
modest swan
#

Hello,
I have a small problem with lighting in my scene. The ceiling looks like he is not getting any light at all, I tried to move the light up and down but nothing happened,
but all other ceiling is looking good, whats the problem ?

deft fiber
# latent kayak Oh interesting. More expensive in terms of memory, right? I thought that baked s...

Shadowmask lighting is full realtime lighting, but it's masked by the additional shadowmap texture
That makes the lighting calculation itself more expensive because the lighting has an extra step utilizing the shadowmap
Shadow calculation also uses the shadowmask to prevent overlapping shadows
Distance shadowmask is the more expensive version of it which allows realtime shadowmasking from static objects as well
Not sure why subractive didn't work in your case
Perhaps some step was missed

deft fiber
modest swan
modest swan
#

even here in the same ceiling ,
like there is a cut

deft fiber
chilly kettle
deft fiber
modest swan
deft fiber
modest swan
deft fiber
deft fiber
# modest swan

I would check it in whatever modeling program you made it in

#

Also try baking with more bounces as Kjarudi suggested

modest swan
#

but it's the same

modest swan
deft fiber
modest swan
deft fiber
# modest swan it's the same, all things seems to be fine

Then I would try moving that particular light source to another place to see if the problem repeatsa, and illuminating the problem area with another light
Since we don't recognize the issue, the way forward is to try everything to try to pinpoint where the issue actually is

modest swan
deft fiber
modest swan
deft fiber
modest swan
latent kayak
modest swan
deft fiber
latent kayak
# deft fiber Shadowmask lighting _is_ full realtime lighting, but it's masked by the addition...

Just wanted to circle back and say that uncovered why there weren't realtime dynamic shadows after a Subtractive bake. I had marked the ground as Contribute GI Static and the Receive GI dropdown to Lightmaps. When I switched the ground's Receive GI dropdown to Light Probes, my avatar casts a dynamic shadow on the ground. But now, I of course don't have baked lightmap shadows on the ground, so tree shadows etc don't exist. There's just the subtle changes to lighting on the ground from light probes. Am I trying to have my cake and eat it too here? Is there a way to have both baked lightmap shadows on static geo and a single realtime shadow? Appreciate all your insight so far.

deft fiber
#

Not sure what the issue could be there

#

*from mixed lights, anyway

#

Subtractive is the mode I've used the least so I can't say much from experience

modest swan
west flax
#

anyone knows any good ACES tonemmaping examples/games? it makes everything so dark, i have to light it up with equator/ambient color, but this in turns make point lights useless

#

as in their intensity is too weak but raising it doesnt help

#

using URP

modest swan
chilly kettle
modest swan
chilly kettle
modest swan
chilly kettle
#

Hm. You also have way to much Ambien occlusion i would say

modest swan
chilly kettle
#

only for the corners i guess

modest swan
raven jewel
#

Does anyone know why my grass layer on my terrain is shiny? I have set smoothness to 0. I also tried to reduce environment reflection intensity mutiplier lower. I just cant make this grass texture look rough and none reflective. any advice appreciated

arctic isle
#

The smoother a surface is, the more reflective it will be

zinc flume
raven jewel
arctic isle
warped kiln
#

I'd like to start by saying that I don't know much about lighting at all. I've stuck a video a cube but it isn't quite displaying how the source video is. What can I do with lighting to make it display brighter or more like the original?

left apex
#

Could someone point me into the right direction on how to achieve the glow effect on the left?

left apex
#

@tulip tendon How do I go about doing that?

tulip tendon
#

in the post processing volume

left apex
#

@tulip tendon I'm not entirley sure where to find that, I'm very much a novice

tulip tendon
left apex
#

@tulip tendon I'm still stuck. I downloaded post processing from package manager and created a new material with the bloom glow (following this tutorial: https://www.youtube.com/watch?v=5dvst-lbx1Y&t=188s) but I am still not sure how to apply it to the object as everything I do doesn't seem to work

GLOW AS YOU MIGHT. Well, it's been several years... that notwithstaning I emerge once again with a tutorial that you have wanted so deeply. Today I show you how to achieve glow effect in UnITY using bloom in Unity 2020.2 and I suppose later.

Want to talk video games? Come and join GAME DEVils od Discord: https://discord.gg/stKhAY9
Become my Pat...

▶ Play video
tulip tendon
#

which rendering pipeline are you using?

left apex
#

@tulip tendon 3D (Built-In Render Pipeline)

tulip tendon
#

does the pumpking have an emmisive material or a light inside of it?

left apex
#

I'm pretty sure based on this it doesnt have an emmsive material

tulip tendon
#

it seems it has an emmision map

#

try turning up the intensity

#

also show your bloom settings

left apex
#

@tulip tendon

#

For some reason also messing with the bloom settings is affecting my sky

hushed ferry
#

sorry, I have a problem with the cake, I don't see any shadows, in the editor you can see it very well, while if I bake, no

median vine
#

just here to say, i suck at lighting.

tulip tendon
left apex
left apex
#

bump, it's something with the spotlight from the lanterns and flashlight interacting but I'm not sure how to fix it

raven jewel
#

Why is there green refelcted light at the bottom of my bar stool. The green light is coming from the back of this bar, and should not be able to reach that part of the stool?

raven jewel
#

And also, I am not sure why this happens. After a lighting bake. My spot light will light the wall, but not the counter top. The wall and counter top are both set to static, and set to generate light map. Anyone have any idea why the counter top is not lighting, but wall is?

deft fiber
deft fiber
raven jewel
deft fiber
raven jewel
hushed ferry
#

Hi everyone, a question, why do I lose the shadows when I go from scene 0 to scene 1?

chilly kettle
hushed ferry
#

Now I'm trying to redo the baking of the lights

#

In the editor it's like this, you see all the shadows, in the final build you don't

hushed ferry
#

yes , they are in editor

chilly kettle
#

If you bake lights, they look the same in editor and gamemode

hushed ferry
#

yes, but in the build no, you can't see anything, everything is dark

chilly kettle
#

Yeah, but this should not be possible when baking lights. Possibly they are not baked and still realtime?

hushed ferry
chilly kettle
#

You can only bake lights that are set to baked and only on surfaces/models that are set to GI static

hushed ferry
#

therefore the directional light must also be on "bake"

chilly kettle
#

As long as a light mode is „realtime“ it’s working in realtime and nothing is getting baked.
You can whether you have baked lights if you check the scene debug view (baked lightmap).

hushed ferry
#

aaaaah, I thought that the directional light should be in real time and not in bake, at least that one, now I'll try like this, I'll let you know

median vine
#

Anyone got a lighting for dummys video

#

😭

chilly kettle
median vine
#

Everything

#

My brain just can't comprehend how to get good lighting at all

chilly kettle
# median vine My brain just can't comprehend how to get good lighting at all

Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.

00:06 Introduction
01:18 Speaker
01:40 Volume system
02:47 HDRI sky setup
04:16 Direct lighting &...

▶ Play video
median vine
#

Pinged?

hoary fossil
#

If you need any help let me know.

median vine
#

Ah np

dawn cape
west flax
#

i have a weird light culling bug in LTS 2022 in URP (but i think it already happened before i switched to urp)

west flax
#

the affected mesh is terrain
okay splitting the terrain worked

deft fiber
west flax
deft fiber
#

The first few are just stuff to watch out for because it's a new system, and more complex internally than forward

west flax
#

also it seems you need to redo the procedure everytime urp updates? unsure

#

Cause they tell you to take the package from Library and put it in /Packages

#

Nvm i was talking about a wrong package

queen shell
#

how do i fix this weird noise on the blue bit of my mesh its just supposed to be smooth

west flax
#

by the way, forward+ lights can sometimes pass through walls, and this is when i also get the flicker. Forward doesnt have this behavior

hybrid estuary
#

is there a way to get only some light to pass through semi-transparent materials instead of turning off shadows completely for that objects?

night shell
#

the reason why this instead of just regular transparency, is because with shadowmaps, everything that is a shadowcaster is basically assumed to be fully opaque. You can't really do proper transparency, so one way to do it is to use this classic old school method of "FAKE" transparency where the model will have parts of it discarded in a pattern, and when viewed from a far (or when filtered with some kind of blurring effect) will actually give the intended effect

#

problem is when using hard shadows, this looks god awful

#

but use soft shadows (i.e. shadows with filtering)

#

now that is the custom shader route, but unity does have them built-in if I recall with the standard shader

#

where if you set the rendering mode from opaque to fade it will do just this and let you have semi-transparent shadows

night shell
#

only use it if you have soft shadows enabled

#

if hard shadows are in use, best to leave them off as it will just look awful

timber lichen
#

these shadows are broken with raytracing

#

why that be how it is, and how should I go about fixing it

tidal cradle
#

guys how do i remove the shine

#

im new

chilly kettle
tidal cradle
#

i fixed it thanks

chilly kettle
harsh pelican
#

So we do bake lightmaps. We bake at night time because we have a dynamic day night cycle, so shadows aren't baked of course, but in order to bake the AO, etc.

however, looks at the dark side of our objects in this picture. My guess is an accummulative effect of both the bake and realtime shadow or something like that 🤔

Any idea how we avoid it becoming this dark, and look more like the darkness of the actual shadow?

(The directional lights are dynamic and not static or baked)

shell juniper
harsh pelican
sterile jetty
#

There are 44 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.
I'm somewhat new to baked lighting, and I'm having this issue; because of it, I'm having entire rooms failing to render. How do I go about fixing this?

latent kayak
# deft fiber Subtractive is the mode I've used the least so I can't say much from experience

Just wanted to circle back and report that I discovered why I wasn't see realtime shadows in addition to my subtractive lightmaps. There were some internal Unity shaders being stripped. I had to go to Project Settings -> Graphics -> Shader Stripping, set Lightmap Modes to Custom, then enable Baked Non-Directional (since I'm only using Non-Direcitonal) and Baked Subtractive. I hope this helps someone! Thanks for your help Spazi.

deft fiber
latent kayak
deft fiber
#

Helpful information

sterile jetty
#

okay, now it won't bake this side of the wall

#

it bakes every other part of this mesh but refuses to bake this side

#

and I've tried just about everything

deft fiber
sterile jetty
#

I did for that specific object

deft fiber
#

Why not all?

sterile jetty
#

uh... cuz I'm still working on it

#

could that be why it's acting goofy?

#

I can go ahead and fix all of them and see if it fixes this mess

deft fiber
sterile jetty
#

I am

#

and it does not fix it

#

I am making lightmaps myself in blender, now

deft fiber
#

That does not tend to be very practical

sterile jetty
#

then how do I adjust the settings so that it actually generates the maps correctly?

drowsy siren
#

In the built in render pipeline, similarly to the _CameraDepthNormalsTexture that lets me get screen depth and normals, is there a texture that gives me what areas are in shadow and what areas are not?

#

I want to change the color of my edge detected outline based on if the edge has light on it or not

#

The outlines on the lighted part would be whitish instead of blackish

deft fiber
fading notch
#

I am making a 2d game with shadows, the problem is if a shape is enclosed it filles the shape with shadow which is not good inside rooms, help?