#archived-lighting

1 messages · Page 30 of 1

deft fiber
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If I had to guess you're using URP 2D renderer's sprite shadows
The system calculates all shadow casters as infinitely "deep" (or "tall") blocking all light, and there's no way around it

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Only objects like walls that should block all light should be shadow casters
Normal maps can be used to cast shorter shadows, but only within one material, not from a sprite to another

fading notch
deft fiber
fading notch
drowsy siren
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yes

pure vine
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I was using HDRP for a while and after Unity 6 I wanted to use some new features with URP too but I get a weird problem with probe volume. why is there black probes?

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I just made the house static to test it fast

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My directional light is mixed

sleek jewel
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anyone know why its not as dark as the baked and has banding

fading notch
deft fiber
fading notch
deft fiber
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I feel I may have misunderstood the issue, but I'm glad you found a solution

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Naturally you don't want the background tiles also be shadow casters

fading notch
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The background tiles aren’t, I set the tile to “none” so they basically don’t exist

deft fiber
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Too bright and you'll expose the lightmap format's bitrate limitations

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You should bake with light intensity that's as close to the intended brightness as possible

spice wadi
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guys i tried almost everything cant seem to find the issue here its just a sample scene URP... editor

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vs build

deft fiber
spice wadi
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building on windows

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and trying on windows

deft fiber
spice wadi
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i know i just... need help to find the reason , no its crest

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on URP

deft fiber
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I notice your ambient light disappears too so try generating lighting from the lighting window

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For every scene

spice wadi
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tryied that too

deft fiber
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I'd be very surprised if it's not one of the causes discussed, but that's all I can do by just guessing

deft fiber
pure vine
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I know how to use it with hdrp. I've tested many things with it

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But I don't know why I can't make it work with urp

deft fiber
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In that situation I would do test scene bakes with your assets side by side with a HDRP project

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That could confirm that your process is correct at any rate

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And that there's not an issue with the assets

pure vine
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It's just in empty space

deft fiber
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Weird indeed, which is why I recommend tests to try to isolate the problem
I've only used APVs with HDRP and have not seen this particular issue

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But it seems it has to be a bug with that version of URP, an issue with the assets or scene, or with baking settings

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A simpler test scene that you also bake in HDRP could reveal which

pure vine
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Okay I'll test it in both hdrp and different version of urp because I'm using Unity 6 which is still in preview

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You know if older version of urp does have apv?

pure vine
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so it might be some weird problem with assets? but even in the air

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I added some of the assets in this new scene and it still works

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the scene was a demo scene for the assets. maybe there is some settings that causing this because the scene was made with older version

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thanks btw

spice wadi
deft fiber
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how i can give your more info ? the

sleek jewel
deft fiber
sleek jewel
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Built in

deft fiber
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Not a lot of clues to go on in those cropped images

sleek jewel
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I dunno what to show 🔥

deft fiber
# sleek jewel I dunno what to show 🔥

Do you have any other objects with baked or non-baked lighting to show side by side? It looks strange and it'd be helpful to see what other things in the scene look like

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Wouldn't be the first time seeing the hierarchy reveals a Volume for post processing, but just make doubly sure there isn't one

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Uncropped screenshots can reveal useful context like custom assets or systems also having an effect in the scene

sterile jetty
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I can't figure out how to configure the generate lightmap setting so it doesn't produce overlapping UVs

deft fiber
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Where are the UV overlaps occurring?

sterile jetty
deft fiber
sterile jetty
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yes

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just finished baking

deft fiber
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Then I would exclude them from lightmapping

sterile jetty
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but then how will they be lit???

deft fiber
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Small and complex objects in most cases are counterproductive for lightmapping

sterile jetty
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they'll just be black catstare

deft fiber
sterile jetty
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oh rightttt

deft fiber
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Light probes and reflection probes should be used together with baked lightmaps

sterile jetty
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I've been meaning to ask how the hell to use them

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I tried like... 3 or 4 tutorials and could never figure out what I was looking at

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it was like "do this do this do this, now you've learned how to use this"

....no, I've learned how to do your project

deft fiber
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The articles in this category explain everything in great detail
But the short story is that the light probes sample lighting at points in space during baking, which at runtime is interpolated by nearby objects

sterile jetty
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I never came across the second link

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or the third

deft fiber
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Meaning even dynamic meshes can receieve an approximation of baked lighting

deft fiber
sterile jetty
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I always get overwhelmed with these manuals

deft fiber
sterile jetty
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no, it's very helpful

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sometimes I just need somebody to say "look at this, this and this" instead of "check the manual, it's in there"

deft fiber
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Reflection probes are similar in concept, but they are for specular lighting rather than diffuse, so reflections rather than ambient lighting
When baked they store a 360° image of the surroundings, which are then reflected by reflective objects in its range
You usually have one per room, so not as densely packed as light probes

sterile jetty
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the reflection probes I figured out

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with a bit of FAFO

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my asset I'm working on is going to be moving all over the map

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does this mean I need light probes in all of my areas it'll go?

deft fiber
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An annoying inconsistency with how reflection probes work, in my opinion

sterile jetty
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that's okay, it'll be parked outside of the working space when not in use

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it'll be called on demand

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I just was using a bunch of spot lights to try and get it a good bake so it wouldn't look weird wherever it went

deft fiber
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Building or whatever equivalent shape of area

sterile jetty
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:3c

deft fiber
# sterile jetty

If the lighting is not very varied, the whole thing could receive GI from probes rather than lightmaps
Whenever you can exclude something from being lightmapped, it frees up lightmap space for everything else

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All detailed objects consume extra space from having to have a lot of UV margins

sterile jetty
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performance wise

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lightmaps vs light probes?

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there's a lot of stuff that's just rectangles, like walls and stuff, and then there's furniture and props with details

deft fiber
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Probes are better, you can spread them out sparsely and only bundle them densely where the lighting sharply changes

sterile jetty
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I thought lightmaps would be because it's information baked to the material... right?

deft fiber
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But these types of probes can only affect a whole mesh's lighting, not parts of it

deft fiber
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But lightmaps often get very large in file and memory size

sterile jetty
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yeah, mine are currently at 21mB

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my brass is black... wait is this because I have no reflection probes?

sterile jetty
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please hold

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YEEHAW

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time to pull an ADHD and look for a material for the body

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I think I've been using the wrong normal maps

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does unity use directx or opengl?

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because I've been using the normalGL catplush

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this looks sick

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but yeah, not sure if unity uses dx or opengl

sterile jetty
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okay phew

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I was about to cry if I had been using the wrong map

deft fiber
sterile jetty
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ohh

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good to know

median vine
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So, I suck at lighting. And I'm trying to figure stuff out and ending up bashing my head against the wall. Does anyone know why the inside of this tube isn't actually becoming "dark" ?

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In reality a setup like this with a long enough hallway it would begin to lose light.. But it's like you can still "see" the inside without "darkness" appearing inside of it

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I don't know what I'm doing wrong but I can never get "dark areas" to actually look dark like they are supposed to

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Ok wow well I was sort of stupid, it was the fault of the material I was using. Had smoothing enabled on it so the lights all bounced around inside of it, still doesn't look amazing but way better.

deft fiber
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Because in similar vein environmental lighting cannot be occluded

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Rougher materials show less reflected ambient light, but that is not quite correct either

median vine
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I'm using baked

deft fiber
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You are? Then you must be missing a reflection probe

median vine
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Are those neccesary?

deft fiber
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Yes, the shine you're seeing is the outside sky being reflected from inside the corridor

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Assuming this is not HDRP?

median vine
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No, URP.

deft fiber
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Then you're essentially stuck with baked lighting and probes

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There are few cases where you don't need baked lightmaps, light probes and reflection probes together for indirect lighting

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(Except with APVs which combine lightmaps and light probes, but still require reflection probes)

median vine
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Hm ok

sterile jetty
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I can't see the object I'm working on

how do I make the stupid bubble disappear?

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it's referencing the wrong light probes catstare

deft fiber
deft fiber
sterile jetty
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I hadn't added a reflection probe for this room catquake

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my brass looks really crappy though-

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why isn't it shinier?

deft fiber
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All metal materials should have metallic value of 1

sterile jetty
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but I mean it looks shiny when not in a reflection probe

gloomy yoke
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why is my 2d point light not working? (it's supposed to be on top of the character)

sturdy cave
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how can I fix that?

When I get closer, it disappears, it's only when I'm away from the shape

sterile jetty
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for light probes, should I have one per room or just use the same system globally?

sterile jetty
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do these faces flicker as you move, or do they just disappear?

sturdy cave
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no they don't and it is the cube from unity

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and there's only 1 light

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they are shadows, when I disable shadows in my light, they disappear but I need shadows

sleek jewel
deft fiber
deft fiber
hybrid estuary
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all my lighting is turned off but when I go into play mode it looks fine

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how do I turn it back on in scene veiwer?

deft fiber
hybrid estuary
deft fiber
hybrid estuary
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it only happened after I updated my project to a newer version

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turning off fog and post processing makes the lights appear again but its super saturated

hybrid estuary
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Should I create a new project and just import everything over or something?

deft fiber
hybrid estuary
hybrid estuary
deft fiber
# hybrid estuary 2023.1

It's in the same ballpark of versions, but since 2023.1. is a tech stream release I'd still expect stuff to break
You may be able to get some improvement by deleting the Library and letting it regenerate, but beyond that you would have to keep hunting the discepancies manually or move your assets to a fresh project

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Never a great idea to swap versions mid-project, especially without version control

hybrid estuary
deft fiber
hybrid estuary
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its still broken so I'm going to have to make a new project and import everything over

hybrid estuary
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Figured out the issue

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And also glad I deleted the library because it was 3gb which I’m pretty sure is to much

deft fiber
hybrid estuary
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ended up being something broken with the post processing

lapis sandal
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guys why do 3d object flicker when i enable hard or soft shadows on the directional light?

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like they flicker every second angle i turn

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either it has shadows or its just bright without shadows

shadow spade
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is it possible to have realtime shadows on baked lights?

deft fiber
chilly kettle
lapis sandal
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nah it was a empty prohject with only a capsule and a directional light

deft fiber
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If you make another new project with the same template and it still shows the issue, most likely it is some kind of incompatibility with your machine and Unity

lapis sandal
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damn

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i created enough new empty prohjjects to test that

deft fiber
lapis sandal
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it didnt go away

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i just created a capsule

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it only happens in the editor tho

deft fiber
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Still implies it's a bug that prevents expected functionality, not an incorrect setting

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Update your GPU drivers at least, and reinstalling the editor / installing a different editor might also have some effect

lapis sandal
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alright

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ill try that

raven jewel
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what is the difference between URP lit and URP lit baked? Is the 1st setting lit live only (real time). Whilst the later is baked in lighting?

I understand that different lights in the scene can be real time or baked. Does this mean i need to set every material to lit baked, if i want my baked lights to be baked?

deft fiber
raven jewel
raven jewel
deft fiber
raven jewel
deft fiber
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Baked Lit, Simple Lit and Unlit are simpler shaders with less features
Complex Lit has more

strange bough
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Hi! I have a lightmap that I baked on a static object and I want to apply this lightmap in a shader graph (as a texture) on a skinned object. What are the math steps that need to be taken in the shader to achieve the same look as if the object was using the lightmap the normal way? (Because simply multiplying the basecolor doesn't work unfortunately haha)

deft fiber
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Or just add it to the emissive input, that might give you passable results as well

strange bough
zenith flax
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wtf happened to my lighting? (second picture inside the room). The lighting was baked. I built the game and it looks fine in a build. Now, the lighting seems to have been cranked up to the max. All the lightmaps are also pure black/white. But, there are no changes reflected in git, and when I revert with git it still stays like this.

deft fiber
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If nothing's changed in the assets, it might be that the Library has become corrupted

zenith flax
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I also have another question. Do I always need to "Generate Lighting", even in scenes where I have no baked lights? The lighting looks weird when loaded through the SceneManager in scenes where I haven't hit "generate lighting" (because I had no baked lights in those scenes, so I thought I didn't need to).

deft fiber
zenith flax
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Ambient probe? Sorry, I haven't heard that before. Is that basically what applies ambient lighting?

deft fiber
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This process will happen even if you disable Realtime GI and Baked GI from the lighting generation, and it's often good to do so to not start a lightmap bake accidentally

deft fiber
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When skybox is used for ambient light, the editor generates the ambient light probe (for diffuse lighting) and reflection probe (for specular lighting) for you, but it does not persist to build or for scene change during Play mode

zenith flax
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ah, i didn't know that lighting is baked. Well... looks like its going to take an hour to generate lighting for each scene, and I have 8 scenes to do it for... :(

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why does it take an hour per scene to generate lighting (with no reflection probes or baked lighting), but the editor is able to do it seemingly instantly?

deft fiber
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The Generate Lighting button always generates the scene's environmental lighting which takes a fraction of a second, but additionally can generate precomputed Realtime GI or Baked GI lightmaps if those settings are enabled, which can take a very long time

zenith flax
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how do I turn off baked GI? I know where the setting is for realtime GI but not baked.

deft fiber
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Kind of curious that it's under Mixed

zenith flax
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i am dumb

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I glossed over it because it's under mix sorry

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It seems that the realtime GI was taking up all the time anyway? Baked GI only takes 5 minutes so I might as well do that I think

deft fiber
zenith flax
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I read from the unity manual that they don't suggest using the GPU lightmapper

deft fiber
zenith flax
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still says preview for me, I'm in 2022.3.17

deft fiber
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It works fine
If it doesn't, you can swap to CPU

zenith flax
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I noticed that CPU seems like it looks better when there's lots of baked lights. I'll try it out for GI only, I mean I really just need the GI and not have sides of things be black lol

deft fiber
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In any case you don't need either GI just to have environmental lighting that persists in build

zenith flax
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will GI "look better" at all if I do?

deft fiber
deft fiber
zenith flax
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I don't really know how to describe it, but on shiny/smooth surfaces the CPU lightmapper seems to let the normal maps of the surface "peak through" a bit more than the GPU lightmapper does.

deft fiber
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If you notice a difference your bake may be bottlenecked by low sample counts

zenith flax
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these are my settings:

deft fiber
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Also when you bake, I recommend you test your lighting for Realtime GI and Baked GI separately
They are 100% different systems that both calculate lightmaps

raven jewel
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Why does this wall light turn itselve on and off? Depending how close i am in the viewport. I have set all lights to baked, so I expect this light to always be on.

deft fiber
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So they're subject to realtime light limits before that

vocal gorge
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Yo random question but
whats the technical term for the kind of lighting you see in Unity scene window when you turn lighting off
blender's modelling window has it too

deft fiber
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But Unity does not

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When you disable lighting in Unity scene window, it disables light sources and replaces them with one light source that effectively follows camera

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Or rather I believe it uses the lighting calculations but positions the light virtually at camera plane

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It's a bit of a weird one, these are with "lighting disabled"

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The extra spot and the black hole that also appear for some reason are always positioned above and below the object, which matcap can't do

raven jewel
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I have also purchased a URP glass shader called ciconia URP glass shader. But scene is dark outside, but my glass is rending bright yellow. I am so confused as to why this would happen. I really do not understand unity lighting lol

fallen crater
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I'm using Unity 2022, is there a way to not have area lights show up in my reflection probe? I tried disabling them, and then baking, but they came back when re-enabled. I also tried putting their intensity to 0, baking, then increasing, but that didn't work either. Any thoughts would be greatly appreciated!

deft fiber
fallen crater
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and yes. HDRP

deft fiber
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They're realtime, I can't seem to get

deft fiber
raven jewel
deft fiber
tall coral
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hi everyone, im quite new to game design, just going through the basic learning tools and such.
i made a quick bubble text asset in blender and put it in my game. i wanted to put these sort of LED looking lights on it like this and then write some scripts to make it blink, but i ran into a lot of problems real fast.
first, i had to make each individual point light an Important render because too many that close together would only let a couple light up at a time.
now, it definitely slows down the rendering speed a TON. is there a better way to do this? i tried to just make it an animation in blender using its lights but same problem.

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okay i discovered the issue is with shadow rendering, once i turned them off the performance went back to normal

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for this specific lighting i dont really need shadows since theyre more just LED fun to look cool

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okay new issue lol:
for some reason, in editor play mode, when i look at the text, it causes my mouse sensitivity to increase by like a lot. im assuming it has something to do with the code, and that its handled in update and based on framerate of the game or something. how can i fix that in code? i want the game to be able to run on any framerate

deft fiber
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There's quite a few ways to make such an effect performant but they tend to require some experience with light rendering before they make sense

tall coral
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im a noob

deft fiber
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Lighting can be pre-rendered into textures and swapped at runtime, for example, as other objects likely don't need to get into the range of those lights so it won't become apparent that they're not lights at all

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But there are also choices for lighting different back-ends like deferred rendering path that's optimized for many low-range shadowless lights, but has other drawbacks

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Perhaps it's enough to make sure the letters and the lamps within are as low-poly as feasible, and decreasing the light ranges as much as you can without changing their appearance too much

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Might well be

tall coral
sterile jetty
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are mesh colliders expensive?

tall coral
sterile jetty
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are they more calculation heavy than say 3 box colliders that serve the same purpose

tall coral
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ah you mean taxing

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yes

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definitely

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if you can make a collider from a couple regular box colliders it will save you a lot of performance

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if it serves the same purpose

sterile jetty
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gotchya, thank you

harsh pelican
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just going to bump this question again 😄

urban rover
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all my objects are black after baking, even if i rebaked again

deft fiber
urban rover
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yes, how can i fix it?

deft fiber
urban rover
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leme try

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thanks leme try it, also is der anyway i can improve the speed of baking?

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it seems to take 2hrs or something 😦

deft fiber
urban rover
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i am using Progressive GPU

deft fiber
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Do not bake Realtime Global Illumination at the same time with Baked Global Illumination

urban rover
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ok

deft fiber
urban rover
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ok

deft fiber
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One more thing is to exclude small or high poly objects from the bake entirely, if you have any

urban rover
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ok leme

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i hv many small low poly props for sure

deft fiber
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I would like to hear more about this
What does it look "off a fresh bake" and how does it change

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There are no way for shadows to accumulate, since they are an absence of light

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I would've said that the darkness is likely because you bake at night, so you see the ambient light of the night, which is very dark

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But that shouldn't spontaneously change, unless you by entering Play mode your day/night scripts start running and make changes to the ambient lighting or to other settings

harsh pelican
deft fiber
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Is this particular wall contributing to GI and/or receiving GI from lightmaps or probes?

harsh pelican
loud gazelle
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is there a way to have bloom in unity whilst using the standard render pipeline ( I created a game without selecting a render pipeline)

deft fiber
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BiRP is not "standard" though

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A common misnomer

loud gazelle
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oh my bad for not seing that channel, I truly don't know which I have, I just assumed not selecting any would be the "standard"

deft fiber
hushed vale
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Hey there folks, anyone knows why on my webGL build if the object is too big the shadow is cut off? (on editor playmode it doesnt happen, just on browser running my webgl build)

  • The shadow is ok on editor playmode
  • The shadow on browser running webgl build is cutoff if the object is too big and the point light is to far from the shadow
muted tinsel
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When loading out and into another scene during gameplay, the lighting in the new scene looks much worse. Does anybody understand what is causing this? The lighting should be the exact same in both scenes

chilly kettle
muted tinsel
chilly kettle
# muted tinsel Can you elaborate a bit on that?
  1. Open the scene that is being loaded, containing the game world.
  2. Window -> Lighting -> Settings
  3. At the very bottom, uncheck "Auto Generate" and then click "Generate Lighting".
  4. Save the scene (leaving "Auto Generate" unchecked).
chilly kettle
gilded lake
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Hello, I have a problem with my lights in my scene but I can't solve it.
The corners of my box let the light through (I use probuilder), I tried to tweak a bit the URP parameters (notably normal bias and depth bias) but I couldn't fix it.
For the record, it's doing it to all my probuilder models, bearing in mind that the cube you see in the image has only just been created.
My directional light is in mixed mode.

timber lichen
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hey can somone help me fix this cuz i dont know how to

timber lichen
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yes

chilly kettle
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Can't read your mind, sorry notlikethis
You should explain what you want to fix ^^

timber lichen
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idk lighting on the scene look weird

chilly kettle
timber lichen
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ohhhhh mb

pure flicker
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@muted tinsel May I ask how you are lighting your scene? Is it 2.5D with 3D lights? URP?

muted tinsel
pure flicker
analog turtle
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How can i make my 2D game Completly Dark? and useing lights to light up things?

deft fiber
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Or something else

analog turtle
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wdym

analog turtle
deft fiber
deft fiber
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Unless you manually upgrade your project to URP and set it to use the 2D Renderer

deft fiber
# analog turtle Idk how

Then you have two options which are to either start a new project with the 2D URP template and move your assets there, or find out how to upgrade a project and set the 2D Renderer manually

analog turtle
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:/

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No dark ligthing for me ig

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╰☆☆ 𝓷𝐎𝐰 爪ᵉ ᔕคⓓ ☆☆╮

deft fiber
# analog turtle No dark ligthing for me ig

Here's a hint, URP instructions can be found pinned in #archived-urp, URP 2D lighting documentation can be found pinned in this channel
You do need some research ability to implement these systems correctly
Or to do anything in gamedev tbh

shrewd wing
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urp

hollow cobalt
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I am having issues with the lighting for my game again. For some reason, the lighting is darker than before.

deft fiber
hollow cobalt
deft fiber
hollow cobalt
hollow cobalt
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An unimportant object btw

deft fiber
hollow cobalt
deft fiber
hollow cobalt
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I’m not too familiar with lighting window. Is it Window > lighting?

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Like go to window first then lighting?

deft fiber
wheat sapphire
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How can I change the way the volumetric lights are rendered? I am trying to add a noisy texture and multiply it by the fresnel of the volumetric light data

snow orbit
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Can someone help with this?

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my spot light is showing up as a square and rectangle

deft fiber
snow orbit
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how do i check?

deft fiber
snow orbit
deft fiber
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Based on this I assume that you haven't been tweaking many settings or using many lights, so it seems unlikely to be anything you caused

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Or anything wrong with the project either, if it's a relatively fresh one?

snow orbit
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its pretty new, ive got scripts and skyboxes in there but i dont think that'd mess with spotlights

deft fiber
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If it occurs again it very heavily implicates a hardware or a driver issue

snow orbit
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alr im making a new project to test it out

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or should i just make a new scene

deft fiber
snow orbit
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okay

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Alright so it is an issue with my current project

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this is a new project and it works fine

deft fiber
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An important clue

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Now I would test with a new scene

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In the old project I mean

snow orbit
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alright, it is my scene

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i have tried changing the skybox and tweaking with the lighting settings and it didnt fix anything

snow orbit
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@deft fiber any ideas?

deft fiber
snow orbit
deft fiber
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But the suspect might be among them

snow orbit
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alright

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ill look around and try to fix it before moving to a new scene, thank you for your time

analog turtle
analog turtle
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Its a messy way

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but better then having to switch all ur assets and stuff

hushed vale
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Guys, anyone would know why in editor playmode the shadow working fine and on webgl build on browser the shadow is cutted off at base? (using urp balanced)

chilly kettle
hushed vale
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another thing I realized was it starts to happen if the light is in a certain distance from the object where the shadows is being received, if the light is near the background wall where the shadow is projecting itself, the shadows is perfect, if the light is moved away from it, it is start to cut the shadow from where it starts to be projected

hybrid estuary
#

is there a way to make it so there is less light the further you go down the y-axis in a volume when using a directional light?

warm merlin
#

if there isn't any ambient light (Environment Lighting = Source Color, Black) and there aren't any lights in the scene baked or otherwise, there shouldn't be any reflections right? My terrain seems to be reflecting (and getting lit by) the skybox when I would expect it to be completely black

  • URP, 2022.3.28f1, DX11
runic quarry
#

I have a baked scene that looks like this

#

However, whenever the room is moved (to be reused for a future level) all of the lightmapping disappears and the room becomes dark

#

like this

#

Anyone have an idea as to what's going on? I bake the geometry when they're static, and remove the static flag so I can move them (works perfectly fine when I'm moving them in the editor using the transform gizmo), but when they're moved with a script the lightmapping disappears

runic quarry
#

I did some tests, and it seems like the lightmaps get messed up when the object is rotated, but translating still works

vernal karma
#

Hello Lighting freaks. I have an inquiry regarding hdri quality lighting in unity.

#

So this is a car in a scene using a custom hdri

#

the sky lighting is extremely intense and I love it

#

but for realtime and dynamic scenes hdri is not a good choice for car driving games

#

is there a way to edit the properties of the default skybox in unity to make the sky reflect intensly onto the car paint shader?

#

this is with default skybox. - sky looks very dull on the car paint. how can i intensify it?

#

i dont know how to access these settings

#

seems greyed out

#

actually i figured out how to edit those settings but they are not what im looking for.

#

any ideas how to do this?

lyric valve
#

Hello

#

I am making game i have problem about lights

#

I use baked lights but it is not possible to turn on and off

#

So if i use realtime i can only create 4 lights

#

So which light i need to use

#

Give me complete guidance thank you

#

And also the door handles are not show in baked lights

pine galleon
# lyric valve So which light i need to use

You can use directional, point, spot and area light, i think from the name you can understand what each of them does. Maybe a more detailed explanation? For what scene and what effect do you want to achieve?

lyric valve
#

So please can you make a full tutorial on lighting thank you very much

pine galleon
#

Let's explore the Realtime GI(Global Illumination) for Realtime lighting in Unity.

Realtime GI is very useful in indirect lighting. I will also show you how to use self illuminated objects to light the scene.

✅Cartoon Temple Building Kit Lite[Affiliate] : https://bit.ly/3e0vFLX

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
💎 Watch advanced tutorial on Patreon 💎
...

▶ Play video
#

Lighting can be turned on, off, moved, rotated, and reflected lighting (like in baked gi) will change realistically

lyric valve
#

In this video he is using realtime lighting but i want to use baked light with turn on and off
Real-time problem is i can only create 4 lights please can you tell me how i can make more than 4 lights in realtime or how to turn on and off baked lights please thank you

#

I have idea to turn on and off lights in baked like
I create two light maps one with light second is dark and just transition between light maps please can you tell me is it work or please make tutorial using this idea please thank you

pine galleon
#

There are guides on this topic on YouTube, I even found one guide in Russian

pine galleon
#

Perhaps because of this, you did not see more than 4 light sources on a conventionally one platform measuring 10x10 meters, so try increasing this value and see what happens

timber lichen
#

how do i fix this weird slant line thing

#

which are a result of these reflection thingies

#

even tho the material has 0 softness

pine galleon
#

or you can set custom reflection probe in this place with picture of just black color

hollow cobalt
#

How do you turn off baked lights for Unity?

timber lichen
#

Maybe because im using heightmaps and those pbr texture things?

#

wanted result is this for all surfaces

#

what im getting

#

I tried turning off the material reflections as well but doesnt work

pine galleon
timber lichen
#

now im using directional light with a flashlight cookie

#

is there any way to not have multiple cookies tho?

#

Okay I read the docs

#

I got it

#

Thanks tho for your help

halcyon nymph
#

any reason why i am not getting shadows of the cube in the fade rendering mode?

urban rover
#

am i missing any steps that i should do to bake interior lightings?

apparently the world is getting baked, but interiors are not.

urban geyser
#

Im new to unity and game development in general, I baked the lights for this scene but I run into the issue of the lights not lighting non-static objects. What's the best way to light non-static objects like this enemy cube in the scene?

night shell
#

Whenever you are using baked lighting in any form, light probes are a must

#

There are many resources regarding light probes, but all you need to know is that it’s a grid of “positions” where lighting is sampled from, these then get used by objects that are not light mapped

#

For most instances, placing probes in a grid like pattern will suffice

urban geyser
#

Ok, thanks for the help. I will look into that now

hollow cobalt
glossy goblet
#

I gat problem on night scene can some one tell me what is going on here

deft fiber
deft fiber
hollow cobalt
#

I did

deft fiber
hollow cobalt
#

So I opened up the lighting tab

#

And it takes me to scene and 3 different tabs

deft fiber
hollow cobalt
deft fiber
hollow cobalt
#

Yes

deft fiber
hollow cobalt
#

It does not solve the issue for that particular scene

#

It does fix it but when I click on the button again, it darkens it more so Im not sure at this point

deft fiber
# hollow cobalt It does not solve the issue for that particular scene

I don't recall off the top of my head if saving the scene lighting requires a Lighting Settings Asset, so you could try that
Before Generating click "New" to create a new asset there, after that make sure to uncheck Realtime GI under Realtime Lighting and Baked GI under Mixed Lighting as I cautoned earlier
Then Generate again

#

That at least should save the scene lighting permanently

muted pasture
#

so is there a way to has real-time indirect lighting?

versed totem
#

why is it that when I build my project the lights don't work?

languid blaze
#

I don't understand why the hallway is significantly darker than the room.

The four screenshots here are the shaded draw mode, baked lightmap, UV Charts, and UV Overlap views

#

All of my lighting is coming from emissive materials in the room

#

I'm using the Progressive GPU lightmapper (the only option on my ARM macbook)

#

Here are my lightmapper parameters

#

the hallway is a separate mesh from the main room

#

There are similar discontinuities in other places.

#

I do have tiniest smidge of UV overlap in this one along the edge that comes from the bottom left corner

#

related: these are default unity cubes stuck in the ceiling. I don't understand why this is reporting a UV overlap, given that the cube is very nicely packed in the baked lightmap, and that nothing else overlaps it

#

oh! I think I get that part, at least

#

the checker pattern in this image is the actual density of the lightmap

#

two islands are overlapping the same pixel

#

because the faces are too tightly packed

#

and the seam is a lot less noticeable when I increase the size of the mesh renderer in the lightmap

#

although I still don't get why that was there in the first place

stiff shadow
#

Hello how to bake lights in the environment?

chilly kettle
modest swan
#

Hello,
I am wondering why when I switch the spot light mode from Realtime to Mixed it become very dim and darker,
I am trying to light an apartment, I tried using the area but it didn't fit into my game theme, any ideas about that?

proud gate
#

hello, when I load the world of my choice with a menu, the character lands in the chosen world, but the light is not loading arlos that I have a directional light, do you know how to resolve this problem please? (ping me pls)

chilly kettle
urban rover
#

interiors are looking smuged after baking, i have 3 point lights in scene, but the scene doesnt seem bake properly.
looking into warnings i found uv overlap messages.

most of the assets having these settings, any idea what i should be doing to fix it?

languid blaze
urban rover
#

i did that, and set the margin method to calcualte aswell

languid blaze
#

This will produce (reasonable) lightmaps for the model

urban rover
#

but right now it seems my baking process isnt completing

languid blaze
#

You get this effect when the denoiser is trying to work with a very low sample count

#

What are your lightmapping settings?

urban rover
#

a sec

languid blaze
urban rover
#

actually it process for 10mins and around 1 min minute, it goes finishes the process

#

it will process around 10mins minutes, but it feels that it finishes before completing the rest of the map, and leaves this smudgy scene

languid blaze
#

Turn down the lightmap resolution so that it finishes faster. The baked lightmap will be blurrier.

#

you could put it as low as 4 texels per unit

urban rover
#

ok

languid blaze
#

Is the "UV Overlap" debug view clean now?

granite spoke
#

Hi, I have a question:

I am using a variation of URP (PSX Style) and when I activate a postprocessing effect it turns the shadows very black. I’ve been tinkering with the settings of that effect but results on no change…

Is there any way in unity to make shadows less black?

languid blaze
granite spoke
languid blaze
urban rover
#

not clean. there is seems to be some overlap

languid blaze
# urban rover

did you enable "Generate Lightmap UVs" on the importers for the other models?

#

You may need to tweak the settings if you already have

languid blaze
#

the different chunks of the lightmap for one object are sharing pixels

granite spoke
languid blaze
#

so two separate areas wind up using the same pixel

languid blaze
#

i dunno exactly the order these things will apply in

#

a Color Curves effect that lets you bump up dark areas would be sufficient

granite spoke
urban rover
#

i am also using unity cubes for floor and walls

languid blaze
#

oh right -- one important thing

languid blaze
#

The lightmap UVs are generated with a specific minimum resolution in mind

#

The higher the minimum resolution, the tighter-together you can squeeze the islands

#

So when we reduced the lightmap resolution really low, we also started causing a bunch of overlaps

languid blaze
urban rover
# urban rover

here it was set to 40 in lightmap setting and model setting aswell

languid blaze
#

I can only pick GPU on my mac, so I can't tell

urban rover
#

ok leme switch

languid blaze
#

Denoising can help a lot, but that is pretty extreme noise

#

Also, what kinds of lights are you using?

#

I see you have an area light on the left side of that image

urban rover
#

its available here under filtering

urban rover
#

in my main scene i also have direction light for exterior

languid blaze
#

I would try turning off everything and then just using a few point lights

languid blaze
# urban rover

That noise makes me think that very strong light is bouncing off of a shiny surface

urban rover
#

hmm, i have update the settings lets see

simple pollen
#

hey guys I'm making a blockout for my composition and am kinda stuck on something, i'm trying to make this traditional chinese night scene with blue and red light. But I can't seem to make something good, anyone got any tips on how I could improve my scene?

little shard
#

anyone know why im getting these weird shadows? I've tried turning off cast shadows and receive shadows but it still gets this

little shard
tulip tendon
#

i need more context, is that terrain a mesh, are you baking lights?

little shard
tulip tendon
#

go to the probuilder lightmap window and generate light map uvs

scarlet geyser
#

Hi! The left screenshot is APV and the right screenshot is Light Probes. The APV probes look like they are completely black, but the character still gets some lighting. With LP you can't see him, but he's there, as he should be in the dark. Why does this happen and how to fix it?

little shard
#

but it still isnt fixed

night shell
#

I also see that you have a random light lighting the entire world from below seemingly, not sure why that is there

hollow cobalt
#

I am still having lighting issues with my game. I have tried to change mode and generated my lighting but it only works temporarily

chilly kettle
hollow cobalt
#

But when its on editor, it looks like this

chilly kettle
hollow cobalt
#

How do I look into the Universal Render Data? I am not too familiar with Unity

chilly kettle
#

If thats not working (or there is no SSAO activated) try generating the light.
Window > Rendering > Lighting > deactivate baked global illumination (if you dont use it) > hit generate lighting button.

hollow cobalt
chilly kettle
#

Means you are using built in pipeline. Im not very familiar with this.
But you can also try my second approach with the generate lighting

hollow cobalt
chilly kettle
hollow cobalt
chilly kettle
hollow cobalt
#

But when I add Realtime to as my Mode, it works but when I save it, it goes back to square one

hollow cobalt
chilly kettle
hollow cobalt
#

I did that, it just made it darker

chilly kettle
#

change the color to something bright...

#

and test it

hollow cobalt
#

It’s it best if I change my sky?

dapper geyser
#

Hi,

I'm new to lighting probes and wanted to know if it's a problem that the web is all tangled. Should I create separate groups for each room instead of one large group of light probes?

chilly kettle
deft fiber
little prism
#

I have some realtime lights which when enabled light not only the room they are in but also go through some walls and light other rooms (circled in blue in the second screenshot). The house is made in Blender, I've checked there's not space between walls/ceiling, I've tried changing the light Bias. Any ideas on how to fix this?

summer harbor
#

also i have an issue with my light (i think 🤔 ) when i get close to the shelf a large shadow covers them, it doesn't only happen in the editor burt when i build and test too

little prism
gritty fox
#

any way to help this light overlap?

#

using shadowmask

deft fiber
#

Do you have two shadowmasked mixed lights per lamp?

deft fiber
summer harbor
#

it worked

#

i disabled shadows

gritty fox
#

the lights at the ceiling are mixed shadowmask pointing down

#

the lights under those are baked pointing up no shadows

deft fiber
# little prism I have some realtime lights which when enabled light not only the room they are ...

Light can only be occluded by shadow casting, which is failing here
Probably because the built-in render pipeline swaps unimportant lights to vertex shading when exceeding the light limit, which cannot cast shadows and whose light also spreads unpredictably
Important lights are prioritized for shadow casting, but if that's not enough you'd use any technique you'd normally use to avoid hitting "pixel light limits per object"

timber lichen
#

Hello!
So I’m not entirely sure if it is possible, as all of the outdated forums I’ve been prowling for answers have not yet garnered any results, but if there is an expert out there who could help I’m still shooting my shot:

Questions regarding Cookies and Projectors:

  • Has anyone yet made a shader or workaround which would allow cookies to be animated? Without having to do each frame..

  • Projector shaders used to be part of a unity basics pack on the asset store which Unity has since removed. Any suggestions here? I am stumped on a shader I can use with MIT license or something of the sort…

#

My desired effect for either application is what suncatchers do to walls, if that helps frogplant

#

I have experience with normal lights and cookies but the only method I’m thinking possible is a particle system subemitter, but I would really prefer to do it with light… bunni_sad

formal veldt
#

how do I fix lightmaps that look like this? like what is the problem occuring here

chilly kettle
formal veldt
#

I don't think it's UV overlap, at least it doens't show it

#

ill show another area too

deft fiber
formal veldt
#

ah ok so I have to rebake

chilly kettle
# formal veldt

The seams there can be caused by seperated meshes or wrong packed Lightmap UVs there

formal veldt
#

now it's white, is that because I didn't "fully" rebake it

formal veldt
#

I make it in trenchbroom and export as obj

deft fiber
formal veldt
#

how do I force a rebake? is there a way besides moving a light source

chilly kettle
#

Window > Lighting > Generate Lighting Button

deft fiber
#

I assumed you meant you canceled the bake

chilly kettle
#

and uncheck auto generation ^^

deft fiber
#

Anyway your mesh should have lightmap UV generation enabled in import settings

formal veldt
#

I mean I clicked generate lighting but it was already cache so it only took a few seconds

formal veldt
#

im trying to figure out what the problem even is cuz I know there can be a million different things that ruin the lighting

#

I have subtractive lighting mode currently

deft fiber
#

And too low lightmap resolution relative to geometry
Each stair is barely three lightmap pixels

#

And the sides of the stairs are way less than that, made of multiple separate blocks

#

What you're having seems to be an extreme case of that

formal veldt
#

speaking of scale I wonder if my entire scene is at a weird scale because the gizmo seems to move things by a lot even at the minimum increment

#

my character is "2.08" tall

#

idk if that's way too small or what

chilly kettle
#

If you create a cube its 1x1 Meter

#

Thats a good way to make sure evertything is the correct scale

formal veldt
#

I think 2 meters is like a fairly average height right? or at least a plausible human height

#

I guess the move increment is just a meter though which is why it feels so big to me

#

I really hate the editor interface in unity tbh

chilly kettle
#

well, i dont know many people that are 2.08 high 😄

chilly kettle
formal veldt
#

if I could make the focus of orbit around any point I click on like in blender it would be a lot more usable

#

to travel large distances I basically have to do a bunch of weird zooming and scrolling until I find an object I can click on to reset the orbit

chilly kettle
#

You normally move by Rightclick + WASD

formal veldt
#

also stich seams was already on but I dont know what this error means

chilly kettle
# formal veldt

your uv shell is limited by the max resolution you set in the lightmap bake settings

#

can you show your bake settings?

formal veldt
#

the max size only goes up to 4096 so I'm not sure how I would be able to light an entire level

chilly kettle
#

hell thats a mess

chilly kettle
formal veldt
#

is importance sampling the same as multiple importance

#

im using URP

chilly kettle
#

not sure, here is the tooltip:

#

im on URP too

formal veldt
#

looks about the same

chilly kettle
formal veldt
#

yeah its always been enabled

chilly kettle
formal veldt
#

PN?

chilly kettle
#

private message ^^

formal veldt
#

ok I sent it

chilly kettle
#

hmm.. your model is 1920 Meter high

formal veldt
#

yeah, im not sure if the lightmap can even be big enough to light the whole level

chilly kettle
#

here you go.
you made everything from blocks.
No wonder that you dont get a usable lightmap.

formal veldt
#

that's how trenchbroom works

#

they're brushes

chilly kettle
#

I guess in this case you cant use trenchbroom, what ever it is ^^

formal veldt
#

well I have to because modelling in blender is not an option

#

horrible workflow for making a map

#

why can unity not handle boxes?

chilly kettle
#

Well... there is a reason why people use blender, 3dmax etc. for 3d modelling and not trenchbroom ^^

In your case there is so much useless geometry that influences performance and also the lightmap.
And the lightmapper cant work correct with the model you provide.

formal veldt
#

I might have to switch to Godot then beacuse it has a specific plugin for using trenchbroom

#

I am absolutely not going back to using blender for making map geometry

chilly kettle
#

well, what is your target? What do you want to do in the end?

deft fiber
formal veldt
#

idk if there's some algorithm I can run to remove extraneous edges or something, if not I probably will just have to use Godot then

#

because I know people are using it with trenchbroom

chilly kettle
#

You will never get good results with this geometry

formal veldt
#

trenchbroom is basically similar to Hammer editor, but it's made for Quake originally

#

I've been exporting as obj but maybe there's some way to get it from the .map format it can also export

#

I think that's like a Quake format though

#

but it's literally like 10x faster than using blender, I really like blender but it is just not what I need here

chilly kettle
#

maybe you get good results in Trenchbroom.
But what you are exporting there is not usable for realtime engines.

#

maybe for quake-engine ^^

deft fiber
#

trenchbroom is basically similar to

formal veldt
#

ok yeah it seems the issue is the obj export on trenchbroom lol

deft fiber
#

We should stay in the thread since this is taking a lot of space

formal veldt
#

in quake I believe it uses a "binary space partition" format where there's not really verticies or something

#

ok

deft fiber
# timber lichen

My first idea would be to use multiple lights with a non-animated cookie
Perhaps a couple of point lights with a cookie, or a few spot lights with cookies that themselves rotate to create the motion

#

Or you could use multiple decal projectors that use a shader that implement the animation, either procedurally or as flipbooks

#

If you're using URP that should be fairly easy
If BiRP, you may have to dig for a bit for the decal shaders

timber lichen
#

Flip books as the cookie would be amazing if my brain was big enough to figure that out. There’s so little information about it, and I haven’t delved far enough into making my own shaders yet

#

There’s only so many dark corners of Reddit about cookies and none of them are helpful. Like you said, I could do many and animate them to rotate, but more than four lights gets heavy

#

I could probably get away with the three primary colors and hope they sync well enough to make the rest of the effect happen???

deft fiber
timber lichen
#

I believe BiRP and Standalone windows

deft fiber
# timber lichen I believe BiRP and Standalone windows

As I mentioned that's a bit tough
URP has up to date decal projector feature and Shader Graph for quickly and easily making shaders
BiRP doesn't provide any shaders for you out of the box and expects you to know how to write them up, or find some from someone else

dapper geyser
#

Hi everyones,

Can light probes work in a different scene than the one they were created in? For example, if my active scene is A and I then load scene B, which doesn't have its own light probes, would the light probes from scene A work in scene B?

chilly kettle
dapper geyser
#

Thanks for the answer 🙂

timber lichen
#

can anyone help why my lights dont work inside buildings

chilly kettle
timber lichen
#

ok ill show video

#

but also when i turn on shadows itj ust doesnt work

chilly kettle
timber lichen
#

ohh

chilly kettle
#

and the position doesnt make a difference

timber lichen
#

oh ok

#

so what light is recommended for interior

#

point seem sgood

chilly kettle
timber lichen
#

and also i have another question, how come if i have no sun source or lighting in the game how is it not pitch black

chilly kettle
#

wait, i created a tutorial video for this

chilly kettle
# timber lichen and also i have another question, how come if i have no sun source or lighting i...

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
timber lichen
#

i will like and subscribe

#

thanks it helped

modest swan
#

any idea why is the sprite Rendered is always visible in dark ?

deft fiber
#

They somewhat do work if you swap the sprite shader to a lit shader though

modest swan
deft fiber
#

Otherwise you have the choice to use simple mesh quads with textures on them

pastel gulch
deft fiber
dire matrix
#

how to fix this lighting problem, pls tell why it do this🙏

chilly kettle
dire matrix
chilly kettle
dire matrix
#

it should be smooth like next box

chilly kettle
#

click here on the arrow and show me a screen of the debug view : baked lightmap

dire matrix
chilly kettle
#

beside the button i marked you is a little arrow, klick on it and choose baked lightmap

#

i guess its just a shadow there ^^ nothing thats badly wrong or a bug

dire matrix
#

oh

#

i will try to live with it sir thank you

chilly kettle
#

well you dont have to, but if its okay for you, then its okay for me

deft fiber
dire matrix
deft fiber
#

It would happen in real life too, with punctual light sources

chilly kettle
#

yeah its just a realisticly casted shadow ^^

deft fiber
#

With larger light sources the edges of shadows would be indistinct, but the kind of soft shadow filtering required for that is only offered by HDRP

deft fiber
# dire matrix so i switch to hdrp?:O

HDRP is a complex system, and upgrading a project to it is an irreversible and a complicated process
I would gain more experience with either or both render pipelines first before such decisions, but you pick your poisons

languid blaze
#

I messed with a static lighting sky for a bit, and now I keep getting this warning in my console at random. I unassigned it from the game scene's lighting settings (as well as from my prefab isolation scene's settings, where I had originally tried using it)

#

I'm unclear where to go to get rid of this!

tired fox
#

why do I have the lighting scene setting locked and how do I unlock it ?

tired fox
dire matrix
#

Do i need to delete directional light for indoor scenes, no windows

ripe radish
#

Hey there. I have a pure curiosity question.

#

I believe I understand what the near plane does and as I drag the slider very high, the result makes sense.

#

However, there's a significant difference between setting the near plane at its minimum, 0.06, and over 0.3.

#

here is 0.06:

#

and here is 0.30, where thick black lines appear:

#

and here is 2.2, where you start seeing the near plane:

#

the floor tiles aren't flat, but instead have small holes between them. the player model itself is ignored via the culling mask and nothing else is affecting the scene

#

does anyone know what this is?

sterile jetty
#

I know how it works but I can't put it into words

#

it's more or less where to start calculating the light

#

like.... if it starts closer to the source or farther away can adjust how the shadows appear

#

I'm sure there's a better way to explain it but that's the best I can do

supple kelp
chilly kettle
supple kelp
# chilly kettle realtime

is it only for this tutorial or do you always use realtime lighting? if so, why do you use realtime lighting instead of baked? i thought it was regarded as better

chilly kettle
#

If you have a lamp in the street, you can bake its light, so you dont need to compute the light at runtime.
And baked light can bounce, which makes the scene look more realistic

supple kelp
chilly kettle
chilly kettle
supple kelp
deft fiber
ripe radish
deft fiber
ripe radish
#

yep yep

#

less precision

#

with more allocated to the front of the light/camera

#

but this is awesome to know, one of those weird things that got me curious but google/chatgpt couldn't answer

glass bison
#

how do I fix this

deft fiber
# glass bison how do I fix this

Any more details at all? Debug views for lightmap and UV overlap? Which lightmapper is being used and with what settings? Does the artefact occur anywhere else or react to changes in the scene between bakes?

south river
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hey im pretty new to unity and im struggling with making my character cast shadows and be affected by them. the character is a psd that i will be rigging and animating, as a png it had no problem with the lighting. I was also planning on applying a material with a normal map onto the character and once i added that material as a test it started bein affected by light but the actual colors and outline of the jacket disappear. pls help 😭

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i also tried putting the jacket image into the base map to see if that would work but the scale is off and there is not transparency :/

wanton tendon
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I wrote an editor that procedurally generates room meshes based on a tile map. When baking the light map, it generates a drop shadow at every seam of two generated wall meshes (See photo, shaded on top, shaded wireframe at the bottom).

What could be the issue here? microscopic overlap of the mesh? The seam not being considered as such?
Is there a way to avoid this?

deft fiber
south river
queen shell
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how the hell do i fix this with baked lighting?

deft fiber
queen shell
deft fiber
deft fiber
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Why are you announcing that here?

wanton tendon
chilly kettle
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You should not share any screenshots of a companys work you do a internship for. lol

grave nexus
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hi, new to lighting and just wondering if baking lights with overlaps will cause an issues?

deft fiber
grave nexus
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Is there a video you could link on interior lighting ? So many videos on lighting but none with what im trying to do.

chilly kettle
grave nexus
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ive tried doing real time lighting but it drops frames so much.

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so pretty much looks good in game but no shadows ...i just wanna have some shadows when jumping ramps.

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i tried to dup all the lighting and switching lights to mixed and changing them to spot but i get such a harsh circle no matter what.

chilly kettle
grave nexus
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pc

chilly kettle
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In your case i would bake most of the light.
Bake the hall and the ramps. let your character and some small parts like the rails be lit by lightprobes.

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For the realtime light on your character, you could use a directional light or just a few realtime point lights in the hall.

grave nexus
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would I match the emissions for the realtime ?

chilly kettle
grave nexus
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should I copy the lighting settings but just set it to point light *

chilly kettle
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First i would start to bake the environment and make sure it looks great.
After that you could have a look to switch some of your point lights to mixed, so you should get a nice result and shadow for your skater.

grave nexus
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okay. thank you very much!!!

queen shell
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how do i make it so an object cannot recieve light baked onto it but can recieve shadows because this happens to my light

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so i just want it so light cant bake onto it

deft fiber
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With baked lighting a shadow is just an absence of light, you can't "receive shadows without light"

queen shell
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to fix it

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i think i just had render face on both instead of front

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it may fix it

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nvm lol it didnt

real perch
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Why am I getting this on my lightmap?

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There seems to be weird blocks, it's fine on the building on the right, but not on the left. Why is this?

real perch
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anyone?

chilly kettle
rancid goblet
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Hi all. I am a bit confused. I'm on a Macbook M2 chip machine and have been using Unity 2020.3 for a long time but just upgraded to 2021.3. Now suddenly Unity tells me I can't use Progressive CPU ligthmapper because I'm on M2. BUT I've used that always on 2020.3 and it worked fine with only minutes to bake the whole seen. Now I'm forced to use GPU and it takes like 7 hours??? What. How can I get my CPU baking back, or how can I speed up GPU baking?

chilly kettle
rancid goblet
deft fiber
rigid cove
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Need help with my lighting

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My lighting does this: this is how the lights in my scene are pre baking

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Post baking

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All lights and objects in the interior scene are static

chilly kettle
chilly kettle
rigid cove
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Okay so I realize why the lights are different

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They don't use the same shader I use (URP PSX Shader)

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Perhaps that's the problem?

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Another note: I generated new lighting settings, now when I bake the lights work for like 1 second, but by the time they finish baking it's dark again

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There are 24 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.

  • default: 6654 texels
  • default: 864 texels
  • default: 608 texels
  • default: 608 texels
  • default: 587 texels
  • default: 587 texels
  • default: 506 texels
  • default: 405 texels
  • default: 205 texels
  • default: 198 texels
  • default: 170 texels
  • default: 170 texels
  • default: 155 texels
  • default: 120 texels
  • default: 85 texels
  • default: 77 texels
  • default: 75 texels
  • default: 72 texels
  • default: 61 texels
  • default: 55 texels
  • default: 32 texels
  • default: 28 texels
  • default: 27 texels
  • default: 4 texels

Got this issue

chilly kettle
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well named objects UnityChanThumbsUp

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So..

  1. You have overlapping lightmap UVs, you should fix this first.
  2. Did you set your lights to be baked?
  3. Did you check if your PSX Shader supports baked lighting?
rigid cove
rigid cove
rigid cove
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Would someone help me reduce this effect?

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And this one

chilly kettle
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The Effect under the bed is texel invalidity

rigid cove
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Texel invalidity?

chilly kettle
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yep 😄

rigid cove
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uh, okay, guess i'll have to look into that, what about the harsh light on the wall

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see, that wall is very important for my game, a sort of "cooking system" would take place there, can't blind players with this shining wall now can I?

chilly kettle
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to light up rooms you can use area lights perfectly

rigid cove
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Area lights were too dim

chilly kettle
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increase intensity ^^

rigid cove
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Worked like a charm, you're a life saver!

median vine
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Alright I'm sick of THIS, what is the first thing I can do when opening up my project. To spice up the skybox and lighting, everything looks so incredibly dull. Does anyone have suggestions for what I can use to liven it up, I never have any specific things I try doing. But I go around trying out different features and whatnot for unity, and I'm sick of being stuck HERE. So does anyone have any suggestions for what to do?

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Everything I try myself ends up looking horrible as I'm bad with open world design / lighting / skybox and colors

chilly kettle
deft fiber
# median vine Alright I'm sick of THIS, what is the first thing I can do when opening up my pr...

A rather early point to be stuck on UnityChanLOL
"Dullness" you refer to is probably because the default post processing volume overrides use an extremely wide dynamic range tonemapping
Once start placing stuff in the scene and you know how bright the brightest parts will be and how dark the darkest parts will be, you'd next use color adjustments like curves, exposure and contrast, and optionally try other tonemapping profiles

median vine
deft fiber
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As Kjarudi mentions a different sky / a HDRi might help set the mood, but this early you will not really know the right colors and contrast for the scene

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Once you have a sky that's in the ballpark of what you want (matching time of day and/or environment conditions) then you'd build the world geometry, then set up lights, and then start tweaking post processing and perhaps go back to tweak the lighting

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That's usually the easiest order of doing things, although it's not a strict step by step thing and mostly it just comes with experience to know what to do first and how

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If you start from post processing you are very likely to then use completely wrong light colors and intensities since you always have a distorted view of them

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But the eye learns to notice that when you work with them enough

tiny jackal
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Hi, when I bake my lighting I get 2 ligtmaps instead of one, some assets ssem to use a different lightmap index. How could I cange that to be the same index for everything, since this way my second one is having lower resolution atm

deft fiber
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But still you can increase max lightmap size to potentially fit them all in one

tiny jackal
deft fiber
tiny jackal
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how could I check

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the pixel size is lower

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not sure about the textel size

deft fiber
deft fiber
tiny jackal
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yeah you were right

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i incred the pixel size and now it have only one lightmp

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thanks!

craggy cairn
craggy cairn
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was more to it haha

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srry

empty condor
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Hi there - I'm having issues using normal maps on isometric tiles using URP 2d lights to simulate 3D space. As you can see from this picture, the light only seems to point down and actually makes some parts of the image darker.

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Applying a simple posterization shader on top of that makes the problem even more obvious.

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the normal maps look like this (and are correctly imported and applied as a _NormalMap secondary texture)

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I can minimize this by increasing the 'distance' variable under Normal Maps in the light's inspector (and turning normal maps off entirely does return it to the correct shape)

boreal merlin
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how do I make a sprite get darkened when it moves into fog?

empty condor
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The comments on this post suggest that it is interpreting the normal map as color data, but my normal map is correctly imported (set to image type 'normal map')

dusky nacelle
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is there any possible way to pause lightmap baking and restarting the editor?

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sometimes the UPS cant supply much time till electicity comes back

fickle token
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Yeah it worked

dusky nacelle
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does the increasing of lightmap padding value cause the increase of lightmap textures?

deft fiber
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Our brains assume the normals would be interpreted in 3D space which would make them incorrect but note that isometric sprites are totally flat and 2D

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So, since the normals of the "flat" ground are facing upward, that means pixels below the light are facing towards the light so they get lit, but pixels above the light are facing away from the light so they get shadowed
Towards/away from the light in 2D space mind you

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What makes a light appear to have perspective with an isometric view are not the normals anyway, it'd be the distance attenuation in 3D space

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All that's to say really is that the URP 2D lighting will not work right at all with any perspective besides fully flat side or top-down

lunar pollen
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does anyone know how to fix this issue when using enlighten?

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this screenshot is of a wall, built using 2 different gameobjects

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they have the same material, same mesh, same rotation, just placed next to eachother

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yet get vastly different results when using "realtime gi"/enlighten

acoustic tartan
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So are there any advantage in using Light Probe Groups over Probe Volumes?

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Cause it seems to me Probe Volumes is just Light Probe Groups, but automated.

deft fiber
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I guess two advantages of light probes to APVs is that they can be placed manually and they're cheaper

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Lightmaps in turn are better at representing relatively sharp changes in lighting conditions, like shadows

strong flax
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Hello! Does anyone know if there is any performance advantage to using 2D Sprite Lights vs 2D Spot Lights?

I have a scene where my camera is constantly moving left to right and there is a portion where I need to light up an airport. Everything runs fine until I add in all of my lights. (i.e. Runway lights and fence lights) They also blink.

I'm wondering if converting all of my 2D spot lights to sprite lights will help since it won't have to redraw all of the lights as they animate. All together there is something like 70 lights 😬 and I'm not sure how to be more performant. I've attached an example of a portion of the scene.

Sorry if this is confusing. I can help clarify any questions!

Thank you!

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And if it helps I’m not using normal maps, I’m not using shadows and each light is only targeting 1 sorting layer

acoustic tartan
empty condor
empty condor
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seems to me:
option A: don't fix it and have janky lights
option B: make some crazy custom lighting
option C: three point lights in a trenchcoat

deft fiber
# acoustic tartan Cheaper in what sense? Reduced build/bake times or cheaper at runtime?

Cheaper at runtime because traditionally a lightmap texture is loaded and rendered per object or two or three light probes are interpolated per object
APVs allow each pixel, not just object be lit by any number of probes, and they might need to be streamed into memory if there's many of them
They're also a newer technology that might not be so well supported on old devices and have an overhead cost due to the complexity, but I've not measured the real performance difference

deft fiber
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There are some third party assets that can approximate isometric lighting, but only in flat areas

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A better alternative would be to make the level out of 3D geometry with 3D lighting and render it pixelated
At least with the current art style you have it'd look nearly exactly the same

deft fiber
# strong flax Hello! Does anyone know if there is any performance advantage to using 2D Sprite...

The difference of spot and sprite lights is only that sprite lights are multiplied by a sprite, spot lights are multiplied by a distance function
Their performance should be very similar, but you can test it easily by duplicating some and comparing, or simply swapping the type of light used if you're using prefabs
Since you probably don't need shadows, you might be able to get potentially better performance by using a particle system with an additive material for the lights
But that's something to test and compare all the same

fickle token
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Im trying to add lighting to my scene, Any ideas on how i can, I cant used baked lighting because i have a Day&Night cycle. And if i used too many Point/Spot lights it drops my fps drastically. Directional light is too big for the inside of the building im trying to light. Any other ideas on what i can do?

strong flax
spice tinsel
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Hi guys, I have this weird bug that makes my main menu light go off after my player dies and goes back to menu. In first picture you can see main menu as it was supposed to be, bright and you can see everything and second picture is my main menu after I go back to main menu after dying in my game scene. Pls help!

deft fiber
fickle token
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the 2nd video it got dark cause of my day&night cycle not cause i got closer*