#archived-lighting

1 messages ยท Page 31 of 1

deft fiber
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Look into shadow distance, shadow cascades and directional light near plane

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Looks rather weird but probably related to one or more of those three

fickle token
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Nope that didnt do anything, Weird.

fickle token
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Fixed it ๐Ÿ‘

fickle token
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What about this? why does the light like glitch in the distacnc

chilly kettle
# fickle token

has nothing to do with light.
Your models are just to detailled to be shown correctly in the distance.
That are pixels "fighting" to be shown and the GPU doestnt know which pixel to show, because several share the same space

fickle token
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Gotcha

chilly kettle
deft fiber
fickle token
fickle token
deft fiber
fickle token
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Oh yes, I didnt even see you said Cascades lmao

deft fiber
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Note that there's "post processing antialiasing" and "hardware antialiasing"
The first type is on the camera and tries to approximate what's between the pixels, but cannot precisely know
The second type is usually in the renderer or graphics settings and usually is expensive as it actually renders what's between the pixels and smudges them accordingly

fickle token
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Thank you actual ive been messing with the one on the camera wondering why nothing is changing lmao

magic osprey
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I've started playing with Adaptive Light Probes and so far I love it. But I'm running into a situation where I may have to just go back to normal light probes. Essentially one of the main mechanics in the game will be power distribution systems, E.G. - power station. Anyways I want power to go out. Well the adaptive probes don't appear to do anything if lights go out, everything just stays baked with Enlighten Realtime GI. I know adaptive probes dont work with Enlighten. Which is fiine and cool, but it is there a way to make it just adjust to the current lighting changes? I mean normal light probes can do it (because of enlighten).

I mean I guess what i'm trying to ask is. Since ALP are meant to replace Light Probes, there should be some form of alternative i'd think? Like can I do it in code? Every time i've tried to do it in Code. AdaptiveLightProbes is apparently an editor class, so I can't do a a build with that to do AdaptiveLightProbes.BuildAsync(); or even have a reference to it...

Feel i should state - i'm using emissive materials for lights. Dont need the shadows, etc from lights.

calm wedge
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Hey folks, can someone help me identify what may be causing this weird lighting bug? I've captured a video for reference, whenever I look at a certain angle, the ground around the player (seemingly) illuminates, but after observing the scene on the editor window, the ground doesn't even seem to be illuminating?

split crystal
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Hello everyone,

I've been having trouble with seams showing up in my baked lightmaps in a modular environment (URP). The seams do not seem to disappear. For those of you struggling with the same issue, here is an important step to take to remove most seams:

  • In Lighting settings, turn off all forms of Filtering. Simply select "None". Filtering will denoise textures, which will make it impossible for modular pieces not to show their seams, as the textures won't stitch well together.

I'm now facing the following problem:
When I zoom out at an angle in a scene, the seams will still appear (see screenshot). The floor in this screenshot is built out of 5x5 planes snapped together with ProGrids. The texture on top is a world position texture, but just to illustrate the problem I'm also showing it with the default Unity texture.

Does anyone know how to solve this? And do you know of a way to remove the seams without loosing noise reduction/filtering? Textures have to be baked pretty high res when there is no form of filtering...

Thanks!

deft fiber
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Or I assume they are anyway, you can try to confirm it by disabling mip mappin in the lightmap texture itself

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You'd need very large Padding to prevent the seams, which you already have in excess of when each modular tile needs to have its own padding space, which quickly eats up into the available lightmap pixels

split crystal
deft fiber
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A lot of games use neither in favor of something else

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Modular geometry might also be used in the modeling process exclusively, and then merged into continuous geometry before exporting

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Tools for specific jobs

split crystal
deft fiber
split crystal
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Ah I meant in editor mode I've created generative tools that use my built models to populate walls floors and ceilings. The pass after that I bake the lightmaps

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This of course to save countless hours placing all prefabs manually

deft fiber
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Combining meshes alone wouldn't be enough, overlapping or nearly overlapping vertices will have to be merged (or "welded") and then lightmap UVs have to be generated for the new merged mesh

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The mesh importer has functionality for both those tasks, maybe you can call its methods

split crystal
split crystal
dusky nacelle
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I need a recommendation, I've a large scene to bake, like a pubg map, using Progressive CPU lightmapper,
I have 8gb ram in my pc
Should I buy
16gb ram + M.2

or 16 + 16 gb ram

(my project is in hdd and unity is also installed over there)

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will 24 gb ram be enough to bake it... or I need 40 gb?

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and M.2 or SSD can Improve the bake times by 60% i've heard, thats why im concerned about it within my Budget

deft fiber
dusky nacelle
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well, a 4gb vram crosses my budget, that's why I wanted to keep using my cpu

zinc flume
magic pivot
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Hey, did you ever find why it was like this and maybe a fix ?

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!

lunar pollen
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the true "fix" we found was to do exactly that, use mesh baker to stitch the meshes together, and if there are still seams, then open it in blender and actually weld/merge verts together

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we did hundreds of baked while tweaking all the settings - there unfortunately isnt a setting that just fixes those seams ๐Ÿ˜ฆ

deft fiber
thorny goblet
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Why does directional light shadows, look far better than spotlight?

deft fiber
thorny goblet
thorny goblet
deft fiber
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One option is to use a point light with a cube cookie

thorny goblet
deft fiber
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Point lights that cast shadows are 6 different 90ยฐ spot lights pointing in different directions, that's why their shadows are better

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Maybe your performance budget allows for it, who knows

thorny goblet
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How does this look? Would that light fixture emit light to the walls so high?

deft fiber
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No, that's why I suggest using a cookie

thorny goblet
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Where could i find this square cookie, or is it just a white square?

deft fiber
thorny goblet
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So how could i make this cookie?

deft fiber
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Making entire cubemaps requires a bit of special tooling

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But luckily you can use the Mirrored Ball mapping of the texture importer to convert a 2D light cookie into a 3D cube one

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This mapping projects the edges of the 2D texture to one pole of the ball, and the middle to another

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So any radial gradient will work

deft fiber
thorny goblet
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I tried this.

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@deft fiber

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IS this right? or no?

deft fiber
# thorny goblet IS this right? or no?

The preview of the inspector shows you the sphere that's generated, and how the light will be filtered
I expect this kind of texture makes only a tiny dark hole directly above the light, or on one of the axes

thorny goblet
deft fiber
tight moss
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What is the deal with mixed lighting and the light overlap stuff?

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like in a situation where you have evenly spaced ceiling lights in a drop ceiling or something... do you just carefully make sure every other one is baked and not mixed or something? and how do you solve for the specular contribution from the non-mixed lights?

deft fiber
deft fiber
tight moss
deft fiber
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Given the limitations of cubemaps anyhow

tight moss
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yeah i think i'm just picky. in all the examples they're in ridiculously shiny metal rooms; if you're making something like, a spooky house with plaster walls and wood floors the fresnel is too powerful. needs some specular occlusion or something

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i'm spoiled by bakery's baked specularity options

deft fiber
tight moss
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diff project and I want to use betterlit shaders for some blending stuff, and the bakery support in BLS is kinda broken

tight moss
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better lit shader

deft fiber
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The support for specular occlusion is close to none at least with the official tools so you might want to consider baking a reflection probe that only has the emissive proxies, with the surroundings artificially blackened or darkened for the duration of the probe bake

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Even with mixed or realtime lights you'd still generally want probe reflections anyhow

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But you can absolutely fake them to be dimmer

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I think some version of HDRP's adaptive probe volumes support specular occlusion but that might be a bit too specific case

tight moss
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@deft fiber i take it back... these results are pretty good ๐Ÿ‘

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using specularprobes

deft fiber
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Box projection might make it even better

tight moss
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yeah thats box projection dere

deft fiber
tight moss
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hrm yeah... its pretty well wrapped to the room

deft fiber
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Should be right

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I usually test by using a flat, metallic, very smooth material on the floor/walls temporarily

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And then move the camera around to verify that the parallax of the reflection lines up

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And when swapping the material back watching it so that the reflections do not significantly change position with the material

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Just in case there's something odd with the normal map

tight moss
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yeah i see what you mean... if i clear baked data to see where the "real" specular reflections are from the four lights, they don't line up too great

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if i reduce blend distance on the reflection probe to zero, it lines up better

deft fiber
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Surprising that blend distance has that kind of effect

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I'd keep baked data and probes, but also add a realtime light or two into the mix, with a distinctive color perhaps

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Then do the material swap test

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If blend distance affects it, that may point there to being another reflection probe that also influences your walls since it's blending with something

tight moss
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its the only probe in my test scene though ๐Ÿค”

granite coyote
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Hello guys : I'm making a Sci-fi environment in URP, and want to see how the light will be.
The environment will be Static and i want to bake the light, but doing so i lose the Highlights that are adding a lot to the visuals
By just baking the light i get a bland lock it feels like it is just a texture without volume.
Am i missing something? i feel like im close to the solution but still far.

split crystal
granite coyote
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it feels like if you don't have a Realtime light you don't get highlight
It kind of make sense, baked light is "Baked" the only purpose is to be used on the baking processes after that can be discarded.
You can get Highlight in a baked environment just by having a reflection probe, but the problem is that the reflection probe has the highlight in completely different part of the geometry and it locks Off

deft fiber
craggy cairn
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Heya

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So we have baked lights, all set to static, as well as baked into lightprobes.

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When placing dynamic objects in scene view they work great with the light probes

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However, on runtime, they turn full black

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Anyone who might have a clue what might be causing this?

granite coyote
deft fiber
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It could be important to determine if it's a scene-wide problem or a project-wide problem

spice tinsel
deft fiber
# spice tinsel You didnt explain why it happened and I didnt even use baked light

Scenes use an ambient probe and a reflection probe for environmental lighting, even when not using any baked lighting workflow
That's why I pointed out to disable baked lighting before generating
Generating is necessary because the editor generates it for you for your current scene, every other scene and the build require pre-generated lighting
Brief answer because it's easily googleable and gets asked about twice a week, you could've asked for more details rather than reposting

tight moss
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its got this feature called "Exposure Occlusion" that basically solves for the glancing angle fresnel issues i hate about unity standard

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see this incredibly sharp, distracting line of reflection that should technically be occluded by the shadows/AO

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and with filamented:

lofty stone
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I'm having trouble with lighting in this scene. My Directional Light is disabled and the only light enabled is the spot light attached to the light. I'm trying to get the scene darker and have the spot light cut through the darkness

dull bobcat
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Hey I encounter some issues lately .I change my verion to unity 2022.3.21f1 (URP) and I got 2 issues :

-I am trying to create a light effect on a canvas such as a light that intensifies then decreases like a slow glowing blink and I struggle on unity 2022.

On Unity 2020 I didn't have any of these problems and I imagine that I'm missing something obvious but I really don't understand it.
The purpose of it it to have some blinking element(with color) on my title screen(basically ,just a canvas with a image component)

timber lichen
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how do you stop lights going through walls

timber lichen
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(@ me)

idle egret
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can someone just explain to me basic lighting in unity? Seems overly complex. I'm just trying to make this thing visible in the dark and everything lighting escapes my mental grasp. I have a inspect gun camera where you can spin the gun around 360 but it looks unprofessional imo that the gun is completely darkened half the ways you spin it. Maybe you lighting experts disagree idk.

But anyway this is the best I've gotten with adding a directional light to the scene with these inspector values.

upper fable
somber dragon
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Hello, I'm having a scene with Light as Mixed mode, Static trees. When I bake the scene it bakes well the shadows into terrain but it is not possible to combine baked shadow for static objects and also shadows into dynamic objects ?

tulip tendon
# somber dragon
  1. If the directional light is mixed it should also cast realtime shadows so maybe you have a setting disabled on one of the mesh renderers?
  2. that shadow looks awful you should increase the lightmap resolution
  3. Activate windows
  4. You can try using adaptive probe volumes, they sample baked light and put it on dynamic objects with per pixel quality
burnt brook
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How would I make a fake flashlight? It should just act as an overlay to give the illusion of a real light.

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Kinda like this, but good

onyx glen
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I gave each of the yellow dots a pointLight but why are only some not visible properly

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These are the settings

burnt brook
burnt brook
fickle token
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Im running into performance issues due to having alot of point lights in my scene, Any ideas on how to improve this?

prime ruin
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Hello, the good looking one is from 3dsMax my friend rendered , and the other(ugly) one is from Unity , so basically he provided m with maps like albedo and normal and roughness and AO , but the quality is very not realistic like what he got in 3DS Max.
What I need help with is some tips and tricks for me to do so I can obtain similar render quality.
PS : I am using UPR and tried to make some Post Poc effects but no use
PS2 : If you are an expert and looking for freelance DM me

gilded fractal
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Hello ๐Ÿ™‚
I begin my learning on Unity after years using Unreal.
I want to bake the on some 3D mesh with the existing UV. I prepare the UV (chan 0 and 1) with a plan in mind for some FX but Everytime I bake the light, unity use some strange UV that I don't want.
How can I bake lightmap with specific UV (like the chan 0 but the chan 1 has the same UV) ?

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I try a lot of different things, invert UV channel in importer, put the same UV on several channel...

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I didn't check the "generate lightmap UV in the importer but unity still uses some stranges UV whitch I don't where they come from ๐Ÿ™‚

chilly kettle
gilded fractal
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I will over check that but I'm pretty sure my models are made with the same UV in chan 0 AND 1... I reimport the models a lot of times... maybe I should restart from 0.

chilly kettle
# gilded fractal

how did you make sure, that unity does not use UV1 for the lightmap?

gilded fractal
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On the left,; the UV i put in the 2 channels, on the right, the lightmap.

chilly kettle
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Alright

chilly kettle
gilded fractal
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This is directly the model from Unity. I have my 2 channels and they contain the very same UV. I am now absolutly certain that UV0 and UV1 have the UV I want to use. But unity still make what's it want with it ^^

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I will make a new project from scratch with these models... It is possible that some information were kept from precedent imortation with wrong parameters.

shell juniper
chilly kettle
gilded fractal
chilly kettle
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check it out if it works for you. so you know if your model is wrong or something in unity

gilded fractal
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I see that the UV used are the good one but I don't want unity to resize them. I want the lightmap exactly as it is a texture ^^

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(I wish to use it as a texture later, in fact ^^)

chilly kettle
gilded fractal
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My goal is to export the lightmap and use it as a texture in a material. I need the UV to be the same.

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The planet will turn around the sun ๐Ÿ™‚

chilly kettle
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hmm.. i think we had a guy a while ago with the same idea.
@deft fiber - do you know how he solved that maybe? Im not sure if its possible to tell unity to bake the UV to fill the lightmap perfectly.

gilded fractal
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If it isn't possible, I will paint my fake lightmap myself ^^
It's not a complex case but it is a good occasion for me to learn unity ๐Ÿ™‚

chilly kettle
gilded fractal
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I see that ^^

deft fiber
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I don't recall
There might be a hacky way to decrease "max lightmap size" and increase "size in lightmap" to force it make a lightmap per object
If that's the goal here

chilly kettle
# gilded fractal I see that ^^

yeah, you could try increase "size in lightmap" until it nearly fits into a lightmap perfectly.
But thats a bunch of try and error ^^

deft fiber
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If no lightmap UV packing is necessary I might bake the lighting in blender or externally otherwise

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But I don't quite see the point of baking lights for that kind of space scene

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There's not going to be noticeable indirect bounce lighting

gilded fractal
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I've been thinking that i can bake the light for each planet separatly, one by one and assemble the several lightmpa in photoshop... Not really a time saver but when i look at the test made by Kjarudi , if it bakes on only one model, unity don't rescale the UVs ^^

deft fiber
gilded fractal
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It's not the real solar system ๐Ÿ™‚

deft fiber
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Light layers?

gilded fractal
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It is some sort of light channel ?

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I will search, thank for the lead !

deft fiber
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Lets you decide which lights affect which objects on a per layer basis

gilded fractal
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Oh ! that's exactly what I want to do !!
Go google ๐Ÿ™‚

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Thank you !

midnight tapir
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Hello, im having some issues, i have shadows casted from my flaslight source in the editor but not when i actually play in editor is there somthing im missing ?

winged forge
onyx glen
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Ohh then what can I do ๐Ÿ˜”

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Maybe just make the materials illuminated

winged forge
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I'm not a lighting guru by any means, so perhaps other people have other ideas.
But you could cut the floor in more mesh pieces, or you could put the rendering mode on Deferred. Deferred afaik can do 256 lights on each mesh, or unlimited. Not 100% sure.

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If you cut the floor in more mesh pieces, only the lights that are close are lighting up that piece. So that's why it will fix that problem.

onyx glen
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Ahhh okayy will try that then

winged forge
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When using Deferred Lighting, there is no limit on the number of lights that can affect an object. All lights are evaluated per-pixel, which means that they all interact correctly with normal maps, etc. Additionally, all lights can have cookies and shadows.

onyx glen
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Does changing Rendering mode affect visuals?

winged forge
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Yeah it does sometimes afaik. Like I said, not a lighting guru xD

onyx glen
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xD understandable

winged forge
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Seems you are losing some functionality by going deferred, but not sure if you need that functionality.

craggy cairn
burnt brook
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Hey, does anyone know an efficient way of rendering light, or something similar as light? Maybe a github repo or a known method I could look up. I tried using projectors, but they don't adjust when changing between darker and lighter area, as well as being pretty inefficient too. I need to render multiple flashlights on quest 2. I use URP.

deft fiber
deft fiber
deft fiber
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@onyx glen more info about light limits here https://youtu.be/y_vw-jzuNs0
In addition to deferred rendering, you may have the option to use forward+ rendering which theoretically has no downsides, or plain old limiting light ranges and slicing meshes

burnt brook
muted pasture
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I'm not sure if you can use forward+ on quest

burnt brook
deft fiber
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Are decals much cheaper in your case?

ornate inlet
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baked lighting and this happened, why ?

burnt brook
burnt brook
ornate inlet
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is there a way to bake lighting on individual/a group of objects?

burnt brook
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I used a stencil buffer lightning shader I found online to achive this. The light on the left is real and the one on the right is fake. Distance based intensity I could do using a script, but it's lacking a cookie or falloff, so it looks pretty bad.

burnt brook
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Is there a screen space solution that looks more like a light and less like a decal?

deft fiber
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Then you know if it's worth the effort to implement them

deft fiber
ornate inlet
burnt brook
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I mean just look at the text, theres no way I'd be able to implement them the way they are right now.

deft fiber
burnt brook
deft fiber
burnt brook
# deft fiber Performance is the only bit that matters at this point If they beat lights in pe...

I mean let's assume it does, because it almost certainly will, what could I even do to make it look like a real light. Here for example, I'm using the stencil buffer technique on the left, there must be way to copy what that stencil thing does and slap it on a decal or implement a cookie to give it that flashlight effect, right now it only has hard egdes, which looks pretty bad. Here's the shader I'm using (https://www.patreon.com/posts/wind-waker-style-78831006).

deft fiber
burnt brook
deft fiber
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But then you realise this is precisely what unity's lights do

upper fable
# deft fiber But then you realise this is precisely what unity's lights do

One solution that we discussed earlier was to create cone shaped mesh and apply decal type shader to it similarly how some deferred shading solutions use light meshes to apply the lights afterwards. That I believe would be more performant than doing the lighting calculation on the shaders of every affected object

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In deferred shading that appears to be called "light volume" by some sources (the light mesh)

deft fiber
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There's a lot of good potential options here

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First step should be to test them just enough to know which one's worth doing

upper fable
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sounds reasonable. none of the potential solutions sounds particularly easy to implement (besides real light sources which is ruled out afaik) so ruling some out would be good first step

deft fiber
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An important benchmark
Implementing an optimization all the way because it "has to" be better is a poor gamble, in any case

burnt brook
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@deft fiber @upper fable Check this out. One draw call (even when displayed on multiple objects), screen space decal, srp batcher compatible, less then 0.1ms rendering time on my pc.

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and supports cookies

upper fable
burnt brook
upper fable
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compared to using light sources right?

upper fable
burnt brook
upper fable
burnt brook
misty bone
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Hey there, I need you guys' help again... I tried to bake the lights in Unity for a project, but when I press "generate lighting" , they just... disappear... (im in hdrp)

deft fiber
misty bone
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My console is empty

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I'll check the link, thx

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But where do I find the lightmaps do you know ?

chilly kettle
misty bone
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mmh

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DO I HAVE TO BAKE?

chilly kettle
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sure ๐Ÿ˜„

rancid axle
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Hi all. I'm looking for day/night
What's the difference between UniStorm and Magic Light Switcher + Bakery?
Afaik it seems UniStorm doesn't use lightmap? What's the implication then?

winged forge
rancid axle
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Would they be used together? Real time shadows on light mapped objects? Together with MLS's blended LM?

winged forge
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Not sure how that would make sense, but sure you could do it.
All objects in the world still need to get real time lighting, why use a lightmap then?
It completely removes the whole point of saving performance and having nice baked lighting.

deft fiber
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Lightmaps are nearly free but interpolating between different sets of them isn't necessarily
Depends what kind of optimizations those assets implement

dusky nacelle
misty bone
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Hello Aurora, I have made it for a school project in Blender and textured it in Substance Painter ^^

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So I have no links to give or anything ^^'

dusky nacelle
misty bone
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Thank you so much, it means the world !

dusky nacelle
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the skybox takes me to the royal medieval age

rancid axle
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I haven't tried unistorm. Only tried the demo with far distant mountains and it seems to work
But i doubt shadows will look good when there are more nearby objects taking up the shadow cascades
Unless, well idk what unistorm does, really? How can it have far shadows like that?

craggy cairn
vestal blaze
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are probe volumes completely unusable in the unity 6 preview? for me they work fine in the editor, but the probe lighting is missing completely in the build as if you didn't even bake at all.

midnight tapir
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Is there a documentaion on probs any one has a link for i can read?

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nvm i found one!

rancid axle
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Hi all
I'm on URP, 2021.3.35
I have this flickering shadow problem, even on a very basic scene
Anyone know why?
Cheers

rancid axle
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Only with directional light
Point light is fine

dusky nacelle
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is shadow projection set to "stable fit" in the quality setting?

dusky nacelle
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increase the near clipping a bit

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is it true guys?

deft fiber
deft fiber
# dusky nacelle is it true guys?

Can't speak for it since I don't have 32 GB of ram
But conventionally if all the memory required for the task fits in your ram, you won't benefit from having more on top of that

rancid axle
rancid axle
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What do u mean by different render API? Like try BIRP and HDRP?

deft fiber
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I can think of no other graphical settings that may affect it

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Especially if your project is a fresh one, there shouldn't be any lighting artefacts

rancid axle
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Fresh URP project doesn't flicker
This new project with adding asset is the flickering one. Deleted all assets and still flickers

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Sry my artist did all the asset adding
He said might be Unistorm related

brave bloom
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Hi, I tried to import a unity scene I worked on inside an other project, when I launch the scene directly I get normal lighting, but when I switch to the scene from the main host project through SceneManager.LoadScene and SceneManager.SetActiveScene, I get a completely black scene

strong igloo
#

how would I make a light flicker effect, is it at all possible on a baked surface or would it have to be a dynamic light?

dusky nacelle
dusky nacelle
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this might be useful

tulip tendon
strong igloo
dusky nacelle
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you wanted light flickering on baked surface

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and it does it , but in optmized way

deft fiber
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Or you can swap between baked lightmaps, but that's not officially supported directly

deft fiber
brave bloom
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anyone had similar problem before

split crystal
rancid axle
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Ok my flickering is fixed. Screen space shadow....

lean shoal
#

how do I stop the light from going through an object?

deft fiber
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So they could be disabled in the URP asset, or elsewhere

lean shoal
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Thanks for the answer! I'll try checking the URP asset.

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fixed it thanks!

magic ether
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why am I getting this strange lighting bug?

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tried different lighting settings but nothing seems to be fixing this

deft fiber
# magic ether

If you're trying to bake lightmaps, it's not gonna work on a mesh like that

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Too many seams and edges

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Adaptive Probe Volumes instead of lightmaps could work though

dusky nacelle
#

is APV supported in built in renderer pipeline?

rancid axle
#

Hi all, is unistorm a stable asset?

slow night
deft fiber
#

Can you show how it looks like and share some details like what kind of objects they are and what kind of lights they are

deft fiber
dusky nacelle
# deft fiber No

i wonder why unity has kind of divorce with the built in renderer , all they contribute now is only for URP and HDRP

deft fiber
keen valley
#

does anyone know what the darker areas in the Indirekt view in the Debug Draw Mode mean? they seem connected to darker artifacts in the lighting.
I've been googling for 2 days straight, i need some help :<

errant plank
#

can anyone help me? For some reason, there is this one object that just is way brighter than the others after I bake my lighting. Any fix?

brave bloom
#

does it have same normals as the others

errant plank
#

yea

deft fiber
deft fiber
severe condor
#

Good afternoon, everyone. I've run into an issue and am hoping that this is both the correct place to put this and someone is able to help me figure this out. I've recently started working on loading scenes additively but have ran into an issue; the lighting makes the gameplay scene I'm loading additively look like it took a bath in raw sewage. I've read multiple forum posts about generating lighting or copying the light from one scene into both scenes but neither resolves my issue.
In the image below:

  1. 'Gameplay' Scene is loaded.
  2. 'GameManager' scene is loaded, with 'Gameplay' Scene loaded additively.

Both images in the screenshot above are with lighting generated. That said, only the 'Gameplay' scene has a directional light; the GameManager has none.
Also, if I switch the active scene via code, the lighting is fixed. Is there a way to have one scene be the active scene but use the lighting of another? I'm currently using Unity v 2022.2.7f1. Any help is appreciated.

misty monolith
#

Hello ppl, I'm doing a separate light source for the player and the minimap.
I've set the separate culling mask and assigned them to their corresponding light source and set the cameras with the layers they will each display but the camera still shows all the lights.
I've tested with objects, it seems that the cameras will correctly exclude the object on the layers which is not in the culling mask of the cameras but not the lights, they still displays no matter what

crude wind
#

What render pipeline are you on?

misty monolith
#

I'm working on this kind of map, which the map will be relatively dark and I want the minimap to be much more visible

deft fiber
crude wind
#

Okay. You need to adjust the lighting before rendering the minimap camera and reset it after

crude wind
#

Though the minimap camera could just be rendered manually with Camera.Render, change the lights before and after that

deft fiber
#

Oh yea this one is for hdrp apparently
But the idea is the same
Wonder why lights don't respect culling layers

crude wind
#

It always felt a bit odd to me, yeah

#

Light layers aren't helping here either

misty monolith
#

so that is render the minimap camera before the scene and stuffs all happens using the script provided

crude wind
#

When you do that is up to you. Start of scene could be a good choice, yeah.

#

And make sure to disable the minimap camera when not used so it doesn't eat your performance

misty monolith
#

hmm so adjusting to light to minimap mode then adjust it back and the minimap will keep the settings it was assigned. Then the game plays in real time when the minimap starts moving with the player it'll still applies?

crude wind
#

What I do is render it once when the scene starts and the I have some UI script that centers the image to the player in the minimap view every frame

#

Or maybe idk what you are asking

misty monolith
#

oh yeah that is a way to do, the approach I was going for is have a camera on top of the player facing down

crude wind
#

Yeah its way more efficient to just render it once and reuse the image

#

Just needs some extra scripting for the UI

misty monolith
#

but how to do the scale for the player moving and other things moving on the map was the problem I faced

crude wind
#

Maths

misty monolith
#

Yeah this is why I took this approach

#

Thanks for the help @crude wind

sterile jetty
#

okay
can someone briefly explain what all these blue boxes are?

#

this is a baked light map

#

wait I'm dumb

#

I just couldn't find my object on there because it's really fricking tiny for some reason

dusky nacelle
#

lightmapping used to take 2 mins, now suddensly its taking forever ad , cpu isnt being used at all , nothing is changed in the scene , previously I had the problem but solved it deleting the library folder and restarting unity , but this time , it isnt working at all , what should I do?

#

it is stuck at "preparing bake"

winged forge
deft fiber
dusky nacelle
#

i dont have a good gpu, its gt 1030

#

well, after a lots of tweaking (installing bunches of new editors , reinstalling the windows etc) I have finally figured out that the problem was actually not with the editor , not even the library folder , the only problem is the position of the object , it was like 30000, 893, 45000 in the x,y,z , it's actually a position where the x86 floats are limited

#

taking them around the origin simply solves the problem

#

now I get even faster bakes than before somehow, probably because I've got my pc cleaned up and reset

deft fiber
dusky nacelle
#

if I reduce the direct and indirect sample 4 times less in the CPU baking I will get what exactly the GPU baking gives out , and in the same timing the GPU takes

dusky nacelle
#

though the new editor supports 2 gb as a minimum requirements now, but Im afraid it throws "out of memory" stuffs during the bake

#

I have 40 gb ram, and 6 core cpu, I guess it will be stable for desired bake results

deft fiber
#

I'd test it out rather than work on assumptions

#

You don't need to convert your project for it, just move that scene alone into a new project for a test bake

#

Light baking is an extremely well parallelizable task, which GPUs excel at with up to thousands of cores

brittle flax
#

Hi everyone, I'm pretty new to unity so sorry if it's a stupid question but does anyone know why this specific window model from blender is lighter of color then the cube wall from unity? they use the same material. it happens when I bake global illumination

heavy merlin
#

I've got a skybox for lighting and I've enabled realtime global illumination, I also tried baking light but it didn't work properly. I can't see any shadows in the scene other than on the two textured objects, please can someone help?

#

nvm found out you have to go in and manually tick "contribute to global illumination" PER object ????

deft fiber
languid blaze
#

@young flume so, you need to either create lightmaps in Blender (stored in UV1), or ask Unity to generate them for you

#

turn on "Generate Lightmap UVs" on the model importer for the latter

strong plank
#

Has anyone encountered this bug in 2022, 2023 and 6000 in HDRP where alpha clipped materials do not cast cutout shadows properly?

#

it was fixed in 2023, was not backported to 2022.3 LTS and remains in 6000 but im not sure if anyone has figured out a temporary solution to get them working

#

And i worry that even though 6 is still early, Unity is still unaware that their fix doesnt work in 6000 or 2022 still

shell juniper
#

Make a bug report, it's weird that that it apparently got fixed in 2023 but isn't in 6

golden mantle
#

Question. I am using Bakery (latest update). I had my MonoSH lighting work in Unity 2019 since 3 years. I had to switch to Unity 2022 and it doesn't work anymore. I am using Filamented Shader (latest update) on all my static materials. How do I get my MonoSH lighting back to work? Not sure how to continue right now.

#

Specular map should look like this:

#

Baked it looks like this:

#

Material looks like this:

#

Light source looks like this:

#

Bakery settings look like this:

strong plank
# golden mantle **Question.** I am using Bakery (latest update). I had my MonoSH lighting work i...

In the bakery discord someone was having issues with that same shader, I was using BetterLitShader with regular SH and it broke after the recent bakery update. Luckily it was updated after Patching bakery it works 90% now.

All i know is recent versions of bakery have been breaking compatibility. Usually the one who makes the shader is the one that needs to update it to support bakery's new architechture.

#

Mr.F (the dev) added a way to occlude specularity so this means you might not have to bake Reflection probes (really cool feature)

IT seems to have broken shaders (BLS was doing the same exact thing in your screenshot).
You might try the regular Bakery Standard shader just for testing to see if this is the reason maybe? It should just work out of the box for that one and the URP one

golden mantle
strong plank
# golden mantle Thank you so much for your help. I will try this. Also I saw that there is a Udo...

I dont use MonoSH or make VRC maps but for static geom i've been using regular SH.

Okay so for HDRP regular SH works great but breaks on non static geom. The whole point of using Volumes is to prevent having to use Light Probes so i was stumped..

At the moment I use regular SH for static and actually Vertex SH for characters. Its a little bit scuffed sometimes with the light leaking but works good enough for me.

I'd maybe take a look in the Bakery discord cause it seems like half the people there are VRC devs and they know their stuff

golden mantle
#

I appreciate your help a lot. Thank you!

#

These are a lot of things I haven't even heard of yet. Pretty interesting

zenith carbon
#

I'm using Bakery an it keeps getting stuck at this 2021.3.16.f1

#

any ideas why

sonic mason
#

why does my trees have white edges ,
it doesnt do this when i remove the emission , but my emission atlas is all black so it shouldnt emit anything

chilly kettle
deft fiber
sonic mason
sonic mason
#

@deft fiber
so this is the uv with the albedo ,

#

and the emission

deft fiber
# sonic mason

So there are non-black colors around it
Mip maps will effectively blur the texture so at certain distances the beige below your UV region could reach the tree

#

If disabling mip map generation on the texture temporarily seems to fix the issue, that suggests it's what's happening

sonic mason
#

just disabled it , nothing happened

#

or actually it helped a tiny bit

#

but only a tiny bit xD

#

so horrible XD !!

deft fiber
# sonic mason

To the best of my knowledge this should solve it fully, or have no effect
I don't have a guess why it seems to work partially
Except unless your LOD models have different UVs
Or if it's actually an MSAA related problem

#

I would try to rule those out and then experiment with different UV layouts, or different emission maps in an effort to pinpoint where exactly the color bleed seems to happen

sonic mason
deft fiber
vagrant hearth
#

I really need help. I'm working on my game for a game jam but I'm having this issue where when the scene gets reset, the lighting goes all dark. Can anybody help me fix this?

deft fiber
sonic mason
#

thanks for the help @deft fiber

karmic elbow
#

I need help with baking in my levels, whenever I bake the lightmaps are always black how do i fix this?

#

before and after baking

chilly kettle
karmic elbow
#

the lights are set to mix, we did switch from unity 2022 to 2023 and before the switch the shader was working fine

dry abyss
#

anyone ever have these artifacts in internal lighting using APV in HDRP?

#

Unity 6 latest build

winged forge
dry abyss
#

That didn't seem to fix it but doing some basic debugging it shows that probes inside my mesh are considered invalid, i shouldve checked this from the start XD

dusky nacelle
#

does using multiple light probe group has any disadvantage than using only one and generating multiple light probes out of it?

shell juniper
#

if your meshes are modeled with double sided faces make sure your materials are double sided

errant plank
#

Can anyone help me? Iโ€™m trying to bake my lighting but the waiting time sometimes gets longer and longer or it just chooses not to even bake. And sometimes it does bake but the system canโ€™t allocated memory. Can anyone please help me?

dusky nacelle
shell juniper
raven jewel
#

Hello. I am having issues trying to bake lighting for this door. The door is simply a solid rectangle with windows cut out (using booloen modifier). The square in the windows have a long rectangle plane going through it for the glass. It appears that the baking does not light this plane going through the inside of the door. Does Unity not like objects inside an object? does it mess the lighting up?

dusky nacelle
shell juniper
#

no worries, I just mentioned it in case you wanted to ping them instead

ocean bobcat
#

Why does my skinned mesh have inverted lighting on it? Normals in blender are all blue and looks fine but when I import it into unity, the lighting is acting as if it is being hit from the other side of the mesh

whole flare
#

Hey, I am trying to bake lighting for my backrooms game, but almost no matter what I do I can't get these weird shadows & artifacts to go away.
heres my lighting settings and some screenshots.
I am using probuilder cubes and flipping their normals in order to create the rooms. is this causing the issue? is there a workaround?
i've used all lighting modes and there are zero overlapping uv's in the scene

whole flare
errant plank
#

Yo I am using baked lighting and I am trying to bake this one area of the game but for some reason, the lightmap just looks horrible on it. Like there are shadows in places that are not supposed to be there. I have no clue what to do.

dusky nacelle
#

are you using any transparent shader?

#

if yes, then check on the double sided gi box under the material

#

if if's not the case, go the mesh importing setting on the mesh of that object and check generate lightmap UVs

#

if that's not the case as well, then create a custom lightmap parameter on the lighting setting and set the push off value to 0.001 or something

#

the problem will go away with any of these 3s

arctic isle
#

The other possibility, although it doesn't really look like it, is that it's an issue with backfaces in the scene, so just make sure you don't have any backfaces exposed to the rest of the geometry where light could bounce.

vagrant ridge
#

Helloo, im having some issues with terrain and lighting. I have added a light source, global volume and reflection probe to my scene. However, after adding stuff to the global volume and baking the reflection probe my trees on my terrain have a weird flickering edge. like its some kind of reflection or something that flciekrs when you walk through the scene. Anyone that knows what could cause it or fix it. Im using HDRP.

charred merlin
#

how would i fix this? was working perfectly until today
this is mine and i had bought a new pc and forgot my login making me have to extract it

deft fiber
deft fiber
# vagrant ridge Helloo, im having some issues with terrain and lighting. I have added a light so...

You could show what the flickering edge looks like
I would look at the reflection probe preview to confirm it doesn't look weird in any way, and also make some Lit materials for testing, one of which fully nonmetallic and rough, another fully metallic and smooth and apply them to objects
A rough nonmetallic object will not use reflection probes for lighting, while the metallic one will
The tree issue might appear on those too

bold zinc
#

Hi everyone,
I'm working on switching lightmaps in runtime and everything works perfectly fine on single scene, however when I want to use multiple scenes there's a problem.

I use container that stores all lightmap data, cuz we cannot use Lightning Data Asset outside Editor.

So, I bake both scenes on the same lightmap, when I load both of them at the beginning everything is fine, changing lightmaps work on both of them. But when I unload one of them and then Load it again it is not affected by lightmap at all.

When I bake them od seperate lightmaps and each scene has it's own lightmap manager and I load them 'LoadSceneMode.Single' then everything works fine, but when I use 'LoadSceneMode.Additive' then second scene is again not affected by lightmap at all, and on top of that first scene is affected by lightmap from second scene.

Someone know how can I fix that?

vagrant ridge
vagrant ridge
deft fiber
# vagrant ridge what do you mean by Lit Materials?

HDRP Lit is the most default shader that HDRP has
Placing them next to the trees as I described would help us pinpoint if the issue is purely in the reflection probe by testing if reflective Lit materials exhibit the artifacts as well

#

But it could be a shader related issue as well

vagrant ridge
deft fiber
#

If they reveal no issues, that points out the problem being likely not in the reflection probe itself, but something with trees specifically

gleaming horizon
#

I sent a bug report to unity fourm

vagrant ridge
gleaming horizon
#

yeah

vagrant ridge
gleaming horizon
#

I think even unchecking the shadows in volumetric clouds will solve the problem

vagrant ridge
#

alrigth, then ill see if i can do that too

#

thanks for the advice

gleaming horizon
#

but they will fix it in next update no worries

vagrant ridge
#

perfect

rustic skiff
#

hey i have an issue with my lighting on these walls. You can see a weird shiny effect on it and i dont really know why this is the case. I imported these assets from blender. Does anyone know where the problem could be?

chilly kettle
rustic skiff
chilly kettle
rustic skiff
chilly kettle
#

You can see everywhere, that you have problems with your normals, because you didnt provide smoothing groups.
Thats a problem in Unity.

chilly kettle
# rustic skiff

This weird shading is caused by bad normals caused by no hard edges.

deft fiber
# rustic skiff

The parts that have bevels also need weighted normals
The parts that don't will need auto-smoothing by angle

timber lichen
#

anyone know how to fix this?

deft fiber
dusky nacelle
# deft fiber What do you need fixed about it

suppose I have a scene that needs 13 hours to be baked , now if power outage happens during the bake time after 9 hours , and if I rebake again the scene , will it take that 9 hours again?

deft fiber
dusky nacelle
#

well, that's a bad thing..

tulip tendon
rustic skiff
timber lichen
pastel gulch
hybrid estuary
#

how can I make it so the weird transparency error goes away?

errant plank
chilly kettle
# pastel gulch Hello everyone, how i can fix this flicking light?

Try this: https://www.youtube.com/watch?v=y_vw-jzuNs0

If it helps, leave a like ๐Ÿฅณ

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...

โ–ถ Play video
quartz tapir
#

Hey I'm really new to these lightning stuffs. I'm not too sure why the camera just shows dark, but be something with the lightning/renderer that I messed with a couple months ago. If anyone can provide some sort of guidance/assistance would be greatly appreciated!

dusky nacelle
#

it's usual to take 13 hours, I thought it would take at least 2 days to complete the whole scene. anyway, Unity should make a support for pausing and resuming the bake

winged forge
loud gazelle
#

I have this model as a light source for a warehouse but I have a problem with it. For gameplay purposes it NEEDS to be able to turn on and off, so using an emissive material which is baked is not feasable. From the accesible realtime lights none of them look like such a light tho as for example that type of light has an elongated light source instead of a point light if you understand what I mean

#

Any idea on how I might get that to look somewhat decent?

tulip tendon
#

for scenes this big either use realtime GI or APV's

dire matrix
#

Question, does indirect resolution matter?

loud gazelle
#

I just assumed that baking is the only viable solution to most things

young flume
#

Just started with adaptive probe volumes

#
  1. All of the light leaks
  2. Why don't the windows provide light?
tulip tendon
#

you dont really want to huge open world scenes because that would take forever

#

for those you should use APV's since they bake way faster or realtime lighting

loud gazelle
#

hmm do you have an compatible idea for my issue above? What should I use for that? I mean baking is not really an option anyways as I need to be able to turn it off

tulip tendon
#

which render pipeline are you using?

loud gazelle
#

built in

tulip tendon
#

yeah..honestly you really dont have any good options

#

to use Adaprive Probe Volumes you need to use URP or HDRP

#

to have realtime GI like SSGI or RTX you need to use HDRP

loud gazelle
#

hmm I don't really wanna switch tho as the game is my first actual full game and the rest is pretty simple

tulip tendon
#

in that case you would need to fake it

#

use ambient light that changes based on the time of day

#

and add volumes that change the ambient light in interiors

loud gazelle
#

II dont' really understand you, for context: The light is in a ware house and is controlled by a light switch. The player is the one deciding to turn on / off the light

tulip tendon
#

i see

#

i was kinda imagining a city

#

how detailed is your scene?

loud gazelle
#

very

#

the ware house is full of smaller objects

tulip tendon
#

can you show me a pic?

loud gazelle
#

yeah gimme one sec to load it up

#

I turned off the lighting rendering so you can see it better

tulip tendon
#

ok you dont need to bake every item there

#

even with the items that should not take so long to bake

#

what are your settings?

loud gazelle
#

pretty high, but you have to know that this is only a single room of a much bigger game

#

my main issue was to get somewhat realistic lighting from the lighting tubes

tulip tendon
#

that can be an area light

loud gazelle
#

but that isn't realtime no?

tulip tendon
#

oh yeah in birp is not

#

actually

#

use the area lighting and try the precomputed realtime GI

loud gazelle
#

I don't know what that is, but I assume I will be able to find a yt tutorial or something

tulip tendon
#

in the lighting tab there should be a realtime dropdown

#

just check that box there and uncheck the baked GI

loud gazelle
#

like this?

#

can you explain what that does? I love to learn new stuff in unity

tulip tendon
#

yeah

#

it basically bakes realtime lightmaps that can be changed well, in realtime

#

it is a deprecated feature but it should still work fine

loud gazelle
#

Wouldn't that be extremely resource intensive?

tulip tendon
#

no

#

unless you have a billion of lights

loud gazelle
#

I guess it will work

#

hopefully

full umbra
#

tried following a tutorial for baked lighting not exactly sure what happen here, the map is made out of non merged blocks, everything is static

winged forge
chilly kettle
full umbra
#

this is how it looks with real time lighting

chilly kettle
deft fiber
# full umbra that was baked i dont know why it looks like that

Because you have too many separate parts with seams between them, which baked lightmapping can't deal with
You would have to combine the meshes and merge their overlapping vertices before generating lightmap UVs, or try a different way to bake lighting like APV which does not rely on lightmaps

full umbra
#

i thought maybe i setup the bake settings wrong, i currently dont have any way to merge the objects, i plan to use modular 1x1 blocks to build my levels

deft fiber
muted pasture
#

hey i was changing my lighting settings to get some ambient light when all the sudden my whole level got weirdly colored

#

what did i do wrong?

deft fiber
#

Since your scene's ambient lighting is from the sky, and we can't see they sky, we can't visually confirm if those glossy reflections match the kind of lighting your scene's sky currently has

silent beacon
#

Any suggestions to get the shadows/lighting of the asteroids on the right to be more like the left?

deft fiber
silent beacon
silent beacon
#

Reduce... like make that shadows less (more bright)?

deft fiber
silent beacon
#

I'll give it a try... Thanks

silent beacon
#

Better?

deft fiber
silent beacon
#

I did add a volume with bloom.

deft fiber
#

Your ambient light source is a black color, so you get no ambient light
Your skybox is undefined, so you get no environmental reflections

silent beacon
deft fiber
silent beacon
#

Tons of tweaks, added the ambient light, any more and its probably to white on the left. Its really suddle... which tells me its good for now... ๐Ÿ™‚

deft fiber
silent beacon
#

I have a global volume set:

#

When I turn it off, I get this:

#

Maybe, I need to redo the strengths without the volume?

pseudo umbra
#

I made this level in blender with textured planes. When I put it in unity the directional light goes through the walls.

upper fable
deft fiber
pure vine
#

why this black areas happen in baked light? and why the ceil gets that weird lighting? there is only directional light in the scene

deft fiber
clear meadow
#

Hi guys, can u guys tell me how to setup lighting like that?

#

My lighting setup

deft fiber
#

Ambient light may be a bit different, but with different colored surfaces also it's hard to tell precisely

upper fable
#

Also judging based on the shadows it looks like the light above is little bit more angled which may give bit more uneven lighting between different faces of the objects

clear meadow
#

What color space do you think they used for this game?

deft fiber
clear meadow
deft fiber
#

Not totally sure what you mean by "can become" though

clear meadow
deft fiber
clear meadow
deft fiber
clear meadow
deft fiber
clear meadow
#

I tried doing that but as you can see in the two images below, my edges were still too bright and there was no clear color distinction.

deft fiber
glacial imp
#

decent lighting

#

but my pm is all black

#

player model

static bluff
#

hi, please help me I m running out of ideas. My terrain gets all black when I bake the lightmap. It's set as static and all

glacial imp
glacial imp
#

scary or nah?

spring gale
#

i set up realtime lighting and yet my point light is not lighting up in the scene or when I press play

glad fox
#

I have this scene with a bunch of lights, This is an UnBaked version but If I bake it many walls become black...
I'm also using Light Probe Group but still...

#

Could it be because some ugly UVW Maps on the meshes?

glad fox
#

I need it because it have to lit some stuff from outside but it will influence the interior ๐Ÿค”
Maybe I could work with Layer Culling

chilly kettle
glad fox
#

This how in game looks like ๐Ÿคฆโ€โ™‚๏ธ

#

Ok I'll change the prefab and I'll palce Area Light ๐Ÿ˜‰

chilly kettle
# glad fox See ๐Ÿ˜•

this doensnt really makes sense phunkEnton
Did you check "generate lightmap uv" in the import settings?
I guess this is the Polygon asset? you have to generate the lightmap uvs for the models.

glad fox
glad fox
chilly kettle
glad fox
#

Oh... I set the Shadow Strength to 1 looks better!

chilly kettle
#

Its set to realtime, didnt you want to bake it?

glad fox
#

Yes, I could, Indeed why not.

#

Definitely was about the Shadow Strength ๐Ÿ˜๐Ÿ‘

muted frigate
#

I also have a FlickeringLight script that flickers the light every few seconds or so, could that be a problem?|
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FlickeringLight : MonoBehaviour
{

public Light _Light;

public float MinTime;
public float MaxTime;
public float Timer;

public AudioSource AS;
public AudioClip LightAudio;
// Start is called before the first frame update
void Start()
{
    Timer = Random.Range(MinTime, MaxTime);
}

// Update is called once per frame
void Update()
{
    FlickerLight();
}

void FlickerLight()
{
    if(Timer > 0)
    {
        Timer -= Time.deltaTime;
    }
    else
    {
        _Light.enabled = !_Light.enabled;
        AS.PlayOneShot(LightAudio);
        Timer = Random.Range(MinTime, MaxTime);
    }
}

}

fallen jacinth
proper viper
#

Hi, does someone know why ligthing doesn't go through transparent materials? Nor does volumetrics. It's weird because sometimes it works, sometimes it doesn't, I have projects made on URP and sometimes transparent materials in that project let light go through, and sometimes not, the same for HDRP.

vestal canopy
#

hey guys!
any idea why my light map baking keeps getting stuck on 50%?
here are my settings and the memory leak errors i got in the console

spring gale
tulip tendon
queen shell
#

theres a slight issue on my wall from the emission (baked lighting)

quasi kindle
#

Why does the baking process take so much time? What I'm sure of is that I won't make a mistake somewhere. Do any of you know my mistake? I'm sure 7 hours is a very long time. At one point, even the sun, which revolved around the terrain like a solar system, was giving the light I wanted. But I don't know where the mistake is in this baking process. If anyone knows and can help I would be very happy.

chilly kettle
chilly kettle
chilly kettle
quasi kindle
quasi kindle
glacial imp
#

help me my lighting works fine when its in non play mode, but when i join, my lighting just stops working.

#

mp4:

sudden cipher
#

I have a layer called "front bg". When I set a light2D component's Target Layer to "front bg" through the inspector, I can see the light in my scene. However, if the Target layer is set to anything else, my light doesn't show.

sudden holly
#

Accidentally started baking lighting, cancelled it and all light just broke. The right image is before baking, the left is after. How do I restore lighting?

obsidian rover
#

Why does this happen and how can i fix it?

candid jungle
#

how can i make a normal like fade into darkness?

chilly kettle
chilly kettle
#

If its baked

glacial imp
#

help me my lighting works fine when its in non play mode, but when i join, my lighting just stops working.

leaden dirge
#

check camera settings?

#

like exposure

glacial imp
#

alr ill check

pure vine
pure vine
pure vine
sudden holly
cold jungle
#

hey

#

how do I give an ambient light in hdrp?

#

it looks black on one side

timid veldt
#

Hey im making my first game with HDRP and im noticing that my lights are bleeding through walls, but this only happens when I am far enough away from the light source, if I get closer the light leak stops and everything looks as intended. the change is extremely sudden like the moment I step X distance away from the light source the light leaking starts. Does anyway know whats causing this and how to fix it?

obsidian rover
cold jungle
chilly kettle
# obsidian rover the blue fading at the edge of the floor

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...

โ–ถ Play video
unkempt zealot
#

how do i get this ugly shine off? this is supposed to be a rocky dirt but it looks like an oily ice cream

#

my other two textures don't have that silvery shine on them

#

what can i do to remove the shiny wet look to my dirt texture

chilly kettle
copper moon
#

Hi all,

I'm a bit lost here --
I dragged my player prefab into one scene where the reflection is working (the bluish-green one), and this other scene where it is not (the purple one). It looks like that extra spot light around the player isn't rendering either when I dragged it in.

I checked my global lighting settings and they seem to be the same, but the player reflection texture renders black in the purple scene.

Is there anything I should check to see why it's not working?

Thanks!

raven jewel
#

Hi everyone. I am really struggling to find out why I am not getting shadows cast from my 3D unity cube. The point light source has shadows enabled, and the 3D cubes objects has cast shadows enabled

raven jewel
#

Yes i'm using URP. Thsee are my URP render settings. It seems like shadows are enabled in my URP settings.

hybrid estuary
# cold jungle

Adding visual environment to the post processing usually works

tiny bramble
#

Iโ€™m making a 2d top down shooter and I have shadow casting. Sometimes I have thin lines that arenโ€™t the colour of the shadow around the wall. Does anyone have a solution?

sonic vine
#

does anyone know why light goes through inclosed places even thought theres no reason it should be? (in 3d)

winged forge
sonic vine
#

Ah

#

Thanks

pure vine
#

when I bake the lights, I see where 2 walls intersect together. even with relatively high sample values. is there a fix for it except for using a single wall? because I don't wanna scale it.

pure vine
chilly kettle
chilly kettle
# pure vine So I guess I should accept it how it is

or Stitch Seams option is available in the Mesh Renderer component, under the Lightmapping header. By enabling it, Unity will attempt to fix seams by blending color values between UV shells that share a stitchable common edge in the model.

#

Note that this option only works with single GameObjects

pure vine
chilly kettle
pure vine
chilly kettle
pure vine
chilly kettle
#

possibly.
But automated merge is not always 100% accurate.
You could also export your walls as a fbx, merge the meshes and reimport it to unity

timber lichen
#

anyone here that could help me out?

night shell
night shell
pure vine
night shell
#

right, modularity is good for convivence but when it comes to lighting especially in the context of lightmaps this is a common issue one might run into

#

because from the perspective of the lightmapper, each single piece that you are "lightmapping" it treats them like seperate objects, sure they might appear continous to you but to the lightmapper its two different things. It will do it's best of course and will try to stitch such things (there are tools/solutions that exist also to mitigate such things like increasing padding in the lightmap UVs or enabling lightmap stitching (which is on by default)) but generally in such cases the best and simplest solution is to just actually join the meshes so that surface is indeed one continous mesh/object

#

just like kjarudi mentioned, just wanted to pop in to elaborate a bit more on it

#

if you want to get the best results with lightmapping/baking, it helps to learn more about how it works and that will allow you to leverage its strengths and work around it's weaknesses

pure vine
#

thanks

night shell
#

this is a good way to learn about it, but also using it as a guide to fix any more things you run into with baking

mellow pilot
#

i have a building that can be upgraded to a much bigger, nicer looking building. so i'm trying to bake the lighting with the upgraded building enabled and the original building disabled. then i make duplicates of the lightmap textures and isolate them in a unique folder and bake again with the opposite, upgraded building off and original building on.
when the player upgrades the building it's supposed to switch from the original building lightmaps to the upgraded building lightmaps. but for some reason the upgraded building lightmaps don't look like how it does when i bake the scene with it enabled.
i've been using chatgpt to help me figure out how to do it in the first place but regardless of cgpt's help i can't figure out what's happening. everything seems to work and be linked correctly when the building is upgraded but it just doesn't look like how it should.
how can i troubleshoot this or is there a better way to accomplish what i'm doing? also I'll link the code i'm using

#

oh and all my lights are set to Mixed mode and I'm baking with Subtractive mode

novel plaza
#

For light probe volumes, in reading the docs, it says meshes should be changed to receive GI from Lightmaps to Light probes. You have to do set this on each mesh?

deft fiber
novel plaza
timber lichen
#

why does my baked lighting make these strange dark squares

#

please i am so confused

chilly kettle
deft fiber
#

Could also be chapter 9

raven jewel
#

I created a new scene for my project. However, i just cant generate simple shadows. I am using URP. My options have receive shadows ticked on. And, my realtime point light has hard shadows set. I have no idea why I just can't cast shadows. Any help is much appreciated.

chilly kettle
raven jewel
hard yarrow
#

guys
i need to light up every single thing in this red part of the sword so it gives out good red effect on the sword

hard yarrow
#

pls tell

deft fiber
hard yarrow
#

hmmm ill try that

green kindle
#

Hi guys I need help for lightning in unity Is anyone come help me in voice chat

#

I have a light but it is not working even if I change the value of the light

deft fiber
green kindle
#

I see

#

But I dont know how to add that

green kindle
#

Thank u โค๏ธ

#

Actually I just started like 1 week ago trying to learn

deft fiber
#

And to make the process easier you can use the HDRP sample project as a starting point and to get volume override and light properties from there

raven jewel
dire bramble
#

Hello everyone, I have a problem here with the URP light, I can't understand why the light is passing through some parts of my scene, does anyone know what I can do to solve this problem?

chilly kettle
dire bramble
chilly kettle
dire bramble
chilly kettle
dire bramble
chilly kettle
deft fiber
#

Can you confirm which one it is

#

Scene view has a debug view mode for baked lightmaps to rule those out

dire bramble
#

Another strange thing is that the shadow here in one part is correct and in the other it is weird

meager depot
#

how were the shadows created in thronefall? These look cartoony and in my game the shadows just look like standard realistic shadows

#

my game

deft fiber
deft fiber
meager depot
#

thank you!

dire bramble
deft fiber
jolly thicket
#

how can i improve this shadows quality

deft fiber
#

Your players won't either

jolly thicket
#

yes

#

its same

#

in gameplay mode

deft fiber
jolly thicket
#

gimme moment

#

thanks

#

helped

#

but its still little blury

deft fiber
#

Note also that your game window has non-integer zoom level (not 1x, 2x, 3x, etc) so quality suffers in general, as you can see with the jagged edges

jolly thicket
#

man big thanks

dire bramble
dense bramble
#

Hi everyone :)) I'm struggling with HDRP shadow settings, for my game, I'm wanting shadows to appear rougher or more pixelated, my shadows are currently much too soft, here are the shadows and my settings. (originally posted in hdrp, moved to lighting)

upper fable
plucky bane
#

guys, I have used baked lights and they are working really good but I got a simple question, If the map going to be all baked lights then the character isn't static how am I going to light him up exactly? do I use mixed light (I tried it before and was terrible tbh) or what should I do in this case?

shell juniper
#

Mixed light usually works nicely with baked data though, so for anything dynamic (think a flashlight) try it out

wind aspen
#

does anyone have any idea what could be causing these strange white patches that appear in this room where it should be dark?

#

ive already tried messing with just about every setting in the light baking menu

#

the only thing that affected it was lightmap resolution but it didnt fix it just changed the pattern

#

im using HDRP if that helps

chilly kettle
wind aspen
#

im not sure how it could possibly be anything other than a lightmapping error, it showed up from baking the lightmap and the patterns in which it showed up changed when changing the lightmap resolution

#

how do i access the lightmap debug view? i have to be honest, i didn't know that was a thing

wind aspen
#

heres the lightmap with the artifact if thats what you meant

chilly kettle
wind aspen
#

thanks

#

not really sure whats most useful here

chilly kettle
#

@deft fiber - Any idea how to improve the lightmap? I already pumped the Samples to 2000 and use Open Image Denoiser, but i cant get rid of this artifacts on the ceiling.

pallid bear
#

What kind of lighting setup should I use for an HDRP game where the only light sources are minimal ambient light and a flashlight? I'm a bit confused by hdrp

chilly kettle
pallid bear
#

yes

chilly kettle
#

Baked is the most performant lighting + a realtime Flashlight i would say

pallid bear
#

so baking for the ambient light?

chilly kettle
#

In Indoor areas you might need additional Area lights

pallid bear
#

Everything is indoors kinda

#

But I can only have 1 ambient light source and my flashlight...nothing else makes sense

chilly kettle
#

ambient light doesnt reach indoor scenes if you bake.

pallid bear
#

Can't have random light in there

#

What about realtime GI or screen soace GI? I just need a little bit of light so it's not pitch black

#

It's the flashlight's job to illuminate

chilly kettle
#

Yeah, most realistic would be to have a baked environment light, which bounces realisticly (maybe) into the cave.
And for the Flashlight you can use Realtime GI that bounces in the cave.
Thats a good way to go.

chilly kettle
pallid bear
#

I don't think baked environment light would work, it would just work at the entrance

pallid bear
#

but are you talking about screenspace GI?

chilly kettle
#

I would test it with completly realtime GI and have a look how it works

pallid bear
#

yeah ok I will experiment

#

I don't know if it works with the underwater of the hdrp water volume tho

#

the water system underwater behaves a little weirdly

#

I will need to experiment

chilly kettle
#

happy if you spread some screenshots here if it works ๐Ÿ™‚

pallid bear
#

after a bit of googling around, it seems like ssgi looks bad and is lame.

#

seems like either I'll need to do some baking or use raytraced GI

#

I will investigate further

pallid bear
#

true

#

but raytraced still looks a lot better

#

I have a lot of experimenting to do

chilly kettle
#

sure ^^ Thats the essence of gamedesign. Try and error ๐Ÿ˜„

deft fiber
chilly kettle
deft fiber
chilly kettle
#

tried everything and this is the best result (or even with 2k samples) - not much difference

chilly kettle
deft fiber
pliant bobcat
#

i put everything to static and started baking the lights 2 days ago, for some reason its still 1 percent and isnt baking at all

#

it sais 58 days left but ive never had this ploblem before

deft fiber
timber lichen
#

How do i add URP to one item and not the entire map

languid blaze
#

that question does not make any sense

#

"URP" is a rendering pipeline

#

your original question in #archived-code-general made it sound like you want to make a light that only affects one object

timber lichen
#

what

languid blaze
#

If not, then I have no idea what you're asking about

#

and you need to show what you're doing

timber lichen
#

i aint a professional

#

idk what that is

languid blaze
#

you don't have to be a professional to explain what you're trying to accomplish

#

what are you trying to make your game do?

timber lichen
#

how do i add a glow to an object basically

#

:shug

#

like this

languid blaze
#

You're asking about bloom, then.

#

Bloom is a full-screen effect, so you can't really just apply it to a single object.

timber lichen
languid blaze
#

But you can adjust the bloom threshold so that only very bright objects get bloomed

timber lichen
#

ooh

#

I DID IT

#

So what i did was

#

i added a new material

#

then clicked emission

#

then selected a colour

#

@languid blaze Do you know where i can find textures like this?

languid blaze
#

consider AmbientCG

pliant bobcat
wind aspen
#

yeah ambientcg is where i get most of the materials i use from its great

unkempt zealot
#

where is smoothing? apparently it can reduce the wet shiny look of my models

unkempt zealot
#

i need these last 2 to be less wet/shiny

chilly kettle
limber veldt
#

But any other method should work

unkempt zealot
#

i don't understand

chilly kettle
unkempt zealot
#

Not on lighting

#

Iโ€™ve only watched tutorials on setting up lobby and walk cycles

chilly kettle
# unkempt zealot Not on lighting

a Material has nothing to do with lighting. (maybe a little ^^)
A Material holds all the information about the view of your 3d model.
So the Color, Smoothness etc.

#

Means you take a look into your dirt material and change its smoothness value

unkempt zealot
#

Thatโ€™s what I keep asking where is smoothness. Older posts on here say to turn smoothness to something other than 1 but I have no idea what area has that

#

Were you trying to say there is a material tab โ€œin the material- tabโ€

#

Because โ€œin the materialโ€does not make much sense considering the normal map and height map for this texture is rough

chilly kettle
#

Klick on your model, klick on its material and change smoothness to 0

unkempt zealot
runic quarry
#

I have this plane with an unlit shader and a texture with alpha clipping
However, when I bake the scene the plane casts an ugly shadow, even though "contribute global illumination" and shadows are turned off

#

anyone know a way to fix the shadow? Ideally I don't want to uncheck "static", since there are a bunch of these planes scattered around the scene

mossy pivot
#

If you have multiple rooms and do not want real time lights to leak through walls do you use layers and lighting culling mask?

deft fiber
deft fiber
#

Light layers work but it can very quickly become very manual to set up

mossy pivot
deft fiber
#

I think probably yes

chilly kettle
#

or manually placed shadowcasters, but that would be annoying after a while i guess

mossy pivot
#

yeah actually these are usually none shadow casting though - maybe can use fake projectors in some case. Not sure what URP has in that space - decals?

deft fiber
# pallid bear Can't have random light in there

Forgot to mention
Baking won't benefit you if your cave has no static light sources at all
Since you're on HDRP you may be able to fake bounce lighting with an additional light source with a large size/diameter, placed somewhere near where the flashlight's cone hits to mimic bounce lighting
Some games have used that to a great (and efficient) effect

deft fiber
mossy pivot
deft fiber
mossy pivot
deft fiber
mossy pivot
deft fiber
#

Do you have a demonstration of how the issue appears

runic quarry
# deft fiber "Static" contains multiple different static flags, contribute GI being one of th...

The situation is a bit more complicated unfortunately. To bake the lights, I have another person in my team do it by selecting the parent object and marking all children as static. Since these rooms move, they all have to be unmarked as static after baking. Ideally we want to minimize the amount of steps to bake the lighting since we do it so often. Another option is to use a particle system that's constantly looping, but I don't know how performant that would be

#

In the past we tried making an editor script to select certain objects to change the static flags automatically but that didn't work (used chatgpt)

pallid bear
#

Is there nothing actually inbuilt that is better at runtime than that?

#

Also, this will all be underwater (unity hdrp water system) with dust/silt particles flying around...idk what kind of effect the water system has on all of that if any

deft fiber
#

If the dust and silt are lit particles they should work excellently with all light components

pallid bear
#

Yeah they are lit

#

I have some shuriken lit particles, but I also wanna experiment with some sparse fog coloured to mimic silt

#

Will see what looks better

#

Maybe both

deft fiber
#

Spot lights aimed away from the hit point are also worth experimenting with, and you could have multiple light sources if it seems there should be multiple spots where the light would be bouncing around from

#

While not dynamic, I found a similar technique works well for room light fixtures
The ceiling would normally be lit by light bouncing up from the lit surface, so I use a soft spot light pointed up to fake it

pallid bear
#

Are there any tutorials for that setup? Cause I can't think of how exactly I should set up the light and where

#

Maybe I should just experiment

#

But I need to fix my terrain first...digger shader unfortunately doesn't work with unity 6

#

I should either export the terrain mesh and color it somehow as a splat map

#

Or Iveheard the microsplat shader works with unity 6 and digger...I will need to experiment

deft fiber
glossy stone
#

I don't know if this is the right place to ask this, but I'm having an issue where a repeated texture creates noticeable patterns over large spans:

#

you can notice the grid created by the repeating texture

#

Is their a built in way of mitigating this effect?

tight parcel
#

Hey, my game has baked lighting and where there's no lights it's completely pitch black. Is there a way i can set a minimum lighting level or something? Just so you can at least navigate

nocturne shuttle
#

Why doesn't my skybox light up my scene in Unity 6 Preview?

neon rampart
#

yo. I'm trying to bake the lighting of a team fortress 2 map, 2Fort, but whenever it's done baking I get a nicely shaded terrain but with loose objects becoming dark and unshaded

#

I'm pretty new to lighting so I'm wondering what's happening here

#

here are my settings

neon rampart
#

the object is set to static though

#

it's a random bit of scenery that won't move anywhere so I set it to static

deft fiber
deft fiber
deft fiber
tight parcel
deft fiber
regal bone
#

hey guys i need some help with my light baking, I've made sure to set my models to Static and generate lightmap UVs, but most parts of my model isn't lighting up, only my yellow pipe has baked lightmaps. The white and orange textures are the emissive lights. How do i fix this? im using urp

#

heres one with a realtime light

#

these r my settings

timber lichen
#

how do i stop my lights from buging into the side like that? I've messed with the tilling option does nothing

languid rune
#

Hello, why I cant use mixed mode since I only have 2 lights in my scene ? (this one and directional)

shell juniper
regal bone
#

Hey, just a few minutes before you sent that message I managed to solve it ๐Ÿ˜‚
everything was okay, but my textures were metallic so i had to put a reflection probe for the metallic maps to light up

gentle dune
#

how can i make the skybox have less effect on the terrain?

pallid bear
#

maybe window -> lighting -> environment, then there's an option for skybox intensity or something like that

cinder night
#

Anyone have a good tutorial for Lighting?

#

also how do you add texture to stuff?

timber lichen
#

wrong server

#

wrong server didnt mean it here

#

i meant it for erlc support

#

they are absoultely useless in there

nocturne shuttle
#

like how it worked in the older project

nocturne shuttle
#

maybe

timber lichen
nocturne shuttle
timber lichen
#

how did you make that map btw? Is it probuiilder or blender

nocturne shuttle