#archived-lighting

1 messages · Page 33 of 1

paper glade
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basicall, what happens is

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the "sun" light source is rotating

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and im changing the tint color of the skybox

deft fiber
broken prairie
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So what's going on why is my floor not making light?

cerulean scaffold
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oh super btw i solved the light overlap problem when the lights are side by side (which I dont understand why) there is less light overlap so the lights did not cause a problem but when i put the lights on top of each other it always caused overlap (maybe because there was no collider) so i solved the problem by dividing each floor into a different scene

random vortex
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Hi, i'm making a proceduraly generated backroom-like maze but the lighting looks trash on half of the walls and I don't know what to do to fix it
It's probably due to the fact that the walls are seperate game objects

random vortex
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update: tweaked some settings, now some walls look good but others don't and I really don't know how

deft fiber
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What lighting are you using, what is the render pipeline, where are the meshes from and what materials are they using

random vortex
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mostly spot angle, i'm using baked and your message reminded me that there is a lighting option on mesh (i'm pretty new to lighting and I just ignored mesh notlikethis ), I activated it and it looks way better

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Thanks for the help !

deft fiber
random vortex
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I mostly tweaked spot angle, lowering it kinda hides the thing but now most of the walls work but there's still some glitches

deft fiber
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Start simpler
Try to isolate the problem to lights, geometry or materials, with the help of default meshes and default materials

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Realtime, mixed and baked lights all behave differently

random vortex
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Ok, i'll try

random vortex
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it just does it way less frequently than before

random vortex
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I changed the render pipeline from the default one to URP and it works completly ! Thank you

deft fiber
paper glade
deft fiber
random vortex
paper glade
deft fiber
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Enlighten precomputed realtime GI is kind of a weird system

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In your case if you don't need its realtime lightmapping component, it could be enough to keep meshes dynamic so the system only modifies the scene light probe

paper glade
deft fiber
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If you are also using precomputed realtime lightmaps for static geometry or light probes, you'd have to also rebake when the static geometry or probe positions change

paper glade
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Do i have to rebake at void update? Thats gonna be performance heavy

deft fiber
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I haven't used it much but it works well enough with Unity's own procedural sky

paper glade
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I don't use procedural sky

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I used a skybox and im changing the tint

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To darker colors at night

deft fiber
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I expect that should work fine, but test it
Less sure if you're swapping sky shaders entirely at runtime, but that might work too

paper glade
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And I enabled the RGI option

deft fiber
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It still needs to be baked to become active

paper glade
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So, if the sky color changes fast, from day to night cycles, I have to bake RGI everytime?

deft fiber
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No, like I said

paper glade
# deft fiber No, like I said

Idk anymore sorry, you say I have to bake it to become active, but if its constantly changing at runtime... how would i show the changes?

deft fiber
paper glade
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Ooooh ok

deft fiber
# paper glade Ooooh ok

The caveat is that realtime GI is precomputed so it cannot respond to absolutely all changes

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Static geometry or light probes being altered can invalidate the precomputation, and since it on some level relies on knowing what your scene's sun and sky are, swapping them out completely might also confuse it

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But that's probably not something you're going to run into

paper glade
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enabled it + pressed "generate lighting"

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my scene is still very bright

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when it transformss to night time, it doesn't update, the map is not getting darker

deft fiber
paper glade
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sorry, im a rookie at lighting

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im better at coding lol

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i wanna learn more lighting stuff

paper glade
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@deft fiber how do i update the reflection probe?
i have an ocean that reflects the clouds etc, it has to change aswell

deft fiber
paper glade
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void update ig

deft fiber
paper glade
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ah ok

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but wait

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you say i have to call the method to render it at the frequency, what method i it and when do i call it

split laurel
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can someone help a noob? i baked my map but accidentally deleted an object and hit undo but it is no longer baked, is the a way to fix this?

split laurel
spiral quail
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how to blend light in URP 2D so they are not so bright when stacked on each other?

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so even when there are hundreds of 2D light in one spot, they are only as bright as one light in that spot

next creek
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Does anyone know if there is a way to create a spotlight that lights up a further area without being blinding? I'm trying to make a flashlight that still gives a really good sense of where you are without being absurdly bright.

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Nevermind, I found out that making a dim skybox light gives a similar effect to what I'm looking for and I'm just gonna do that :)

upper fable
deft fiber
final narwhal
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Why does the lighting glitch and look weird in my game build but its completely fine in the editor

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the ceiling lights go from working to not working depending on where the camera is pointing

dawn pawn
final narwhal
opal tangle
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why is this spot light not... lighting? did i forgot some configuration?

dawn pawn
dawn pawn
opal tangle
final narwhal
final narwhal
dawn pawn
dawn pawn
jaunty birch
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hi why dont my lights work

chilly kettle
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realtime? baked? URP?

jaunty birch
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realtime

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if u click the ss u see more

deft fiber
# jaunty birch if u click the ss u see more

Explaining the problem clearly with necessary details and background information is not only important for people to help you, but also communicates in that you're willing to put in some effort

chilly kettle
# jaunty birch realtime

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

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

If you are interested in g...

▶ Play video
mighty dome
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for urp - how can i prevent lighting from lookiung like this?

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areas with higher poly density like the elbow have crooked shadows

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lighting looks bad in blender as well

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compared to this other mesh anyway

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not even high poly

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is it because im using quads?

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or some building technique that i messed up

deft fiber
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Select all in edit mode, merge by distance, recalculate normals outside

mighty dome
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did that

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nothing changed

mighty dome
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i noticed a lot of good quality models are made that way

deft fiber
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But also there are some situations where trying to force quad topology isn't worth the trouble

mighty dome
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what can i do then to make the shading look better

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just add more edge loops?

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i straightened the loops a bit and started getting this weird artifact

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sides of the model still have wavy almost shadows

spiral solstice
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guys please help I clicked something random and suddenly all the sprites have no light on the default layer im so confused

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i checked every sorting layer filter and theyre all set to include the default layer

mighty dome
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might be something to do with your shadows and not having no light

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turn o ff casts shadows see if that fixes it

spiral solstice
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and the thing is it started when i acidentally added a layer and if i delete the new layer with nothing on it, the default layer lighting breaks

mighty dome
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idk i dont really use unitys 2d stuff

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that was my best guess

spiral solstice
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ye thanks but ahhhhhhhhhhh kill me

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i swear if it fixes itself when i reload or something

deft fiber
spiral solstice
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yep

deft fiber
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Layer or sorting layer specifically

spiral solstice
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if i add the dummy layer to the world light's target sorting layers it breaks too

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sorting layer

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like this

deft fiber
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Good to have it pinpointed as weird as it is
I would try restarting

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I think I had some totally impossible sorting layer lighting issues similar to that which did get fixed by restarting

deft fiber
spiral solstice
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jfc i restarted after deleting it and it worked
i tried restarted right when it happened but didnt delete the layer before restarted

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thanks lol

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i wasted an hour on a unity bug ww

mighty dome
deft fiber
mighty dome
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i cant find a single overlapping vert

mighty dome
daring trench
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baking APV causes my scene to look like this

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after making the minimum probe distance smaller, this is now a thing

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it keeps doing it

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all objects look moldy after baking the APV

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ok figured it out, i have, almost clouds? of invalid probes in the mix of it all

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i just need to figure out how to actually fix this validity issue :/

mighty dome
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urp shadow calculations kinda busted?

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what can i change to make this not occurt

daring trench
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me waiting 30 minutes for this shit

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how can a bake even come out like that

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I LOVE LIGHTMAPPING!!!!

deft fiber
# mighty dome urp shadow calculations kinda busted?

This occurs in all render pipelines, and even in other engines
The main thing is to have geometry blocking the light on the other side of the wall, which you can set to be shadows-only
A smooth-shaded cube is the most effective light blocker / shadow padder shape, which you could re-use for any problem area

charred wadi
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Hi im using reflection probe for the first time, but the relection return is huge. the pokemon image is what im trying to get.

cerulean scaffold
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yo yo yo
btw if there was a different light source their there would be a change in the other glass as well

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i use hdrp and its basic shaders

timber lichen
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How can I fix this

deft fiber
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Screen space reflections are an option that can also help in addition to probes

timber lichen
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I'll try it ty

deft fiber
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yo yo yo

narrow coral
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Hello guys, im working an a game and im currently trying to create som good lightning. I use the Unity's fog option in Window then Render options, i also just use a normal Spotlight for the flashlight. But in my opinion the lightning looks very unnatural. For example when the elevator doors opened the flashlight wasn't completely shining into the second room, or when i was walking in the hallway the flashlight was also not shining far away but it's more just like a lightning circle infront of me with short range. How could i improve this situation since the lightning is very bad in my opinion.

deft fiber
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The issue may be more about that you're using the fog to create darkness in an area that's not actually dark

narrow coral
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I cant much about lightning in unity as most of my unity work is based on programming, ive been trying all kinds of stuff and the only thing that worked so far is the fog. But again the fog makes the flashlight look innatural

deft fiber
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Real darkness is absence of light, when you get close to walls through the fog it appears they're lit from somewhere

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Usually that's environmental lighting

narrow coral
deft fiber
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That's environmental lighting

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Ambient light and reflections

narrow coral
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Sorry im really new to this unity lightning thing. I've never been able to actually create good lightning for my games

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Ive been searching for youtube tutorials on how to create realistic darkenss

deft fiber
narrow coral
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But none of them were actually good and it was just pretty much all the fog thing etc

deft fiber
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If your level is not procedurally created, you can use baked lighting and reflections for properly accurate indirect lighting
(If it is randomly generated you can still benefit from realtime reflection probes but you may need to spend some effort culling them when not in view)

deft delta
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Hey I am using 2 direction lights - I need one pointed down as I use a cookie. I have shadows turned off on this one. The second I want to use for shadows HOWEVER shadows wont work with it and only the first one. Is there a way I can fix this? I am not trying to use shadows on 2 d lights only one

narrow coral
deft fiber
narrow coral
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Yep it looks way better now, Thank you so much 🙏 Now i will just adjust it so that it's not too dark either but perfectly matching the flashlight and everything is going to look good. Thank you so much again i never knew you could make lightning good like that. 😁

narrow coral
deft fiber
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But having reflections that don't match the room will make them shine through the darkness, unfortunately

narrow coral
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Yep the metalic materials do seem pretty black. But wouldn't removing the metalic material just fix the issue?

deft fiber
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It would remove the issue along with the material

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That would be easier than setting up appropriate reflections, certainly

deft fiber
deft delta
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ah I was unaware of the intensity being the factor, that might help me in this case

narrow coral
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Metalic Material just give's reflections tho and thats pretty much everything? Because i've never seen any purpose in metalic material other than that they just reflected a bit of the enviroment. That why also on most of my 3D objects i dont use metalic materials either

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I've also noticed that i dont need to remove the Metallic material completely but istead just reduce the smoothness, that leaves a little tint of the metallic reflections and also makes the object texture appear not black.

deft fiber
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Before that became the norm some time after 2010, you may recall that a lot of games had materials that all just looked like different types of plastic

narrow coral
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So again thank you so much for the help, the lightning looks way better now than with the fog before.

deft fiber
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If you want fancier lighting, I can give pointers if I know whether the level is procedural or static

narrow coral
deft fiber
narrow coral
deft fiber
narrow coral
deft fiber
narrow coral
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It is entirely dark, i mean the only light source in the entire game would be pretty much the player's flashlight which is a child of the Main Camera. Other than that there are really no other light sources.

deft fiber
narrow coral
coral talon
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Any idea why my shading would look much worse on android compared to the editor? My meshes almost look flat shaded

coral talon
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Found the culprit, was SSAO

steel wagon
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Any idea why the spotlight is "bigger" than the spot it makes on the ground? I'm using the attenuation of the light to determine whether to show dust particles and that's being thrown off by the extra volume.

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(Maybe I just don't understand how spotslights work 😅 )

short tusk
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Yo can someone join call and help me with lighting?

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Just DM Me or @ me here

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I'd be so happy

upper fable
# short tusk Yo can someone join call and help me with lighting?

You are more likely to get helped if you just asked here so everyone could see the problem and some of them might know the answer. I wouldn't feel comfortable committing to a problem that I don't even know what it's all about let alone know whether I'm able to help

deft fiber
steel wagon
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ah yeah, you're right. the outer ring is just too weak to show up.

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gonna tweak the stepping and hopefully that'll do it.

short tusk
upper fable
chilly kettle
ruby berry
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Anyone have any clue what could be causing the error Non finite value in Temp/LightBakerOutput/lightmapRequest0/directionalityIndirect0.exr. when I bake my lightmaps?

rancid bolt
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I'm lighting a scene in unity. Any tips on what I could do to improve it?

languid blaze
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I am once again struggling with baked lights when using modular level pieces.

My lightmap scale is 10 texels/unit, and I imported these objects with the "Generate Lightmap UVs" option checked (and configured for 10 texels/unit)

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The objects are cubes with the ends cut off and the normals flipped

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These are my current lightmapper settings

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it somehow wound up with this leak between this uv chart and another more brightly lit one

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(this was after reducing padding to the default of 2 texels, though)

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Stitch Seams is enabled on the renderers, but it doesn't seem to do anything either way

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Killing all filtering is a major improvement, but I can still see seams

languid blaze
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ah, yes, i have to read the entire page

mental trench
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What are you guys’ thoughts on this? Anything I can improve? Built in render pipeline

arctic oxide
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when i bake the lights in my scene, everything in my scene looks like this, how do i fix it??

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i'm still sorta new to baking lights, so i dont really know how to fix this

languid blaze
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Noisy bakes happen when you don't have enough samples, or when your denoising settings are too weak

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What's your light source?

deft fiber
gloomy willow
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hi, my stuff doesn't light up in the scene but does in the camera view. how do i fix this?

thanks in advance

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i fixed it, turns out the light bulb thing was clicked

languid blaze
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I’ve made larger prefabs and I’m covering up joins with…joints!

arctic oxide
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i've just been testing out baked lighting in a seperate scene though just to get the hang of it

soft fox
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why does my lighting look dull? any ideas?

chilly kettle
soft fox
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i tried using point lights but soon realised the limit is 8. those looked good

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so now i tried emissive small cubes

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but they light up the whole room and there are no lines/effects/realism

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ive watched some tutorials but still havent found what im looking for

chilly kettle
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Do you want some kind of "realistic" rendering or do you want to make a game out of it?

soft fox
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its a mobile game

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and this is just a main menu scene

chilly kettle
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ok, so no realtime lights for you ^^

soft fox
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lol

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im baking all the time

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is realtime the key to make it look good?

chilly kettle
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no

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Is everything set to static?
You should not try to light up a scene with emissive materials.
Add some Area lights infront of your light sources.

soft fox
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everything except the car because it becomes way too dark

chilly kettle
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As you can see it doesnt look realistic, because your car is to bright.
It would look more realistic, if its dark ^^

soft fox
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this happens when its static which is why i avoided it

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its probably 2 headaches until i figure out how to fix this

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so i just removed static

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instead im more worried about the warehouse lighting and why it looks dull

chilly kettle
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Have a look on my tutorial to this topic:
https://www.youtube.com/watch?v=zO2l0Fy7yDw

Maybe it helps

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
soft fox
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thank you ill watch it now

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thanks very much

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i watched the video but the scene still looks the same

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not much changed

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and for some reason my area light does nothing

spiral solstice
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is tilesets set to individual having occlusion culling even if i turn it off in camera a bug?

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universal rendering pipe 3d

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i can fix it if i duplicate the tilemap, set one to individual and no cast shadow, one to chunk and cast shadow only, but thats still annoying to deal with because ill have to double everything

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if somebody knows a better way then lmk lol

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the tilemaps are generated in real time from a 3d array of block classes btw

deft fiber
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Procedural 3D geometry for the tiles would likely be a better option in the long run
I would imagine more performant too

spiral solstice
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ah yeah i probably should be doing that
i wrote code that takes x y z chunk of blocks, calculated their autotile and then directly added it onto a x times y times z amount of tilemap

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generating all the tilemaps takes 1 ms and i get 3-4 hundred fps so ive been avoiding learning 3d

deft fiber
dusk fjord
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Hiya - I have a 2d game using sprites for almost everything, but I want a 3d character. I added a mesh to my scene that I imported from Blender and I'm trying to figure out the lighting. Right now the character seems "fully" lit but there's no 3d lights in the scene. No matter what kind of light I add, it doesn't seem to impact the character at all. Ideally, I could get it to respond to the existing 2d lighting, but I'm not sure that's a reasonable thing to hope for

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(I'm also totally ok if I need to use 3d lights separately for the character, but adding them right now seems to have no effect. He's always just fully lit

timber lichen
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Made a closed box of cube meshes assigned with some pbr texture, how do I make it so that those "lines" or areas of darkness and whiteness are not present? Completely disabling all light sources so light can only be present from one source

deft fiber
deft fiber
spiral solstice
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finally

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now i just have to rewrite the code so that it directly turns into mesh instead of tilemap

deft fiber
dusk fjord
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And here's a screenshot of all the 2d lights turned way down low, showing that the 3d mesh isn't impacted at all by the lighting in the scene

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This is the URP pipeline with a 2d renderer:

deft fiber
dusk fjord
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Helpful, thank you. Is the solution to move to a 3d renderer or does that preclude using 2d lighting?

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I'd really like to avoid moving the whole project to an orthographic 3d game

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(especially because evertyhing other than lighting seems to work well

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I also tried just changing the material on the mesh to sprite-lit-default to try to get it to react to the 2d lighting. That makes the mesh surface react to 2d lights, but all the texture goes away

deft fiber
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It's probably easier to get sprites to work with 3D lighting than meshes with 2D lighting

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Not using a 2D renderer doesn't lock you out from using 2D, with the exceptions of 2D lighting, pixel perfect camera and custom sort axis, off the top of my head

dusk fjord
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awesome. appreciate you pointing me in a direction. If I can get 3d lighting to work with sprites, then I'll be good. I'm not using PP camera and I'm already managing z-index to merge the 2d and 3d assets

jaunty birch
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i have 169 baked lights and 1 realtime light??

tame delta
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I'm using Graphics.DrawMeshInstancedIndirect with a simple shader graph

dry pumice
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im assuming it falls into this category but if not then sorry, but how would i go about fixing this? the whole area is supposed to be filled with shadows, and it is fading out the shadows when i get further away.

timber lichen
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how can i remove these dark blackish things
ive disabled all ambient lighting, only 2 spot lights are present

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and if i cannot remove these, how can i make them lighter so the skin is actually visible

upper fable
jaunty birch
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i am using urp. i baked a lightmap, but now i realise it was too dark. How can i increase the exposure of my lightmap so the entire scene is brighter, or how can i switch to a different lightmap

plucky geyser
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will I be able to do baked lighting if I sometimes turn off the shadows during gameplay?

deft fiber
deft fiber
deft fiber
deft fiber
spiral solstice
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i debugged for over 12 hours today and another 12 yesterday and another 12 the day before jfc

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i did it though lol someone called widzo on the server was telling me what might be the problem i had

deft fiber
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3D tiles are no small task, I was surprised how quickly you had it done

spiral solstice
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im just that good 😔

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jk

manic raven
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anyone know why reflections are really blinding at certain camera angles?

dry pumice
deft fiber
dry pumice
deft fiber
dry pumice
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oh ok thanks

icy tundra
plucky geyser
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In my game I got a day and a night. At day I got trees which never move. And at night, same thing but I turn off the shadows. Could I still bake the lighting even though at night I turn off the shadows?

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apart from that. The shadows never change

pallid gorge
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Does anyone know what to do with this type of artefacts? They happen from time to time in some random places with no visible reasons, but they disappear if I set Max Bounces to zero (which is unacceptable for my project), but I can't get rid of them without touching this parameter. I tried different combinations and values for lightmapping settings, but nothing worked. Maybe I am missing some really simple thing?🥹

deft fiber
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Side note resolution of 200 and padding of 25 seem insanely high

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The default resolution of 40 is considered a high resolution in real-world scaled environments

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Padding values tend to be 2 or up to 4

pallid gorge
pallid gorge
deft fiber
royal mantle
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Why's my projector just setting the material...

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I've looked everywhere for a solution and it just WORKS for everyone else ):

icy tundra
silk sail
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this is how I set my lighting
placed a point light on my lamps
is this an accurate way of doing so?
I feel like theres something wrong

chilly kettle
astral elk
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I've got a bug with lighting in Unity 2022. I've got some quads and I'm generating textures for them. I'm using an unlit material, but one of the quads is "stuck" being lit instead of unlit. I had 2 quads, added a third and it had this bug. I played around with a bunch of toggles and re-creating the quad and a bunch of other things to try to figure out why it wasn't working. It finally started working right and I don't know what I did. I created another quad, so I'm up to 4 quads, and now the new quad is doing the same thing; it's stuck as lit even though by all rights it should not be. It was USER ERROR! Sorry.

deft fiber
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Probably
They might still ask you to show exactly what material and shader the problematic quad has
And I'd like to see it actually reflecting some light

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As far as I can tell the colors are entirely different from the other three so I can't really tell if it's lit or not

rocky lantern
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Hey so if I have a large mesh, why does it only sample 3 light probes, when it covers about 30 probes?

deft fiber
rocky lantern
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Light probe group 2021 BIRP

deft fiber
rocky lantern
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Oh dang ok
I needed the group cuz I am writing to the light probes spherical harmonics manually

deft fiber
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The proxy volume gives an object multiple points for sampling nearest probes
Without it, the nearest probes' lighting is applied to the whole object as if it was just one point

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In which case it doesn't make much sense to sample very many probes since they will be averaged

rocky lantern
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Oh ok!
Is there a way for me to replace the actual lighting data of the probes with my own data for the proxy?

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Or is the proxy more like a layer between an existing group and the object?

deft fiber
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The proxy volume is a component that expands how an object samples and uses probes, it doesn't affect the probe groups

rocky lantern
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Oh cool, so just modifying the group probes itself will have the same affect but with better sampling

deft fiber
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I believe so

rocky lantern
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Thanks!

jaunty birch
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hi, ive tried for days to bake a lightmap for my scene by leaving it on overnight, but everytime i wake up 8 hours later, it has been stuck on appstatusbar.paint for 7 hrs etc. My friend with an rtx 3070 has the same problem with the exact same scene, he says it just 'stops baking'.

sick token
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hi, im having issues with lighting, even when i bake my lights they are flickering on and off when i turn around as if they were realtime, and ive made sure they have been baked properly

silk sail
sick token
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interestingly the issue somewhat goes away if i selected forward+ rendering, but surely it should be the other way round

deft fiber
sick token
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there are baked lightmaps

deft fiber
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You're seeing the realtime pixel light limit

sick token
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what do i do to fix it then

deft fiber
sick token
sick token
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ive turned on scattering so you can see more clearly the lights turning on and off

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why on earth does forward+ allow more

deft fiber
# sick token

Here it looks like the issue is with the volumetrics, perhaps not with the lights themselves

sick token
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getting the shadows to work is a bit tricky

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most of my point lights are set to no shadows

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the volumetrics just makes it easier to show

deft fiber
sick token
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ill do it again w no volumetrics

deft fiber
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I don't see a cause but it certainly appears your lights act as realtime

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Or perhaps as mixed

sick token
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but even still

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forward+ should not have more lights

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deferred should 100%

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forward+ is an imitation of deferred

silk sail
deft fiber
sick token
#

deferred is designed to support infinite

#

lol

#

or near infinite

deft fiber
#

Baked lights should not be able to cast any realtime shadows either, though

sick token
#

yes so maybe theres an issue w baking, are there any issues w my settings

deft fiber
#

Forward+ is not an "imitation"
Both rendering paths are meant to increase light limits, but do so in very different ways

sick token
#

forward+ is meant to be deferred with the good aspects of forward

#

its made to bridge the gap

#

a cheaper deferred

#

obviously they are very different technically but they are built for the same purpose

#

foward+ is there to get the light limits of deferred along with all the good things that come with forward rendering

#

however due to some of the things im doing with my game forward rendering is not an option

#

these are my lighting settings

harsh maple
#

how could I make this "window" emit light in a cool way?

#

URP

#

not exactly this, but something similar

deft fiber
#

The light shafts seem most likely transparent mesh geometry to fake volumetrics

harsh maple
harsh maple
#

as in, they ignore walls and such

#

i mean, they work like a sun would

deft fiber
#

They're not "bad" and they don't ignore walls more than any other light does

#

Meaning it's up to shadow casting settings whether they ignore walls or not

harsh maple
#

I am extremely bad at overall environment making and such

#

i wanted something neon-styled but this just feels bad

#

everything just looks so bad

#

its quite demoralizing

deft fiber
#

Which is one option

harsh maple
#

also, i wouldnt want to just put gloom on everything, that also looks bad

deft fiber
harsh maple
#

bloom

#

sorry

deft fiber
deft fiber
# harsh maple bloom

You do have bloom on, and I think it looks decent
Neon looks weird without any glow from bloom

harsh maple
#

overall, my game would be a bullethell

#

so i want to focus minimalistic, yet good looking graphics

harsh maple
#

as an example, i dont get how games like furi do their lighting and environments so well

#

i see so many things but i cant tell what is what and how its done

#

like how could I create textures for things? do I literally have to draw them by hand and hope they don't look bad?

main wolf
# harsh maple

Well, for starter, your color seems to be too saturated.
Then that colored glass windows is just out of place.
Since you are going for neon theme, every color should have meaning, like teal is for good guy, orange is bad guy.
Also, you might need to watch tron movie, then you'll have the idea/vision on how your game should look like

deft fiber
deft fiber
deft fiber
#

You always learn when trying, but you can get stuck and become unrewarding if it's too tough

#

Just like with programming, you'll need to know what tools and features there are and how to use them so it's important to focus on learning those

#

Artistry is kind of unwieldy in the sense that it's not objective at all
If someone says that some part of your art style doesn't work, it's impossible to know how subjective that criticism is
Or if the thing that's pointed out as a flaw could work perfectly well if something was changed, or if it was nebulously "done better"

#

Or the flaw could be only a flaw if they assume specific goals, that you might not in reality have with your art

harsh maple
deft fiber
#

Some games/art make a style out of "ugly" things and people like that too

harsh maple
harsh maple
#

I don't really want anything abstract

harsh maple
deft fiber
harsh maple
#

overall im a more objective-oriented person, I suck at taking subjective critisism

harsh maple
#

I don't want to pay for them

deft fiber
#

Unfortunately there's no such thing as objective criticism
They're always subjective to our preferences, or to specific goals, that we may have disagreements and misunderstandings about

harsh maple
main wolf
deft fiber
#

Let's do a thread ok

#

yeah, but how do I get the textures

daring trench
#

Any reason Unity 6 has no skybox lighting in unbaked scenes?

deft fiber
daring trench
#

ahh okay, i get you

#

graident and solid colour still works fine so im gonna use that instead

deft fiber
#

But it's still not very clear about what "generate lighting" actually does, since it has many different contextual functions

kindred perch
#

Hi. I have a pretty simple question for the directional light. I want my light to cast from down to top. So like an inverted sun.^^ But when I set the rotation to 0 or -values it doesn't cast any light at all. Why is that and how can I fix it?

#

my solution atm would be to use a spot light and make it over extreme 🦖 But I don't think this is a good solution.

versed totem
#

yo I was wondering how I can replicate these shadows in unity

dawn pawn
#

Toon shading @versed totem

Many YouTube videos, git repos, and assets for it!

deft fiber
#

Raster shadow casting which Unity uses does not usually produce sharp and accurate shadows like that if used with toon shading
The result might be acceptable, but you might need to use "shadow volume" tech instead which makes shadows using extruded geometry to keep them perfectly crisp

wanton tendon
#

Any way I can have a baked light be applied if it's inside an object?

misty bone
#

Hey guys, I need to do a project for class (in unity hdrp) and i'm having some issues with the lights... they are flickering... now i dont know anything about the lights and the baking and the realtime things.... im lost with any tutorials or can't find a one working with hdrp... do you know why ? (if im close to the lights they dont flicker... but the further away i go from them, the more they do flicker)

summer aspen
misty bone
#

Thx, I'll check that

misty bone
#

It is not working so if anyone has another idea, you are more than welcome 🥲

#

The problem was basically that I had too much Area lights on my screen, if anyone ever has the same problem.

versed totem
#

yo I want to make my toon shader cast toon shadows on other objects that have the same toon shader enabled, does anyone know how I can do that?

toxic walrus
#

Hey guys, I'm looking for help with light baking in URP (2022.3.0).

I have a scene where all the assets are ticked as static. I have a single spot light in the scene which I've also ticked as static and have given "Mixed" light mode. My lighting mode is currently Baked Indirect.

The scene is baking ambient occlusion and emission materials into the light map just fine, but it's not picking up the spot light at all.

Note: The spotlight gets baked in if I turn it to "baked" mode. Also, for some reason it bakes just fine when the spotlight is "Mixed" if I change my Lighting Mode to "Subtractive".

In the end, I just want Baked Indirect lighting mode, with a spotlight that also lights and gives shadows to dynamic objects

mighty gorge
#

Im trying to get nice shadows in my game but Im struggling with it. (everything in the picture is baked lights).

The shadows only looks pretty good when I set the URP shadow max distance to 0. However obviously, this makes my dynamic objects not get shadows which is not what I want.

#

when I set my max distance to 100 lets say, I get shadows on my player, which is great, however the overall baked shadows looks ugly, and some places that needs shadows dont get any (as seen at the back of the canyon)

#

am I just going at this wrong ?

#

also here I have one directional light, which is set to mixed

toxic walrus
#

So when you set the distance to 0, aren't you effectively just turning off dynamic shadows?

mighty gorge
#

yeah they are, and yeah it does turn off dynamic shadows, but when I set it to higher it affects the baked ones too for some reason, and thats what bothers me..

#

mainly the part at the back that just doesnt get shadow anymore when the camera gets close

toxic walrus
#

(maybe dumb question but just checkin')

mighty gorge
#

this is my baked lightmap and the back is clearly not in the light

mighty gorge
toxic walrus
#

actually nvm, shouldn't be that

mighty gorge
toxic walrus
mighty gorge
#

the walls are, the ground is a custom shader I made, but shouldn't be a problem

toxic walrus
mighty gorge
#

well I figured out why theres this one place of light ig, when its in the range of dynamic shadows it doesnt take into account back faces

toxic walrus
#

Man mixed lighting is very very confusing

mighty gorge
#

is there a magic button that fixes that or do I need to extend the upper walls ? 😭

#

well I can set the material to render both faces but I feel like that wouldn't be very good ?

toxic walrus
#

In the object settings

#

Cast shadows -> Two Sided

mighty gorge
#

oo nice thanks 😄

toxic walrus
#

Note to self; Shadows Only looks handy

mighty gorge
#

what does that even do ? doesnt sound very explicit 😂 "Cast Shadows ? Shadows only"

#

ah it doesnt render the meshh

#

I see

toxic walrus
#

yeah, I mean either it doesn't get affected by light (not super useful) or it doesnt get rendered but casts a shadow (useful)

mighty gorge
#

yep thats what it does I checked online, does seem pretty handy

toxic walrus
toxic walrus
#

OK I've figured it out...What I wanted isn't immediately possible 😦

ebon hare
#

just realised shadows dont move
is this a thing with the directional light or do i need to use a different type
if so which
im trying a point light but everything looks a little weird

#

and how do i get flare

upper fable
ebon hare
#

with directional light the shadows are fixed from the direction of the light

#

even if its face down when the player moves to the side it appears to be from the top

#

i saw with other sources that's not the case but which js the best for a sun like light

upper fable
ebon hare
#

with directional light

#

the object in unity

#

even if its directly about the player by even the slightest ammount

#

and the player moves

#

the shadow stays the same

upper fable
#

It’s hard for me to keep up with these incomplete sentences but if I understand correctly what you mean, that’s to be expected. The shadow angle (caused by the sun) wont change in real life either when you move because sun is practically infinitely far away

toxic walrus
#

Will be easier to help if we can understand what you mean

ebon hare
#

I'm not at my pc ill do it tomorrow and ping you

mild scroll
#

Has anyone successfully used an external lightmapper with unity? I want to be able to have a level editor that can bake lighting.

prisma prism
#

how do I make a 2d shadows length not infinite and have all the shadows face one direction instead of facing relative to the light source

neat mantle
#

I have no idea why the UVs are messed up

#

It's imported from ac3d and it uses triangle fans for each surface

dire eagle
#

So I have this factory map and baked the liked with all the area lights and it looks ok to me.
However I also want some dynamic light/shadows for that Worker NPC character to appear.

So one can change the area liked to a Mixed type. In a video I saw that this is the way to go - however my lightmap baking via Generate Lightmap doesn't do much when I changed all those lights to mixed.

Is there anything I need to do additionally to make this work?

red nexus
#

Can I go completely dark?

#

I want no lighting at all

#

I can't go completely dark!

#

I set environment reflection to 0

#

YES I did it

steel wagon
#

I combined 2 directional lights (#F5D176 & #199BF5) of intensity 0.5 and got a pretty good result. Is there a blending formula to mimic the result in a single light/color?

Probably highly dependent on the things that are receiving the light, but just want a place to start digging.

remote arch
#

I only have one light (Directional Light) which is set to mixed. The mesh here is set to static. I dont have any other lights or post processing enabled. This is how the scene looks, any idea why my shadows look like this?

deft fiber
remote arch
deft fiber
remote arch
#

I do not import the mesh, I generate it with an Editor Skript, maybe I need to change something there? I use the PrimitiveCube and combine them into one single Mesh

#

I also have this message, but I only have one single light source, the directional light and no reflection capsules or emissive lights

deft fiber
deft fiber
remote arch
#

Wow, thank you very much Spazi, I will look into it right now

deft fiber
deft fiber
#

Something to note is that you have a lot of hidden internal faces with the mesh you generate, which is very troublesome for lightmapping

#

Every square unit that's hidden inside will still need its space on the lightmap

remote arch
#

So it would be good from a lightmap point of view to generate the cubes not fully to the bottom but check their surroundings and end where the next cube begins, so there are no hidden or partually hidden faces?

deft fiber
#

To make it perfect you'd have to use "manifold extrusion" or something similar that results in a manifold mesh

#

An alternative is to try Adaptive Probe Volumes instead of baked lightmaps, since the probe volumes are not based on mesh surfaces

#

(Or just eat the inefficiency of using cubes and lightmaps, for now)

remote arch
#

I am not quite sure if what I am doing is the right approach, I also have a version which uses GPU instancing, but then I cannot bake the lighting and I have to use mixed. But there the visual results look very nice. But I dont know what is better performance wise, is it GPU instancing with mixed lighting + Ambient occlusion, or is it baked lighting + ambient occlusion.

#

Thank you very much for your input!

deft fiber
burnt brook
deft fiber
#

The longer polygons your meshes have, the more likely it is to cause these kind of issues

lucid linden
#

I don't really know if its about the PSX Shader but the lights in my scene stop working after adding the 4th or 5th one.

#

I tried increasing Pixel Light Count but it didn't work.

#

Anyone have ideas ?

#

Also they seem to work when looked at through certain angles but they break again like in the first 2 screenshots.

dire eagle
#

Hello everyone,
Currently I am struggling with the appropriate lighting setup for my game scene.

  • I marked the immobile map objects as static
  • I setup area lights baked (seen in the top of the screenshot)
  • I baked the light map for all the lights

So the baked light looks ok - I am happy with it.
I know have a dynamic player object.
To also illuminate this player I generated adaptive light probes.
I can see that the player now receives lighting when nearby the light sources (I however don't know if it's supposed to be the indirect or direct light via the probe - but it looks convincing)

However I am missing shadows from those light sources to my dynamic player!
I checked out many tutorials and videos now. All talk about using Mixed mode - which forces me to use either spot or directional or point lights.

So I did that...However turning all my lights into Mixed really turned down the performance. I can't believe that this is somehow the approriate workflow for my scene. Using so many realtime/mixed lights feels like bad practise (I have over 50 light sources!)

Can someone guide me in what I need to do to make this playable and looking good with shadows for the player? I have no idea what to proper way is 😦

deft fiber
# lucid linden I don't really know if its about the PSX Shader but the lights in my scene stop ...

It is
It's the shader's job to support additional lights per mesh in forward rendering path, and to optionally interact with the pixel light limit setting
And it's also the shader's job to support deferred or forward+ rendering paths to increase the limit
If they aren't supported your only option is to slice meshes into smaller segments so they aren't affected by more than 4 lights at a time

deft fiber
#

Alternatively you could make "blob shadows" with a decal projector

#

You probably are not using adaptive probe volumes since those are incompatible with baked lightmapping
"Light probe volumes" are used with baked lightmaps instead which are obviously a 100% different thing

dire eagle
deft fiber
deft fiber
#

With baked lightmaps that calculate lights onto static meshes, light probe groups are used in addition so baked light can affect non-lightmapped and dynamic meshes as well

dire eagle
#

It's APVs

deft fiber
#

APVs can light up both static and dynamic meshes

dire eagle
#

Yeah I saw the result of that - it works as expected

#

So I am quite fine with all the direct and indirect lighting

#

But the only thing missing is shadows - I tried to have ~3 mixed lights around that at least cast some shadows

#

but that already dropped my fps by 20-30%

#

Quite discouraging 😄

deft fiber
#

No realtime shadows for you I'm afraid

dire eagle
#

Where I might find some guides how to achieve that?

deft fiber
#

It means just to project a blobby spot of darkness below a character or an object
With URP or HDRP you'd use the decal projector for it

dire eagle
deft fiber
#

If you had many lights you'd then need many of such projected shadows, and you'd need a way to control their color in a smart way so total darkness wouldn't increase with more lights

#

Simpler to have just one pointing down

tight moss
#

has anyone ever had an issue where a HDR reflection probe is not saving as .exr?

dire eagle
#

Worth a try?

deft fiber
#

Definitely will have to include it as light receiver, since shadows only exist as an absence of light

dire eagle
rancid bolt
#

I'm getting these rainbowy artifacts and black spots when I bake, especially on the ring in the middle. anyone know why this happens?

#

heres the full picture. theres only artifact in the upper left corner

deft fiber
#

I would simply exclude those candles from receiving lightmaps since small, curved and complex meshes are extremely inefficient for lightmapping

#

Have them receive GI from light probes, or it might not be necessary to make them lightmapping static at all

rancid bolt
deft fiber
#

I recommend you light them with probes instead

#

The unsightly seams on them are unlikely to disappear until you do

rancid bolt
#

like, I know it has overlapping uvs, but thats because I merged all these objects into one for easy export. does that mess with the lightmap ig?

deft fiber
#

Do you have a compelling reason to try to lightmap these candles?

rancid bolt
#

doing the lightmaps, because the scene will have 5 cameras, so I'll have to make 5 different lighting conditions for us to switch to, depending on the camera

#

and it keeps the framerate lower

deft fiber
#

You will need light probes anyway if you want to have any dynamic objects receive the light
They are also stored in a lighting settings asset, so they can be switched same as lightmaps

#

Probes are a part of the baked lightmap workflow

rancid bolt
#

but how many materials per object is too many? do I just have to seperate everything sharing the same material?

deft fiber
#

If you maximize the materials category you can see the slots and remove the extra ones

rancid bolt
#

not sure I see any extras

#

just the ones that came with the export

deft fiber
#

this is

rancid bolt
deft fiber
#

The warning says that your candles do not use all of those materials, despite there being 9 slots

#

Whenever there's more materials assigned than the mesh uses, the slots loop and the meshes get rendered again with the extra material
This can cause any number of rendering problems

rancid bolt
#

hm, ok

#

but its a combined mesh

#

so all materials are used

dry pumice
#

does anyone know why my lighting is doing this? all i did was change the shadows to soft (im using urp, my version is 2022.3.21f1, and the lighting mode is on baked)

#

actually nvm dont worry about it im not using it

rancid bolt
#

When I bake a new lightmap, even if I move the old lightmaps to another folder, they still get deleted. how do you keep previous baked lightmaps?

deft fiber
rancid bolt
#

ok, thanks!

golden dock
#

project turned into this after closing it from task manager

#

ive tried clearing library

#

nothing changed

cedar relic
#

for some reason my baked light in unity urp 2022.3.19f1 works on some spots in my map and then it doesnt on others its really weird.
nothing is different on the other side tho the light wont work. its emissive materials incase this is info is important.

loud gazelle
deft fiber
cedar relic
warm remnant
#

Hello,

I'm trying to switch my webGL project to webGPU
But when I compile in webGPU, I get very poor quality for the lights. I don't understand what the problem is. For webGl I get a good result.

I'm using version 2023.3 of unity

Thx

deft fiber
#

I don't know enough about WebGPU to guess why it seems to fail with that in your case
Unity 6 got a lot of WebGPU updates so it may be worth experimenting with upgrading a copy of your project to Unity 6 and building that to WebGPU

warm remnant
arctic isle
#

This banding may be because of lightmap compression as well if you check the player settings, High should fix it. At least this is the fix for Android, not sure about webgl/webgpu

#

@warm remnant

sick token
#

having a problem between projects, my original one looks great but the new one im moving too looks washed out, i already fixed colour grading so im not sure whats going on

left is new w bad lighting, right is old w good lighting

floral lava
sick token
#

i fixed it, it wasnt that

#

hdr was disabled on the camera for some weird reason

sly oyster
#

hey,

Is there any way to make everything black when there isn't any light in the scene?

I thought it was indirect lightning, but I set it to zero in post processing and things are still visible

warm remnant
#

use the light attenuation variable to render an object completely dark or light.

sly oyster
#

ohh

deft fiber
deft fiber
frank grove
#

Hi. I got some trees in my Scene. And before baking they appear fine, but when I bake they become dark and "strange" even though I have disabled receiving shadows. Any idea why ?

formal igloo
#

i added some spotlights on bake mode, baked the lightning and im curious if i can make them work like realtime and affect only non static objects

deft fiber
deft fiber
hasty horizon
#

Hello, i am trying to make a texture to use as a lightcookie. I want to use this layout since it seems like everything will be evenly displayed and not stretched too much. I just need to have the edges of the 6 faces line up, can i find some info somewhere on how the cubemap for this looks like? Like if you unwrapped it?

floral lava
native pewter
#

Hello fellow artists, I need some help/advice with lighting
What would you guys do to improve these lights?
I'm not happy with how my spot lights are turning out. I'm fine with the neon light bulbs, simple emission does it good. However, my spot lights are too harsh, I'd like the lights to be much softer but still illuminate the areas. After messing around this is literally my best attempt but I can't figure out what steps to take to improve it. Any tips?

This is literally 1 day of work so still early enough to scrap it and completely try again.

#

I'm attempting to mimic this image for reference

rose charm
#

When baking lighting, does this error mean anything gamebreaking?

#

"Assertion failed on expression: 'openCLRenderBuffers.HasBakingBuffers()'"

timber lichen
#

what causes this weird static-y artifact on the ceiling after baking gi? i'm on urp and am using baked indirect

granite timber
#

How do I undo the generate lighting feature?

#

because I baked the lighting and it just looks like utter garbage.

#

And I can't seem to undo the lighting.

timber lichen
granite timber
#

ah, thanks!

sick token
#

Why is there a light limit in deferred rendering

sage verge
#

For some odd reason, the ground isn't lighted properly. it is lighted only when the player looks directly at the spot light on the ceiling. I have no idea why this happens, i tried to switch the spot light from realtime to baked and it didn't fix the problem. how can i fix this?

graceful creek
#

Hi, I really need your help, nothing is working, I am making a school project game, and NO LIGHTS are working!!! Only the default directional light is changing the "luminosity" of the objects, but inside my building no lights at all work. I tried installing URP (shoul be complete), but still nothing. Really need your help! Thanks, Plawro

#

Fixed, but the light intensity still needs to be around 10-20 instead like 1-3??

floral lava
sage verge
upper fable
sage verge
sage verge
upper fable
# sage verge URP

From the URP asset you can increase the per object additional light limit. Note that increasing the light count will decrease the performance a bit and 8 is also the maximum you can set it to

sage verge
#

i set the per object limit to 8 and it still didn't fix the problem, lights are still appearing only when the player is looking directly at the spot light.

#

it seems like the walls are lighted properly, only the ground isn't lighted when the player isn't looking at the spot light.

upper fable
# sage verge it seems like the walls are lighted properly, only the ground isn't lighted when...

If the ground is made of one mesh (or large meshes in general), it is to be expected that 8 lights isn't enough to light it fully. Breaking it into smaller pieces will help on that. If that does not help, you can change the Rendering Path from Forward to Deferred (not suggested for mobile and other low end devices) or Forward+ (only 2022.2 and later versions) which both can support much greater amount of lights, they both have their limitations though

sage verge
#

it worked, thanks a lot.

smoky crow
#

Hey, is there a way to have a thick fog somehow ? not just on the meshes but all around the player

sick token
deft fiber
sick token
#

Damn not even specifying helps

#

Alr guess I gotta turn on shadows

#

It’s not the volumetrics lmao

#

But I’ll take another video

#

Matter of fact I’ll make a new project and just import those models with the lights to showcase it’s not any external problem

deft fiber
#

If your assets use custom shaders, the issue might be there

sick token
#

Unity’s shaders are fine afaik but that’s not the problem the problem is why aren’t these shaders fine, I checked their light mode tags and they are universalforward which should be fine right

#

I read the documentation

#

There wasn’t a very specific deferred equivalent so I just assumed universalforward worked

#

But I checked unity’s own lit shader and that’s what they use

deft fiber
sick token
#

Their own shaders mostly, I can send the generated shader code if needed

deft fiber
sick token
#

I don’t think they’re active anymore

#

So that’s not really an option

#

I’ll try

deft fiber
# sick token I’ll try

Even if they're not updating it, reaching them for instructions or hints how to make it work is the next best thing assuming you can reach them
Updating someone else's custom shaders is a lot of tedious work, particularly in URP without Shader Graph so it's tough to find someone to do it for free
#archived-shaders people might be able to help if you can ask very specific questions about the process
Still, best to make sure you've confirmed the error really happens with that shader and that urp Lit works fine

#

If the shader doesn't do anything particularly weird or complicated, it might be a better idea to recreate it in Shader Graph
Or even just swap it to Lit if applicable

sick token
#

It has shadergraph

#

Hence why I said generated shader code

deft fiber
#

In theory when the graph generates a shader, it handles all the lighting passes

sick token
#

It’s the only way I was able to check the lightmofe tag

twilit cradle
#

hello, in our unity project with no shadows we have 100 fps but when we set range to 1 we drop to 70

#

even though no shadows are visible at this range it cause a massive drop

#

we are using buit in 2021 lts

#

and I wonder if this was maybe fixed in later versions of unity ?

#

if no what can we do to fix this issue

deft fiber
# twilit cradle hello, in our unity project with no shadows we have 100 fps but when we set ran...

When shadows are enabled, every light needs to render shadow casting passes, essentially extra camera perspectives from the point of view of the light
6 points of view in case of point lights
Shader complexity also increase, as they need to include shadows in the lighting calculation and filter them
Limiting light range reduces the geometry that must be rendered in that light's shadow pass, but does nothing to help the overhead cost of having the shadow passes and the shader complexity

#

So it cannot be "fixed"

#

Shadows require a lot of rendering stuff to make them work at all so they have inherently a steep cost

twilit cradle
#

Any way to optimize this?

deft fiber
# twilit cradle Any way to optimize this?

Use as few realtime shadow casting lights as possible
Use spot lights instead of point lights for shadow casting whenever possible
Utilize lower shadow resolution presets for each light whenever possible
Use lightmaps or APVs to bake light and shadow to reduce need for realtime shadows

devout plume
#

Hello. I want to change the falloff value from code but it doesn't work:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;

public class LightSettings : MonoBehaviour
{
    private Light2D _light;
    public Color treasureRoomColor;
    public Color bossRoomColor;
    public float specialRoomFalloff;
    //public float falloffStrength;
    //public float intensity;
    // Start is called before the first frame update
    void Start()
    {
        _light = GetComponent<Light2D>();
        _light.pointLightOuterRadius = 40;
    }

}

boreal vault
#

any idea on how to combine thoses wall, to fixe the ugly shadows ?

deft fiber
cerulean scaffold
#

when i bake with shadowmask the shadows are so less they are almost invisible
i can only get shadows in places where there is very little light for example under the couch
i use hdrp

deft fiber
deft fiber
boreal vault
deft fiber
#

There must not be UV seams across the wall

#

Having the wall be made of continuous geometry is a prerequisite for that

boreal vault
#

with a script found on internet x)

#

becauses they are just simple 3D cube

deft fiber
#

You practically can't build environments out of cubes with baked lightmapping because lightmaps are allergic to seams, as well as to occluded internal faces

boreal vault
#

oh, do you have an easy tuto to do wall with baked lights ?

deft fiber
deft delta
#

Morning, we had an artist bake some lighting in a scene but at certain angles and positions the baked lighting vanishes. Any ideas why this might happen?

#

It just seems to turn off

deft fiber
#

A video of the problem occuring may help to confirm this

deft delta
#

I think I realised what he did, used real time lights - I have it set to use the bare minimal in vr

#

was meant to bake it

#

So I swapped them to baked but they are not baking - the radius is good and they should show up, set to static but my lightmap is just mostly dark

deft fiber
undone forge
#

What's the best way to do dynamic lighting with a bunch of candles with dynamic shadows and stuff?

#

[I'm using Built-in render pipeline, and I hope to optimize the way my game handles lighting and shadows in Deferred Rendering]

deft fiber
undone forge
#

Especially when there is lots of them, and I need a lot of them

deft fiber
#

Deferred rendering gives only little if any benefit for shadow rendering
Shadow casting lights, especially point lights will still be expensive pretty much no matter what you do

deft delta
deft fiber
deft delta
deft fiber
# deft delta I didnt say they did, I said everything else does.

That doesn't really help me get closer to figuring out the issue
Anything relevant you can show might
But in any case the best way to get baked lightmaps going is to first bake a very simple test scene with default meshes to make sure the process works and to get a bit familiar with it

deft delta
#

restarted unity and now it works, verrrry odd

cunning comet
#

hey can someone help me real quick ? i'm trying to make a small game where we are in a dungeon or a big house and i'm doing the lighting part, so the character has a vision field or like a torch so we can see in front of us and a bit around us but not through walls and that's my problem, the lights are passing through walls and we can see objects behind even if a wall is in front of us (i'm using tilemap)

cunning comet
#

i'm trying to do this but i don't understand what to do

#

i found how to do the light, i just put the shadow intensity to 1 but i have a bug with the light and the tilemap now

#

i already changed the outline and the physic shape

dry pumice
#

is there a way to make the lighting of this player more brighter without emmision or unlit shaders? its a blender model that has a skinned mesh renderer and it is also a prefab.

grand atlas
#

Hey, I’m having an issue with SSAO in Unity. I’m using Screen Space Ambient Occlusion in the Renderer Data settings, but I’ve noticed that light gets blocked in the lower corners, like where the walls meet the floor, creating a dark line. The effect works well on the sides of the walls, but in areas where light should hit the floor, it’s being suppressed. How can I fix this so that light isn’t overly blocked in those corners?

deft fiber
#

This gives you access to the internal Light Textures which you can use for sprite alpha, so anything outside of the light becomes invisible

jovial widget
#

how do people solve the issue with procedural 3d dungeons and good lighting in URP? realtime lighting looks like ass especially with dark moody interiors and baking the individual rooms before the generation would also make the transition between rooms look like ass (obviously because the baking was individually done). Any "bright" ideas? 🙂

deft fiber
#

URP's logarithmic light falloff makes it seem harder to do various types of lighting, but not impossible by any means

#

Linear falloff is more permitting, and though it's unfortunate we can't customize that easily from inside the editor, you can replace URP's light falloff with your own by replacing the file itself, or by using custom lighting shaders for your materials

jovial widget
#

Been trying to get realtime lighting to look good for ages but it always ends up looking horrible...

#

no area lights etc... basically limited to a cone or a point that shoots everywhere

deft fiber
jovial widget
#

I'm on forward... not really sure what the difference is to forward+ or deferred. Also what do you mean combine?

deft fiber
#

I often favor a wide spotlight forward, and another wide but dimmer one immediately in front of it pointing in the other direction to fake light bouncing back

#

Or a point light and a very soft spot light, to increase light in the room without overblowing light on the wall that the light's on

jovial widget
#

yeah, tried that but it's very hard to controll light like that... for example a bright room with a purpusefully dark area in the same room (think like a dark closet)

deft fiber
# jovial widget I'm on forward... not really sure what the difference is to forward+ or deferred...

Forward rendering path has to render each mesh again for each light whose range reaches it, which is expensive especially with big meshes and has a hard limit of 8 lights per mesh
Deferred rendering renders lighting per screen pixel instead and has no light limit at all, but limitations with AA and transparency
Forward+ rendering is as Forward, but light limit is larger and per "screen tile" instead, which in theory has no drawbacks

jovial widget
#

so there's no reason to use forward instead of forward+ would be a fair takeaway from that?

deft fiber
jovial widget
#

gotcha... mehhh i get that realtime is my real only option but it's incredibly annoying to work with and kinda looks like trash (gives out that typical "unity" look)

#

and emissive materials contribute nothing with realtime either

deft fiber
#

And aside from post processing, that's all there is

#

I can give hints and opinions if you can show some work in progress

jovial widget
#

sure i can

#

private or here?

languid blaze
#

I'm a little confused by the "Probes" settings on renderers.

I'm making a doohickey to check the lighting in VRChat worlds. One mode will be used for checking realtime lights only -- I do not want any reflection probes, light probes, etc.

However, even with these settings, my renderer is still getting lit up by the baked GI provided by my emissive materials!

I see that https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Rendering.LightProbeUsage.html does say that the ambient probe gets provided, but this shouldn't be changing as I move the renderer around...

#

I've got the opposite -- checking only light probes -- working by writing a shader that does nothing but sample a texture and then multiply by the result of ShadeSH9(...)

#

It is possible that the game is just clobbering those settings UnityChanBugged

#

oh, yes, this works fine in the editor. my problem lies elsewhere!

#

I'll just make a surface shader, generate the code, then chop out the part that samples light probes

#

perfect

cunning comet
#

why it does that ?

#

i want to disable my light when i press E

deft fiber
cunning comet
#

but why would i put a light inside a light ?

deft fiber
cunning comet
deft fiber
cunning comet
fallen crater
#

Im trying out Unity 6, URP. I'm using Enlighten and have and emissive material that I'm using for my light, and that object with that material is set to static. After baking I'm able to change the emissive intensity which illuminates the other static objects like it suppose to. The problem I'm having in when I run the scene and change the intensity it does not update in real time. It keep the immersive intensity at whatever I change it to before running the scene. Am I missing something? Thanks.

fallen crater
#

I figured it out:
https://docs.unity3d.com/ScriptReference/DynamicGI.SetEmissive.html

Here is the script I use:


public class EmissiveUpdater : MonoBehaviour
{
    public Material material;  // The material to update
    public Color emissiveColor = Color.white;  // The base color to set as emissive
    public float intensity = 1.0f;  // The intensity of the emission

    void Update()
    {
        if (material != null)
        {
            // Adjust the emissive color with intensity
            Color hdrEmissiveColor = emissiveColor * intensity;
            material.SetColor("_EmissionColor", hdrEmissiveColor);
            
            // Update the Global Illumination system
            DynamicGI.SetEmissive(GetComponent<Renderer>(), hdrEmissiveColor);
        }
    }
}

Hope that helps someone!

hushed kernel
#

Have this really strange issue where 2d lights are behaving really strangely around 2d objects when I use the perspective camera. Even a few degrees of perspective tilt causes the 2d lights to break. This is a standard sprite square with a high scale and 2 normal point lights. I didn't have this issue in past projects, I feel like it's an issue with the URP in 2022 LTS version. Has anyone found a workaround for this?

#

Moving or scaling the underlying object causes the lights to wobble strangely

#

The rectangle shape is not tilted, everything is on the same Z plane

cerulean scaffold
#

maybe the problem is in the filtering settings

hybrid estuary
#

Is there any system that auto sets up light probes similar to unity 6s apvs but for other unity versions

boreal vault
#

how can i make baked shadows move ? or At least have shadows on the paint, because with baked shadows, when i move the paint in game, the shadow stay still (which is normal for baked shadows), but if i can't find any way to put shadows on paint :/
(i have mixed lights)

boreal vault
timber lichen
#

is it possible to make light blend in 3d?

idle quartz
#

hi, is there any way to make my transparent material work on real time GI too, im using HDRP screen space GI, and it work good with opaque surface types but not with transparent

pallid gorge
#

Backside of faces block backed light, instead of let it through like realtime one, is there a way to change that?

boreal vault
idle quartz
boreal vault
#

i don't know :/

deft fiber
timber lichen
#

basically id need a new shader nad replace all my lit materials?

deft fiber
#

You need some custom lighting shader code for it, and some understanding how it works to modify it for a specific blend

cunning comet
#

how can i not light the back of the wall ?

raven panther
#

hey
i have all my lights set to baked, yet it seems that realtime shadows still works?
my assumption was that you can only have realtime shadows if you have at least one mixed or realtime light?

storm raft
#

Does anyone have advice for how I can make my lighting and textures look kinda like Doom 3/FEAR?

raven panther
storm raft
#

Ok, good place to start if I can understand anything that's being said.

winged violet
#

I have a bunch of Models that use emission lighting from blender, and i have recently converted my project to HDRP and it has disabled all the emission lights coming from some of my objects faces, is there any fix for this.

loud gazelle
#

I am experiencing very inconsistant lightng, all 3 parts (leftwall/topofdoor/rightwall) use the same material and are illuminated by the same light, but they have that weird visible border

#

same thing with these 2 walls

#

both with the same material and both set to static

tepid kelp
#

i have problems with the lighting after i baked my scene the interior is super dark while the exterior and the environment its perfect and the shadows are way too dark i am using URP

urban mantle
#

I need a help and a bit of guidance in lighting system if anyone is available, Ping me plss

vital wren
deft fiber
#

At the time there weren't really many more shadow projection techniques besides that, so it's possible FEAR used some modified variant of it to try to get soft shadows
But that'd likely be expensive so the technique could've been entirely different too

boreal vault
#

Why the books on the right are darker than the left one ?
And also why I'm I getting a ugly line in the map world ?

deft fiber
#

Also, dense geometry like those books are very inefficient for lightmapping

boreal vault
#

and how could i fixe that 😅

cunning comet
#

how can i not light the inside walls when i'm outside the room ?

deft fiber
boreal vault
#

i'm a currently, but if you have easy solutions i don't say no x)

deft fiber
#

However lightmapping is complicated so simple solutions don't really give you the tools to tackle all the problems

boreal vault
#

i'm using magica voxel models, and FBX models, so i'm pretty sure they have lightmap

deft fiber
#

Besides that you might find out that voxel messes have a lot of issues with lightmapping due to their excessive geometry seams

boreal vault
#

do you think it's possible to reduce the amount of geometry seams in a software or other ?

deft fiber
#

It may save you trouble to learn to use APVs instead of lightmaps, or to avoid baked lighting entirely

boreal vault
#

ok thanks i will check that :)

keen kayak
storm raft
deft fiber
storm raft
#

OK I'll look up some tutorials

fresh beacon
#

hello team

#

shadows and particles get messed up

#

at some distances

#

happens in scene view, and also in game view

#

I'm using cinemachine and

#

I was wondering where should I look to fix this

deft fiber
fresh beacon
#

what should it be?

#

0.1?

#

or 1

#

well thanks that did help with the shadows thing

deft fiber
# fresh beacon or 1

I don't recall which way but by sliding it around you should find something that works

#

The directional light shadow caster frustum doesn't deal well with large polygons, which is what the near plane setting affects

fresh beacon
#

ahh nice okay okay

#

c: thanks for the explanation too

#

knowledge is power

#

the particles still messed up

#

sometimes they're visible, sometimes they're not 🤮

keen kayak
#

I baked the lights and all turned completly dark

boreal vault
#

Is this possible to bake light on sprites ?

keen kayak
#

is it normal the light became weak after baking?

keen kayak
#

Anyone using psx shader that know how to bake the lights properly?

deft fiber
# dry pumice anyone able to tell me

There shouldn't be a need to make lighting "more bright" since light should be affecting all surfaces equally, multiplied by the base color / base texture
I'd rather investigate why the lighting seems dark in the first place

deft fiber
#

But that's only a guess

#

PS1 games didn't have much anything resembling baked lightmaps
Baked lights were a thing but they were baked to vertex colors instead

deft fiber
deft fiber
keen kayak
#

Known Issues
Unity's Shadergraph still has a long way to go when it comes to creating NPR effects. You might experience some lighting clipping issues if you are using the PBR master node. To fix it, I tweaked some settings in the URP pipeline asset settings so they are barely noticeable.

dry pumice
deft fiber
dry pumice
eternal marlin
eternal marlin
deft fiber
#

The easiest thing to try is the g-buffer thing if you're using deferred, and a new URP and Renderer assets after that

eternal marlin
deft fiber
eternal marlin
deft fiber
eternal marlin
deft fiber
#

It definitely should not change the appearance of shadows

eternal marlin
languid blaze
#

I'm playing around with where I put my reflection probes. My map is made of hallway segments with different kinds of lighting in them.

Until now, I've given each hallway a centered reflection probe, so that each probe covers exactly one segment. This causes pretty obvious seams if two differently-lit hallways are next to each other.

I just tried putting the probes on the intersections of the hallways, so that two differently-lit areas get spanned by one probe. The seams are much less obvious now.

Is this a better probe placement strategy?

#

(They're all set to use box projection)

deft fiber
deft fiber
#

If all rooms are like that, one per facility might be enough

languid blaze
#

That is something else I was considering

#

I tried just doing one BIG probe for the entire linear hallway

deft fiber
#

It looks like you don't have any spatial blending of the adjacent probes for some reason

languid blaze
#

Reflection probes don't get blended per-pixel, do they?

#

This is a built-in RP project

#

it does blend between probes as I move a shiny object around

deft fiber
languid blaze
#

my favorite DoggoLaugh

#

ew, the box projection gets very wonky near the edges of the volumes (since it's acting like the reflection actually comes from the edge of the volume)

#

squish

#

I don't have any super-reflective surfaces in this scene, so I mostly just need to have accurate light levels to make glossier objects look decent

#

here's a single long box probe

deft fiber
#

Box probes kinda force you to make many small ones
And they really would benefit from fragment blending

#

But I guess one really vague probe might be the best option here

languid blaze
#

yeah

#

Unlike light probes, I think I'll have to place these fully manually

boreal vault
storm raft
#

Does anyone know how to make a precise shadow volume?

#

Everything I can find online is either vague instructions to do seemingly really complicated stuff or a $500 package.

upper fable
storm raft
#

Trying to replicate the style of Doom 3/FEAR.

#

They have a really great horror atmosphere and the harsh hard moody lighting due to the use of shadow volumes adds a lot to it.

upper fable
# storm raft Everything I can find online is either vague instructions to do seemingly really...

Well, ”vague instructions to do seemingly really complicated stuff” is because shadow volumes are not used anymore so you have to do it all yourself or buy an asset made by someone else. Shadows are really hard thing to implement in general so it is no wonder it looks difficult + shadow volumes to me actually seem to be more complicated and have a lot more edge cases than the shadow mapping methods used today

#

Shadow mapping is also a lot more GPU friendly solution than shadow volumes. For sure it is possible to do shadow volumes fast enough (atleast for low poly meshes which you seem to be aiming for) but it might require a lot of optimizations making the implementation harder

upper fable
pallid bear
#

is there any way to decrease normal shadow strength/color other than reducing normal intensity?

#

my scene has no ambient light and normal shadows look jarring. Nothing other than increasing normal intensity significantly impacts them

deft fiber
#

They don't seem all that directly related concepts to me

pallid bear
#

if you remember, you already commented on my cave walls and harsh normals because of harsh surface

#

and I reduced the normals etc. I just get less black patches

#

but the ones that are still there are very black

#

is there simply a way to make normal shadows less abbyssal?

pallid bear
#

I upped the position of the flashlight, it helped a good deal

#

reduced normal strength like you said

#

but it's still not perfect...when you do hit the ''wrong'' angle, you can still see some jarring blackness

#

I would simply like to make the black less blacky

deft fiber
#

As you might recall from my demo, it's somewhat unavoidable with the kind of meshes and lighting setup you're using

#

There's a shadow strength setting and it might improve the appearance