#archived-lighting

1 messages · Page 34 of 1

deft fiber
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But prevents full occlusion as if the shadow casting meshes were semitransparent
With the PoV type flashlight it might not become an issue

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The fake bounce lights should alleviate this problem also

pallid bear
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but we said it would be better to turn off shadows for the bounce lights

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so how is that going to affect that?

deft fiber
pallid bear
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oh they are disabled

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I have some placeholder ones

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but why can't I see a way to dim the shadows in hdrp lol

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only volumetric shadow dimmer

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which does nothing

deft fiber
pallid bear
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ahhhh

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I needed to include

deft fiber
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Actually nevermind about that, it dims projected shadows but not shading

pallid bear
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advanced settings

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stupid unity

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there is a dimmer

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but somehow it's an ''advanced setting''

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there is also tint

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wow

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maybe that will help if I make it less black

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let's see

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stupid unity, again

smoky pilot
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Hello, everyone. I have a problem with lightning and more saying. The Rendering Layers.
I need to have two seperate directional lights on scene. One resposible for Enviroment and the other for enemies.
The one for enviroment have Mixed mode and the other Realtime.
After setting up everything it turns out that the light for enemies lights the enviro also. Here comes to screenshots as comparison

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(WITH LIGHT)

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(WITHOUT LIGHT)

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Objects on map are setted up on Light Layer Default

smoky pilot
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Yes

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I have setted up custom Layers in URP asset

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I have setted up mesh renderer on objects to proper light layer

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And Light sources

smoky pilot
deft fiber
smoky pilot
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In test scene yes

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But there is no baked lightning on scene

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Just two cubes

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Both set on the different light layer

hidden horizon
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Hey everyone. Not sure if this is the right channel to ask: Is it possible to fake multiple dynamic spot lights (they don't need to cast shadows)? And if so, how?

deft fiber
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Also by dynamic do you mean they need to move, or to just affect dynamic objects?

smoky pilot
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If everything is on Realtime Lightning then there is no problem

raven coral
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Hi guys, my gameobjects do not reflect light in the Game Tab, whereas they all reflect light in the Scene Tab. Is there a way to fix it?

languid blaze
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Show us what you are seeing.

raven coral
languid blaze
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You have scene lighting turned off.

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This replaces all lights with a single directional light attached to the scene camera

languid blaze
raven coral
lyric creek
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my light is grainy and on the avatar shows a very crude geometric shapes around the eye. What am I doing wrong?

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VR chatbot

hidden horizon
winter pollen
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Does using DX12 make your game light, shadows and reflections look better than with DX11?

deft fiber
hidden horizon
deft fiber
tawdry schoonerBOT
hidden horizon
deft fiber
# hidden horizon Ah ok. Sorry. It was for spot lights that could move and activate and deactivate...

If you need to fake them for performance reasons you really don't have many options
Decals can be used to make spotlight-like projections, but they're unlikely to be any cheaper unless you're specifically running into light limit related problems
Additive particles / sprites representing the light's cone might be your best option
They wouldn't exactly "light up" anything but they still would be "spot lights" in a sense

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That kind of technique is often used to fake sun rays, and generally used for flames

hidden horizon
static quest
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Hey, i have question. Do emissions count as lighting in unity?

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I did just discover that they do in fact count as lighting

languid blaze
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An emissive material set to contribute baked GI will affect baked lightmaps

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It will also affect light probes

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A material set to contribute realtime GI will only affect the realtime GI system

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(if you have that enabled, at least)

static quest
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Im using baked lightmaps for this currently

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Sorry for the late response, i had someone come over for a sec

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Any idea as to why some emissions wouldn't bake?

storm raft
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I'll look into that. Rn I'm trying to just build a shadow volume system from scratch and deal with the optimization consequences later but in the likely event of that failing I'll try this out.

dusty nymph
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when using adaptive light probes and baking adaptive probe data i just straight up crash, i span the scene which is a 1000x1000 terrain but theres not really anything on it and i dont have fill empty spaces ticked, however i just straight up crash any time i try to bake the adaptive probe volumes....anyone know what i could do?

silk shuttle
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Why is my area light not doing a single thing? Even with 1 million intensity? Sorry I've never used an area light before.

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maybe this isn't even the right kind of light for what i want to do, idk...

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I just want to make the inside of the volcano glow orange

languid blaze
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Note that it says "Baked only"

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It won't cause any realtime lighting at all

languid blaze
deft fiber
static quest
scarlet geyser
# static quest

have you set Emission - Global Illumination - Baked in the material?

static quest
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Yes

scarlet geyser
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are these emission objects marked as Static?

silk shuttle
languid blaze
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It doesn't work in real-time

silk shuttle
languid blaze
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A point light would probably work fine for your use-case

silk shuttle
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well I used a point source light and it works well now

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volcano go brrr

hybrid estuary
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How can I fix weird auto generated light maps when using generate lightmap uvs

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There’s always weird seams on cylindrical objects

static quest
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Firts one shows the material, the next one shows all of the static objects highlighted and inspector stating that all of them are static

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These show light settings

languid blaze
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one possibility is that the bloom is just really, really strong; i can't tell how bright you have that emisison color set

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i don't really understand non-HDRP lighting, since it's not based on anything physical

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the materials might not be casting very much light

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You can check the "Baked Lightmap" debug view to see if the surfaces are producing a little bit of light

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crank this up to brighten the lightmaps

devout tapir
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is baking lightmaps slower if the objects have larger scale?

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like I have a restaurant scene, does it matter if everything is at 2 scale or say 1000 scale

arctic isle
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so a bake with a lightmap resolution of 1 texel per unit and objects of size 1000 units will (in a simplified world) take 500 times more than with objects of size 2 units

dusty nymph
devout tapir
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only the static ones

arctic isle
# devout tapir so should I scale everything down before baking?

baked lighting is based on 'real world' light approximation so the scale of the world should correspond to the 'real world' units it represents. 1 unit is 1 meter. Scaling down the world before baking and then scaling it back up will likely not be effective even though it sounds like a fun workaround to baking times.

If you're still working on your lighting I recommend Unity 6's lighting preview in the debug modes or just lowering the bake resolution or sample counts, which also lowers bake times while you're still iterating.

devout tapir
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my objects are way too large, a human is 800 units tall

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This game I'm making is for a game jam, and the deadline is in 10 hours. I don't wanna scale everything to accurate size because it also means I have to modify the physics settings again (to get the same movement I currently have). I don't have time for that.

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should I just try lowering the bake res like you suggested?

arctic isle
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sure yes that would make sense

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although unfortunately when the scale is this large a low resolution would be even worse for quality 😦

rapid lynx
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What are possible reasons for light probes to not work in URP?

arctic isle
rapid lynx
# arctic isle what exactly are you seeing

Basically i have an indoor scene entirely lit by baked lights and reflection probe, and i have a bunch of light probes placed around, my game is an fps game, the issue i face is that the weapons, or player models (it's multiplayer) aren't lit by the light probes, it seems like they are but they're very faint

deft fiber
rapid lynx
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everything is really dark, i was using a realtime directional light, but idk if i should be doing that

deft fiber
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Materials that are not fully rough are also affected by specular lighting in addition to probes
Metallic materials are only affected by specular lighting, not light probes

rapid lynx
deft fiber
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I would make a test material that has pure white color, 0 metallic and 0 smoothness and place it next to probes under a light that's "baked" rather than realtime or mixed

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That kind of material should match quite precisely what light probe group's probes look like when previewed

rapid lynx
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I started doing research on shaders because i hate my current art style, but like can i light up a scene with only baked lighting and use custom shaders materials as well

rapid lynx
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there's so little material for when you get this far into game dev, can't even find people talking abt how to properly light up interior scenes

deft fiber
# rapid lynx it not workie

Have you baked after adding those test lights, and do the light ranges reach any probes in the probe group

rapid lynx
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lights don't touch probes

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imma increase range

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ohhh

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added mored probes, got something here

deft fiber
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I don't really see evidence of any actual issue with the light probes

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A lot of your materials appear brighter than expected because your specular reflections from the reflection probe are kinda super bright compared to any diffuse lighting

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Possibly because you've got more lights with too low ranges

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Not using box projection for the reflection probe can also sometimes make some reflected lights appear significantly larger, thus more luminous than they really are

rapid lynx
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yup, tried here, without reflection proble scene is really dark

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it works, issue is really that my scene is not lit up correctly, what really lits up my scene is the reflection probe

languid blaze
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although I'd rather just fix my scene scale 😉

deft fiber
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it works, issue is really that my scene

hybrid estuary
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Is enlighten just gone in unity 2022?

deft fiber
hybrid estuary
deft fiber
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You can only generate realtime GI with Enlighten, which you cannot use to bake lighting

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Tbh not sure why you'd want to use Enlighten except for that

hybrid estuary
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Is there a way to achieve an aces post processing look without needing post processing

deft fiber
hybrid estuary
deft fiber
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ACES tonemapping or anything similar to it would additionally require HDR and linear color space, neither of which Quest might not support potentially

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This speaks about exactly that

storm raft
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Hey does anyone know how you can get all the light sources in the scene in order to raycast from them and create shadow polygons? (Like in terms of the renderer having their information and getting it from there without having to grab a reference to each light object in the scene)

fading tartan
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Hello!

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Is there any reason why Baking GI would be stuck here, seemingly forever?

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My scene is very simple and I've already attempted every solution I could find online

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my computer is fairly powerful so I would not have expected this to take more than a few minutes. But it's been an hour.

upper fable
deft fiber
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Is there any reason why Baking GI would

shell juniper
full umbra
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How can I improve the lighting, I tried baked but I don't think my models are optimized for that as there's a lot of black spots

chilly kettle
full umbra
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I will post my baked result later

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Currently I feel like something is missing I just don't know what, unity always has very flat look to me

chilly kettle
# full umbra Currently I feel like something is missing I just don't know what, unity always ...

i like how it looks and it looks quite fine to me.
Baked will give you a more realistic look but needs some more work to do before you get a good result.
Not sure how firm you are with lighting in unity, but this is a great tutorial:
https://www.youtube.com/watch?v=hMnetI4-dNY&t=

In this video, you'll gain an understanding of how lights and shadows work in the Universal Render Pipeline, as well as how to set up a scenario with a mix of real-time shadows, Light Probes, and baked GI.

Speaker:
Ciro Continisio

Ask your questions here: https://on.unity.com/2UmP9TE
Did you find this video useful? Room for improvement? Let us...

▶ Play video
full umbra
chilly kettle
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If you need real Volumetric light, i guess you have to take a look into the asset store

full umbra
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I was aiming for mobile or webgl

chilly kettle
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Ok, that means no (real) volumetric light and nearly no Post processing ^^

full umbra
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In that case I will just push thr visuals as high as possible then work backwards, my main goal is to at least understand lighting

chilly kettle
full umbra
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I know some games fake there lighting so I will need to look into that, Lost in random fake there shadows

chilly kettle
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One realtime directional light should be okay in most cases.
Depending on the hardware the user has.

full umbra
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Thanks I googled fake lighting and got a few results that I will try,

dire matrix
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can someone please tell me how to fix this😭 🙏

deft fiber
dire matrix
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light is going through wall😭

scarlet geyser
dire matrix
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mixed

dark knoll
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why does spot light not doing mask culling in deferred rendering mode (URP). it works fine in forward rendering

dark knoll
deft fiber
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It looks to be HDRP

deft fiber
deft fiber
dire matrix
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light setting or light

deft fiber
royal mantle
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Unlit materials show the lighting of lit ones through them when using Deferred rendering- can I fix this?

full umbra
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while i search for solutions can anyone point out why this bake might be missing shadows

full umbra
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i assumed contribute global was on but blender prefabs dont share there data, so i will need to rebuild my entire scene

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this fixed the blacks spots

crude lintel
full umbra
full umbra
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Bake is looking better but my 10000 polly grass tile doesnt like light

deft fiber
full umbra
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its all of that, currently trying to find a fix

deft fiber
full umbra
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i mean for the whole grass mesh

shell juniper
deft fiber
burnt pendant
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Hi Everyone, this bathroom here is something im trying to recreate interms of lighting only, but i cant seem to get mine right. I know its an emissive material in the roof edges but do you think they implemented some sort of Area Light jsut to bring it all together?

deft fiber
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Assuming static lighting, anyway
HDRP supports realtime area lights too

burnt pendant
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Unfortunatly i only have BiRP to use

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does this look like then its souley reling on the Emission to create this look?

deft fiber
oblique pulsar
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Hi I have an issue where when I disable my main camera all of the lighting goes haywire, I need to use another camera for something, the first picture is the correct lighting, when the main camera is on, and the second picture is with the main camera off and the other camera on

full umbra
tame mural
oblique pulsar
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Let me check

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It doesn't appear so

tame mural
oblique pulsar
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Oh how

tame mural
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When I asked my earlier question, I implied component settings, not just components themselves

oblique pulsar
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Ah ok

tame mural
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Try duplicating your main camera and see if the copy displays the same result as your original

oblique pulsar
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I gave them the same settings and the problem persists

tame mural
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What happens when you switch scenes?

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Does the lighting do the same thing in other scenes?

oblique pulsar
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Let me check

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Yes

tame mural
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Is your lighting rendering setting set to real-time or baked?

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And do you have a baked lightmap active?

oblique pulsar
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Let me check

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It says mixed

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Baked global illumination

tame mural
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Turn it off and press realtime

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And do you have any light probes in your scene?

oblique pulsar
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No

tame mural
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Is the lighting also buggy in the game view as well or is it just the scene view

oblique pulsar
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Game view

tame mural
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And when you create a new camera, is the lighting bugged on that one as well

oblique pulsar
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Yeah

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Wait

tame mural
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This might sound like a wild guess, but if you remove the main camera tag off of your main camera, does it still show properly?

tame mural
oblique pulsar
tame mural
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So is your lighting bugged on a completely new camera or not?

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I'm a bit confused

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And did this lighting bug start happening suddenly?

oblique pulsar
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Oh it fixed when I changed it to realtime

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Thank you

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I went back to test and it's fine now

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thank you

tame mural
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👍

tame mural
oblique pulsar
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Yep

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Thanks

royal mantle
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Nevermind

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Screen space reflections

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Fixed it by turning em off

scarlet geyser
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How to bake multiple lightmaps? When I bake a lightmap, rename the folder and bake it again, the previous lightmap is deleted

deft fiber
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You should be able to make multiple ones to bake to them separately

scarlet geyser
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reflections probes are also tied to the Lighting Data asset?

deft fiber
gritty fox
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does anyone know a way around this? Using mixed area lights in hdrp. These gizmos suck, I cant see how they're overlapping and causing these bright spots.
I can only decrease the range or the intensity so much before you cant even see the light and even then is still an overlap. Sometimes increasing the range by alot but also decreasing the intensity loads will fix it. Other times there is just no way around it. Is there a package or something that can help with this? Its THE MOST annoying sh*t to deal with

arctic isle
timber lichen
quiet coral
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can anyone help me set up lighting so that i actually see something happen.
I tried following tutorials and tried stuff myself
But whatever i do, I dont see anything change in my scene, i and i dont understand why

deft fiber
quiet coral
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still i dont see anything change

deft fiber
quiet coral
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yea its probably the material that is not setup correctly

quiet coral
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(since all tutorials also just either already all have it set up correctly, or they press this convert button in the edit context menu, which also does nothing for me)

quiet coral
deft fiber
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No

deft fiber
quiet coral
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this does nothing for me

deft fiber
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What editor version is it

quiet coral
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2022.3.44f1

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btw, I do notice that whenever i create a LitShaderGrap and maek a material out of that
That it atleast now reacts to light (ofcourse the shader is empty, so it makes sence that its all black, but at least it shows that the URP is set up in the project settings)

deft fiber
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Do not do that at this time

deft fiber
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You'll want to upgrade materials and readonly materials, and why not rendering settings while at it

quiet coral
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i just checked all boxes XD

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i hope they where all supose to be checked, otherwise i can easally go back to an earlyer state of the app

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but still, i have no idea what just happend, and i still dont see aynthing

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oh damm

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thanks forthe help

quiet coral
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i also want my particle system to emit light, however, i cant seem to make that work either

deft fiber
quiet coral
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thanks a lot!

dry pumice
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does anyone know why my directional light affects every object when i have it on only one layer on the culling mask? im trying to make it affect only one specific layer and its not doing that

tame mural
dry pumice
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i think i found the issue, which was the urp renderer's rendering path was on deferred, which i put back on forward, but i want to keep it on deferred but i guess it wouldnt work if i did that so yeah ill just keep it on forward

upper fable
deft fiber
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@dry pumice @upper fable Light/rendering layers work in deferred rendering
Couldn't tell you how

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2021.3 is the only LTS version that supports light layers, but not forward+ rendering, though (in URP)

upper fable
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Nvm then

boreal compass
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My scene's lighting data got all messed up... I've included before and after images, but I can't get back to the before...

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Issue was caused when I hit "Generate lighting" in the panel

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and deleting those files doesn't help with anything...

arctic isle
quiet coral
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I have a bit of a problem, my scene is perfectly lit when i use hte simulator in the editor:

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But on my real mobile when i build an APK all the lighting is gone:

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does anyone know why this could be

deft fiber
quiet coral
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oh aha, now i see it, This is insdeed what i See on mobile

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I asume i should change quality level Medium to use the shader right?

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not change andriod to use quality level ultra

deft fiber
quiet coral
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not that it really matters, both are really easy to do

deft fiber
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Indeed

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The quality levels that don't use the 2D renderer are irrelevant to you

quiet coral
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yea verry true

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damm, i feel really stupid lol, you are a real timesaver

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already spend a couple of hours yesterday on this, i jst coudnt find what the problem was...

deft fiber
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You can add different 2D quality levels too, which in this case would each need their own 2D Renderer asset with different settings

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2D Rendering can be made cheaper to run by changing Light Render Textures settings, disabling depth/stencil buffer or by disabling post-processing from the renderer asset

quiet coral
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i searched and tried some setting changes i could find on internet again, but yea, no, none of then show any results

deft fiber
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Multiple quality levels are an extra thing, you might not need them

quiet coral
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This is my scene, it should look like this
And as you can see, the global light works because everything is darker but not 100% black.
However, the light that is comming from the firefly and the frog both dont exist or something

boreal compass
upper fable
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What you mean by light limit?

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That's hardcoded limit you cannot overwrite on forward path. Rendering layers are completely different concept and doesn't have anything to do with the light limit

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Do you really need more than 8 lights?

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If you cannot keep the per object light count less than 8 which is quite a lot already, you may consider using either deferred or forward+ rendering paths but both of them have their limitations and performance considerations to be made but both of them support lot greater light counts with less overhead per added light than forward which is the default

limpid cape
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I am trying to adjust the ambient lighting for this scene but it is only changing it for some objects and not others

deft fiber
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The long and short of how to use deferred or forward+ rendering is to tick the box in the renderer asset
Deferred renderer has a list of limitations though, like it cannot be used to render anything transparent
Splitting meshes and limiting light ranges is the most conventional and foolproof method however

deft fiber
full umbra
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should I keep workong at the lighting here, is there more I can do in urp

pearl cairn
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Hi, when baking lighting with adaptive probe volume, do you need to also bake the lighting? And in which order should this be done? Probe baking and Lightmap baking.

deft fiber
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All baked lighting is generated in one go, in other words

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Lightmaps and APVs aren't mutually exclusive
Regardless of whether you use the old light probe groups or APVs you must determine per mesh renderer whether it should get GI from lightmaps or light probes

uneven topaz
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Hey guys I have a very weird issue,
I am using lightmap steal to use same lightmap for LOD of a gameobject, it is working perfectly on first and second scene reload ,but on third reload the lightmap on LODs break on LOD0 its perfect

queen shell
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i know this is more of a "help" channel but does anyone have suggetions to improve the lighting?

echo verge
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how do i change the skybox without changing the color of everything else (1 screenshot is without the skybox, 2. is with skybox, 3. is what i want it to look like)

deft fiber
echo verge
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thx

hardy rivet
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I have a laptop that I use solely for baking/builds. It has an RTX3080M in it. When I bake my scene using my Desktop (RTX4090), I get around 380mrays/s. When I bake with the laptop, I'm getting around 6-8mrays/s. Anyone have any idea what could be causing it? I assumed it would be considerably less but 7 mrays seems ludicrously low for a RTX3080M?

lofty hatch
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hey guys i need some help i want to make a night scene but im using a demo scene to practice but the global light is not working on those assets but just the character that i added how can i make the whole scene like one thing pls help

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i tried moving the assets from the demo to sample scene but the global lighting isnt applying :/

glass mirage
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Hey all! I see that there is no channel for built-in pipeline so I'll ask here. Has anyone else noticed that adding a cookie to a light breaks batching? Frame debugger says it can't batch because "multiple forward lights", even tho there is only one light in the scene. Happens at least in 2021.3.x & 2022.3.x. If I convert the project to URP, it works as it should.

meager bolt
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How do i make this in unity?

raven flower
deft fiber
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And also ask only on one relevant channel

strong marsh
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Hello! I have a question about Unity 6 Lighting Scenarios.
So, I was playing with these features, and they work great for dynamic objects, but how about static ones? It seems that it stays with the same lighting.
I have a couple of lights marked as baked, and a small scenario marked as static. I have the Adaptive Probe Volume, and I baked 3 Lighting Scenarios (day, evening, and night). When I try to blend between them. I can only see the player (dynamic object) being affected by the different lighting, but the static scenario stays the same. Am I doing something wrong?

livid cloud
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Hi everyone, I've been playing with the particle effects in Universal 2D and I want to add a lighting effect to the particles. When I try to drag a Spot Light 2D prefab into the lights setting of the particle effect it doesn't work. But if I create a normal Point Light prefab I can place it in the lights setting however it won't cast any lights. Can anyone direct me on how to accomplish this effect please?

arctic isle
meager bolt
upper fable
meager bolt
meager bolt
meager bolt
upper fable
meager bolt
upper fable
meager bolt
upper fable
# meager bolt What else could i add then?

If you want volumetric lighting you have to accept the performance hit, there could be some cheap trick to fake volumetric lighting but the screenshot you gave looks like "real" volumetrics

upper fable
deft fiber
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The URP sample it's from is downloadable though I don't recall if it included that particular effect

strong marsh
strong marsh
strong marsh
arctic isle
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^^ lightmaps are not compatible with scenario blending iirc

hushed spire
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Does anyone know why my light doesnt give off any light

strong marsh
languid wing
# hushed spire

what are the settings on the renderer you're trying to illuminate?

hushed spire
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Does this help? Im really sorry I just started off and really tried to look for answers before asking here

deft fiber
hushed spire
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ooh i see

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thank u a lot

languid wing
hushed spire
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lmao its probably completely stupid the way im doing this but i really dont know how to get started

storm raft
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Can baked lights cast shadows from static objects? So like if there's a few static props in a room it'll be baked to cast shadows from those but if the dynamic player walks in it won't cast a shadow from them.

deft fiber
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Mixed lights however can cast various types of realtime shadows from static meshes to dynamic ones or vice versa

strong marsh
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Hi, again! I'm getting this error when trying to Bake APV:
ArgumentException: Kernel 'MainRayGenShader' not found.
Any clue? 🤔

deft fiber
safe fox
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Im making a minecraft like game and the realtime lighting might be a big heavy even on URP, so i wanted to ask if its possible to do runtime baking via a script ?
so that if a player is done with their map that upon saving they bake the lighting themself

strong marsh
deft fiber
safe fox
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so just better to leave it at realtime ?

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and suck up the frames that go bye bye

deft fiber
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There's always room to optimize rendering

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URP out of the box is set up with all the heaviest graphics settings enabled
Make sure you know what they are and how to disable them

strong marsh
full umbra
#

could someone share a few screenshots on how lighring for urp should look without any modification to the shaders like custom scripts, There's not very many for exterior lighting

#

some guides would be good to, I'm using unity 2021 with urp

deft fiber
#

It was such a bizarre chain of errors

autumn falcon
#

Im using ECS subscenes and for some reason when i close them (so i cant edit them) all my lights turn from Baked to Realtime and look different, but when i open it back up again, they change back to baked.

deft fiber
#

With ordinary scenes when loading or unloading them you'd specify one of them as "active" to get its static lighting

strong marsh
dusty nymph
dusty nymph
vast mesa
#

hello everyone, Can any help me for light baking I am using mixed lighting and scene has been baked. But the problem is the trees which is far there shadow look like a dot. I want that shadow also visible like max distance shadow.

deft fiber
vast mesa
#

Oh! Is there any solution for it?

vast mesa
#

3 1 2

arctic isle
#

from the docs:

The performance cost of Mixed Lights differs considerably, depending on the Lighting Mode. However, because Mixed Lights always combine at least some real-time and some baked lighting, Mixed Lights always involve more runtime calculations than fully baked lighting, and higher memory usage than fully real-time lighting.

#

In baked lighting, you load textures into memory. In realtime lighting you calculate more things every frame. In mixed lighting you do both.

vast mesa
#

Well it totally depends on the use case.

arctic isle
#

it's always a trade-off with these, there's no one-size fits all, which is why we have all three in the engine

vast mesa
#

Cool

vast mesa
vast mesa
#

@graceful pelican you are creating a scene for pc or mobile devices?

arctic isle
#

In theory yes. It uses both memory for textures and does more calculations in realtime. But the tradeoff could be a bit of memory for a lot fewer calculations if you bake some lights.

#

On the other hand you may not be able to bake any lights or you may find out you can bake all of them... It really depends on what you want to make

#

And the constraints of the platform

thorny goblet
#

Hello, I need help with baking, I've spent about an hour now, teaching my self how to bake, and i actually got it working pretty well, but i'm running into issues like: Multiple areas not being baked AT ALL and The floor material in the second picture is not reflecting the light at all. I sent a image of the lighting settings, what should i do to fix my listed issues?

safe fox
#

Why is HDRP with HDRI Skys so unbeliveably bright ?
Like i made a dark grey material and it was like nearly white

#

Honestly HDRP is unusable in its current state if you want to use a stylized HDRI Sky

crude wind
#

HDRP isnt really made for stylized stuff out of the box. But you can achieve a lot with a custom sky.

arctic isle
safe fox
safe fox
arctic isle
autumn falcon
queen marsh
deft fiber
vast mesa
#

Tree shadow look too weird from the far distance.

fluid solar
# vast mesa

It shouldn't be that black on outdoor scene.... What shadow mode are you using? distance shadow masked?

#

there's like splotchy blackness to the shadow lol

vast mesa
#

@fluid solar distance shadow

fluid solar
fluid solar
vast mesa
timber lichen
#

Trying to bake with a 7800XT. I can see the first progressive update and then it stops there and the remaining time increases forever. If I stop and restart the bake, unity does nothing and I I try to close it crashes unity. Does anyone else have this issue? I am on arch Linux btw.

vast mesa
#

or try after clear GI cache.

timber lichen
#

Clearing gi cache doesn't help

#

It work with CPU, but with gpu it is just stuck at "Global Illumination" no errors in the console or unity editor logs

#

And then if I try to close unity it hangs and I have to kill it with the monitor manager

rapid wind
#

Hello there ! Sorry to bother but I'm working on a litlle project I want to put on phone but when I Build and launch it my lightmapq are bright as hell

#

( I'm on baked of course )

#

How it's supposed to look in term of colors / brightness

#

On my scene I only have one directional Light

rapid wind
#

( Nevermind fixed it mu build was taking a light from an another scene )

worn heart
tawdry schoonerBOT
#

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!

💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

atomic cypress
#

Hello, I have a Unity lighting question. I have been trying to set up baked lighting in a level. All assets in the level have lightmap UVs, which I created in Blender in a 2nd UV set. I checked the lightmap UVs in Blender and they don't have any overlapping faces, however when I try to bake my lighting in Unity, I keep getting errors about overlapping faces and I get weird shading artifcats. Does anyone know what could be causing this?

thorny goblet
#

Hello, i have a light in my scene, and i'm finally getting baking working well in my scene. My past technique for ceiling light was adding a second spot light facing up. Should i keep this? Does light bouncing do this for me? Should i remove it completely?

deft fiber
thorny goblet
#

Okay, thanks.

thorny goblet
deft fiber
#

The lighting is bouncing around realistically now
The most practical way to make them darker and reflect less light would be to make their diffuse color darker

thorny goblet
deft fiber
thorny goblet
#

Oh yes, that works thanks.

abstract zealot
#

Hello

thorny goblet
deft fiber
thorny goblet
#

Now i have this issue, i previously had a point light here, but i deleted them, but this still comes back after baking.

patent wind
#

having some minor lighting woes. my game kind of relies on 2D lights, and they run fine most of the time, but when there are more than 4-5 on screen at once it leads to performance issues. i've already limited the shadow casting as much as i can. all shadows are being cast by a single polygon.

anything else i can do to help performance here?

fringe flume
#

how do i fix this?

i got additional lights object limit at max
got deffered rendering path but still the lights dissapear for some reason

deft fiber
fringe flume
deft fiber
#

Deferred rendering does not offer any advantages for rendering of shadow casting passes as far as I know

fringe flume
deft fiber
fringe flume
#

i have like 22 lights

#

i tried disabling them too

#

but still its the same issue and it happens for all other lights its not specific to one light

thorny goblet
#

Does anyone know why this is happening, even with no point near? I had point lights in that area before, but since then I've deleted them ,and rebaked, the lights just come back.

icy tundra
tight oar
#

Why does this object not affect the light? The point light is going through the lamp.

fringe flume
#

cant find the sectiion for it

fringe flume
real glacier
#

yo

#

where do i find 2d light??

#

i’m genuinely going crazy

deft fiber
winter pollen
#

Does Unity's ray tracing also work for Linux x64 builds?

And is there, perhaps, any form of software-based ray tracing that could work on non-ray-tracing GPUs?

(I use Unity 6000.0.15f1)

dusky nacelle
#

hi, maybe a weird question. I have a huge scene, which took about 6-7 hours to bake its lightmap data.
now i have the lightmap texture.
but right now, i am somehow compelled to divide the huge scene into small chunks of scene, i divided that huge scene into 64 scenes.
Now is there any way to split that lightmap data too for all these 64 scenes without again lightmapping each of these new 64 scenes?

#

and also i will load and unload those scenes additively based on player proximity.

deft fiber
dusky nacelle
deft fiber
dusky nacelle
icy tundra
vagrant flume
#

I'm using URP in Unity 2021. I was wondering why the shadows at the bottom of this sphere are smooth while the shadows from the top (being cast by a larger object) are pixelated

upper fable
#

I think you can change the shadow filtering quality in URP too so the shadows won't look so jagged even though the shadow map is just either black or white texture

icy tundra
#

You can also increase the shadow map resolution, and adjust the cascade distance.

oblique scroll
#

i need help with the point light, it's not working when first created, it's baked, i set all object to static, generate lighting, nothing happen, this's my first time to unity notlikethis

deft fiber
real glacier
#

HEEEELP WHY IS IT GREY

azure sluice
#

I've got a weird setup and could use some help. My VR experience is using URP and APVs with fully baked lighting. I'm using lighting scenarios to turn lights on and off. The way I have my scenes setup is that the camera rig and some audio sources are all in one scene, and then I additively load the various scenes as the users goes through the experience and unload the last scene. So at any give time there is only the player scene and the currently active scene.

The issue I'm having is that in the one scene where I use lighting scenarios to switch lights on and off, I get the error saying the scenario doesn't exist, though they clearly do in the inspector. This works if I load my scene and my player scene in the editor and run it, but if I load the previous scene and let it additively load the new scene, unload the old scene, and try to switch it does not.
I assume this is due to baking sets. All the scenes were set to single scene but I now have my player scene and the scene with light switching in a baking set, but this doesn't resolve the issue. Infact it gives me a TON of errors in the console and turns the scene view red?

Do I need to have every single scene in my baking set? And if so how do I bake them all separately so they don't influence each other?

#

The error I get:

azure sluice
#

Well... I set everything back to single scene, made sure my loading script totally unloads the previous scene before doing anything with lighting in the newly activated scene, and used the below code before changing scenarios and it seems to work properly now.

        probeRefVolume.SetActiveScene(SceneManager.GetSceneByName("Embrace"));
azure sluice
#

Spoke too soon. Still appears to not work in a build.

sterile jetty
#

I swear
unity decides it's now not going to bake light properly anymore, and rapidly "prepares baking" 0 to 100% over and over, then switches to fluctuating between baking and preparing to bake, rapidly filling the progress bar whilst doing that

#

oh, now it decides to work
it worked after regenerating project files

#

I spoke too soon

quiet egret
#

So im starting to get into lightmapping. all my assets are static (the ones that stay still) and baked a map. Im not sure why this is happening as well as 97 overlapping UVs. Anyone around to help me learn the ropes? Ive watched YouTube videos as well. This model was grabbed from SketchFab

sterile jetty
quiet egret
#

Thanks! Did that now going to rebake.

#

Insight on this?

sterile jetty
#

or just ignore it if you don't notice anything wrong

quiet egret
#

Thanks!

#

Appreciate the help

sterile jetty
#

now I just need to figure out why I can't get it to bake properly catstare

pallid gorge
#

I've searched for plenty of time and came into conclusion that LPPV is not a thing in URP, but to confirm I am asking it there: Is Light Probe Proxy Volume broken\not a thing in URP?

sterile jetty
prisma ferry
#

so.. what is the problem? have you just ever let it finish?

sterile jetty
#

well, it wasn't doing this before. it would bake in 2 minutes, and wouldn't freak out. now It's taking about 10 minutes, and improperly bakes every time

prisma ferry
#

Ok, the only thing you mentioned before was 'spasm'. Not baking properly is a different thing entirely. I do not use baked lighting, but you are in good hands. it may take a while to get an answer

#

i assume you have tried just restarting Unity

sterile jetty
#

yep
I've restarted unity, restarted my computer, cleared the GI cache (global illumination cache), reimported the model, reimported all assets....

#

I don't come here for help unless I've done all I can do

prisma ferry
#

well, i'd imagine it will do nothing, but you could always try ye olde 'delete the Library and let it rebuild' or ask the VRChat people if there is a known issue with the version of Unity you are using, their SDK, and Baking lighting

sterile jetty
#

it just keeps recalculating the map over and over, as if it's trying from different angles

sterile jetty
#

delete sdk stuffs?'

prisma ferry
#

the Library Folder in your Project Folder. it is just a Cache. when it gets corrupted, it causes the strangest problems. you will need to re-open your Scene after you delete it and let it rebuild. otherwise you will freak out thinking it ruined/erased something

sterile jetty
#

the sdk shouldn't be interfering since it only runs on upload
not to say it's not possible, but fairly unlikely
but it's also unity :/

sterile jetty
prisma ferry
#

closed

sterile jetty
#

okey

#

I'll always take suggestions :3

#

I'm on this ver btw

prisma ferry
#

fingers crossed that it works. nothing lost but a few minutes if it doesn't

#

i always stay 2022.3.x updated, but i've overheard the VRCSDK is finicky

sterile jetty
#

the vrcsdk only runs on certain versions

#

we were stuck on 2019 for the LONGEST time catstare

#

we just got 2022 versions within the last year

prisma ferry
#

do the .x increments matter for compatibility? if not, i would update to the latest. i mean, they update for a reason

sterile jetty
#

well of course, but I'm almost certain the sdk throws a shitfit if it's not the exact version

prisma ferry
#

yeah, i thought it might

sterile jetty
#

I can check if this doesn't fix it but answer is probably "yeah"

#

you son of a bit-

#

unity exploding

prisma ferry
#

so it is working now?

sterile jetty
#

no

#

I am switching to the 2022.3.6

#

wait

#

I'm dumb, 22f1 is later

#

let me try reloading the sdk

#

still nothing

#

it just never finishes baking

#

I wish there was a console readout for what unity is doing while trying to bake light

#

it'd be really nice to have that sort of feedback catstare

prisma ferry
#

yeah, beyond me. no real experience there. Well, when the Gurus for the room come online, perhaps they will have some ideas

sterile jetty
#

just for shits and grins, lets open another project and bake some lighting derp

prisma ferry
#

yeah, good test

sterile jetty
#

okay, so it seems to be working fine in other projects

#

I should mention I have two identical copies of the same project

#

they just have different compression and organization settings for the assets because of PC vs Meta Quest builds

#

but both projects malfunction

prisma ferry
#

IDK then. but, good info. now you kind of rule out a malfunction in Unity, at least

sterile jetty
#

well it's something unity is doing in response to something I must've done... but I didn't do anything, just made a few udon sharp scripts

#

but I just tested by deleting them and it still malfunctioned

#

moved the script folder out of the project and deleted all references to scripts, but it still was doing the "funny"™️

#

unity is going to make me explode

#

GHJDSJKGHSD

#

YOU HAVE TO BE FUCKING KIDDING ME

#

@prisma ferry I am going to cry this is so stupid

prisma ferry
#

bad setting?

sterile jetty
#

no, listen to this garbage 😭

#

so, for vrchat, it supports both PCVR and Quest standalone builds. Up until recently, for avatars, you couldn't have constraints on quest side builds. So they recently developed their own implementation of constraints so that quest users could benefit from that and a lot of prefabs that used constraints would function properly without having to be entirely overhauled. Now, unity constraints (iirc) could be used in worlds on both quest and pcvr side. But I saw that the sdk was baking the unity constraints into vrc constraints when uploading an avatar, so I assumed "oh, I should just use vrc constraints in the world, too." Lo and behold, vrc constraints for whatever fucking reason completely disrupt the baking process

#

😭

prisma ferry
#

Told ya to ask the VRChat server 😉

sterile jetty
#

I don't think they would have known that

this hasn't been reported as bug afaik

prisma ferry
#

i think they think it is a feature :/

#

but, at least you've figured it out

sterile jetty
#

it shouldn't be included in the base SDK if it's going to interfere with unity

#

when setting up a project, there's the base sdk, and then it either installs the world sdk or avatar sdk, depending on the project type

prisma ferry
#

and that is one of the primary reasons whenever someone mentions VRChat, we send them to that server

sterile jetty
#

they can never help me 😭

#

I always have the most outlandish bugs

prisma ferry
#

seems so

prisma ferry
#

Well, now you know, only Mesh, Armature, and possibly Lighting from Blender! It is odd though, as you pointed out, that there are no references to the actual issues in the console/etc

sterile jetty
#

mhm -w-

quiet egret
#

This is so weird

sterile jetty
#

did you model those shelves?

quiet egret
#

No the entire scene is a prefab from sketchfab

#

Lol

#

I figured i would use it to get better at baked lighting

#

Not sure why thats happening since all the shelf contents are a single materal. Its like the top isnt receiving any light

clever wagon
#

Every time I try to bake my lighting, everything turns black.
Anyone know how I can fix this?

quiet egret
#

Send a pic of your scene please and your lighting settings

quiet egret
north echo
quiet egret
#

Like why is this happening

north echo
quiet egret
#

No all the shelf contents are the same material and are doublesided GI

north echo
quiet egret
#

Possibly. I fixed some double sided meshes and am rebaking

#

Ive been at this for hours tho

north echo
#

Sorry, I really don't know what else to do.

quiet egret
#

Ur good

#

I'll continue pulling my hair out

worn basin
#

As a begginer, I am still wondering why there is a channel called #archived-lighting dedicated to lighting

polar ridge
#

How can I fix objects looking black after baking the light? lightmap UV is toggled on models. Any advise helps, thank you!

north echo
worn basin
#

ok well Im new to unity so I would have no clue

#

besides, im making a very basic 2d platformer

north echo
#

No worries. I've been using it for years, and I still can make sense of the lighting system.

north echo
timber lichen
#

What setting should I look at? Changing Quality settings is making this inconsistent. I just dont want the light to pass through the walls

vital wren
timber lichen
#

The "Normal" option in the shadow settings can fix that

#

Normal-1 vs Normal-0

quiet egret
queen shell
#

im using baked lighting and a double sided material. im not sure why it looks this low quality (this is the best example of it i could find in my map)

#

Its the same with the shadows

candid kiln
#

How to turn on such debugging mode for GI?

neon moon
#

how do i bake ambient lighting when i use bakery?

#

generating lighting from the lighting tab removes my bakery lightmaps but then rebaking with bakery removes the ambient lighting

vital wren
vital wren
cerulean girder
#

Helloo im working on a really beginner game right now and trying to figure out the reasoning behind how lighting affects texture appearance stuff? I've never worked with lighting before but I was curious on why it looks like the two walls connecting are different colors

scarlet geyser
scarlet geyser
languid blaze
#

Lil question about light probe placement. Which of these probe arrangements makes more sense?

  • The first one has the probes positioned exactly on the floor/walls/ceiling
    • This might cause the probes to get bogus data
  • The second one has the probes very close to the edges
    • I'm a little concerned about the above and below problems here!
  • The third one has the probes placed quite far from the edges
    • Objects that get near the edges will now start taking data from distant probes
#

I will be filling this straight hallway with many of these slices

deft fiber
#

If your smallest object has the minimum radius of one unit, getting its lighting from a probe that's 0.5 units from the wall won't be exactly correct for its position

#

But not usually a problem either since you'll have more probes in the room to interpolate anyway

#

It'd be helpful to have some way to determine "invalid probes" specifically for outside areas that don't get interpolated at all, but that's not a thing

polar ridge
#

Does anyone know why the grass shows up like this? Any pointers help. Thank you!

deft fiber
polar ridge
#

Thank you, much appreciated!

blissful ether
#

How do I prevent light bleed like this when baking?

#

Light is coming through the floor

#

also advice on reducing acne like this would be good thanks

vital wren
#

Are you using APVs?

blissful ether
#

Should I be?

#

Also Unity 6 seems to freeze constantly when baking lighting, or when trying to cancel it

#

Is this a known issue? I'm in a really really simple project so I'm surprised

blissful ether
#

also I can't seem to get rid of these seems no matter what I do

#

tried my own UV + generating a lightmap UV via unity, I have seam stiching enabled

blissful ether
dry pumice
#

so my friend has urp installed and on the deferred setting in the render pipeline rendering tab because of all his lights needing to be on but they still flicker on and off and we dont know why. anyone know what we could do to fix it?

deft fiber
# blissful ether

The "best" solution would be to use textures on the surfaces that are lightmapped
Solid colors make any and all flaws like this pop out
APVs wouldn't suffer from seam or denoising issues though

deft fiber
# blissful ether Light is coming through the floor

In theory the ground should be invalidating the texels below it due to an exposed backface, which extends the valid texels below ground hiding the light as well as any shadow from below
That cannot not happen if you've enabled two-sided global illumination, in which case your alternative would be to block light coming from below with a mesh (that receives GI to probes only to not waste lightmap space)

deft fiber
#

Deferred rendering only allows for limitless shadowless lights, so shadows may still flicker if there are too many lights with them enabled

summer harbor
#

how do i make just a room in a scene dark without affecting the main light settings?

languid cove
summer harbor
#

alright thanks

blissful ether
#

I can't imagine the detail would be great without a stupid amount of probes in the volume

#

Also I found OpenImageDenoise did better on reducing the UV seams

#

But still not amazing

languid cove
#

You can get prety high details using probe volume (not regular lightprobes) with good performances. Bonus point is that they will also affect moving objects.

blissful ether
languid cove
#

I'm not that much of an expert in lightmapping tough, so sorry, I don't have an answer for this 😅

blissful ether
#

I tried clearing the GI cache, and baking lighting with no lights other than one realtime directional light hangs on Post-Processing 29%

#

Cancelling hangs unity editor completely

#

This is kind of a joke

#

Got it working for a second on 1 texel per unit!

#

But now it's hanging on 1 texel per unit Hahahahahaha

twilit dome
#

All my lit materials are acting as they are unlit, I can't make them react to any light, they're always fully illuminated. Any ideas?

#

I have a directional and point light in the scene. Might be, that I created the project in 2d?

languid cove
blissful ether
#

Editor logs giving me basically nothing

languid cove
twilit dome
#

this is URP by the way

blissful ether
twilit dome
blissful ether
languid cove
blissful ether
#

If I had to guess it's a memory issue somewhere in the pipeline, as it seems to hang on lower and lower settings until it just gives up entirely

#

But there's no logs I can find to help me debug

#

¯_(ツ)_/¯

languid cove
# twilit dome yes

Could you show the inspector of that cube ? It's using the URP/Lit shader ?

twilit dome
languid cove
twilit dome
languid cove
#

Each quality level can hold a render pipeline asset, that overrides the default one.

blissful ether
twilit dome
#

Im mixing 2d and 3d quite a lot in this project. Only the characters will be 3d, as this is a isometric game

#

I might need to add a 3d renderer too in URP settings, right?

languid cove
#

If you have 3D objects, you need a 3D renderer. A camera can only use one renderer at a time.

twilit dome
#

thanks

#

so i basically have to have 2d cameras for 2d and 3d

#

also, scene view seems to react only to the default renderer

languid cove
#

Or just a 3D camera that renders everything

#

Unless you really want to mix 2D objects, with 2D lighting, and 3D objects with 3D lighting.
But I'm pretty sure a single 3D camera is enough.

twilit dome
#

also would be cool for the scene view to atleast use both

#

because now, I either see the lighting on 2d or 3d

languid cove
#

You can lit 2D objects with 3D lights, if you use the URP/Lit shader on them.

twilit dome
#

thank you very much

deft fiber
blissful ether
#

Are there no options to get rid of them? OpenImageDenoise helped but seems to have a memory leak or something

blissful ether
arctic isle
blissful ether
#

Not much in it at all, I'll get a screenshot

#

In lightmap view ^

arctic isle
blissful ether
#

Just one directional light

#

Actually the view you see above is mixed because it crashes every time I try to bake right now

#

So it won't convert to fully Baked

arctic isle
#

Unity crashes every time you try to bake??

blissful ether
#

and cancelling it will cause unity to freeze completely

#

Waiting on GI.Tick or something

viral urchin
#

hi, does anyone knows why my light bypass objects?

deft fiber
viral urchin
#

and why is not working

#

I didn't change anything in the scene.

deft fiber
blissful ether
viral urchin
blissful ether
viral urchin
#

When i delete the HD Additional Light Data script object, seems to be fixed but it erases all the values

deft fiber
iron gazelle
#

Hey everybody! im STRUGGLING with a really HARD bug im having on Unity 2021.3.14f1 with deferred Lightning, i dont know what is the cause and i tried everything, changing settings in the renderer, changing quality and everything but i have the same result/bug everytime.
Lights dissapear as if Forward lightning was active.

THE FUNNY THING IS: Whenever i turn a "flashlight" on the player, wich is a spotlight, lights nearby the player fixes themselves and start working as they should be.

Any expert on lightning and how it works?
https://gyazo.com/f1087d5d26ab4ea711d22b256e622c27

iron gazelle
#

URP

blissful ether
iron gazelle
#

Yeah, in a certain angle some lights doesnt works. But as i said turning on a spotlight fixes them lol

blissful ether
#

I had an issue some time back with shaders not working from certain view angles, I reported it but they never fixed it

#

you got any custom shaders?

iron gazelle
#

All my shaders are custom shaders, really simple but yeah 💀

blissful ether
#

I think mine was with object local axis fucking up? but seems unrelated to this

iron gazelle
#

anyways tried using the URP Lit basic shader and have the same problem

blissful ether
#

As a workaround, you could probably do some light stuff on startup to fix it via code rather than with the torch

#

just enable and disable a spot light or something

#

If it fixes it permanently

iron gazelle
#

Yeah i tought that could be a temporal fix but maybe theres a better solution

blissful ether
#

If your spotlight is triggering visible lighting to be recalculated I could see that being a relation

#

Could be too many lights in the scene? Not sure

#

Sorry I can't be of more help, just wanted you to get some kind of response

iron gazelle
#

Also using deferred i could have a lot of lights also?

blissful ether
#

Have you investigated the render pipeline yet?

iron gazelle
#

Tried 3 different render pipelines, renderes etc

#

same issue

blissful ether
#

I'd recommend looking there

iron gazelle
#

The frame debugger you mean?

#

weird thing about render debugger

blissful ether
#

Frame debugger

#

Ofc

iron gazelle
#

when i use the render debug thing, and set light debug mode to everything

#

All the lights just works!

#

ehwn i set lgithning mode to none

#

only some of then work

#

really weird

blissful ether
#

It's hit or miss honestly but it's probably worth a go

#

You'd probably need to find a way to reproduce it in a simpler scene though

iron gazelle
#

what do you meant with local axis?

deft fiber
#

URP Assets might get broken internally in some circumstances, so it might be a good idea to swap it out for a new one and go with that

#

You might also want to triple check that your current quality level is using the right URP asset and that your camera is using the specific Renderer with deferred rendering enabled

#

I would visually verify that deferred rendering is working by creating a primitive mesh away from the others and adding more than 8 shadowless lights on top of it to confirm that it can be lit by more lights than the forward maximum

iron gazelle
#

@deft fiber This maybe little to complex to explain but i will try. I just played the Scene where i have my map with lights, and when startin the scene from there everything works as expected even i could put a lot of lights close each other (More than i ever have in the map) and it works good.

#

The problem is normally in the game that scene doesnt comes first, it loads from a main menu

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And everything spawns since its an online game

#

Maybe the proiblem could be there?

deft fiber
deft fiber
# iron gazelle Maybe the proiblem could be there?

Starting a game directly from a scene in the editor generates temporary lighting which is not present in the build or in game mode when switching scenes
However, that is not in theory related to realtime light components or rendering paths, only to ambient scene lighting

iron gazelle
#

Sorry this maybe shows it better

deft fiber
#

To address that specific lighting settings issue you can create lighting settings and generate lighting for each scene from the Lighting window (make sure that realtime GI and baked GI checkboxes are disabled since they would be unnecessary for now)

#

Still I doubt that's actually related

iron gazelle
#

Generate lightning in the Realtime Lightmaps?

deft fiber
#

You don't want lightmaps, just to generate lighting without

#

Realtime GI lightmaps and baked GI lightmaps are specific and involved workflows
If they're disabled, only scene ambient lighting is calculated
Which is what's lost when switching scenes, if un-generated

iron gazelle
#

So i should double check there is no lightning data on that scene right?

#

i tought this was something i needed to use even for realtime lights

idle bramble
#

I have an asset that is not being affected by the light. I have this warning on the asset prefab. In the console I get a warning about my mesh not having normals. Yet my mesh absolutely does, have attached an image of the asset in maya where the green lines show the direction of the normals. So they are there. Any other ideas?

deft fiber
nocturne fern
#

The model is from blender, and everything looks good there.

deft fiber
#

Also could be a workaround to disable blend shape normals entirely, but both have drawbacks

#

Third possible workaround could be to keep normals on "import" and turn on "legacy blend shapes"
In any case the support for blend shape normals is kind of limited

nocturne fern
deft fiber
#

All three workarounds should be found there

deft fiber
nocturne fern
#

Never really knew that the import settings were constantly updated, and you could go back and change the import settings

#

I suppose all computer code is constantly "importing" from somewhere

deft fiber
#

This happens when it's first imported into project, and each time new import settings are applied

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If you have to "reimport" a project later now it should make sense what the editor is doing

flint lava
#

Hi, I've been trying to bake the light on my map. I have a cell shading shader on the geometry but when I try to bake the light everything looks off and generally worse than without baked light in the editor

#

Not baked

deft fiber
#

The lightmap texture consists of relatively large pixels and contains a lot noise / denoising artifacts and if compressed at all, compression artifacts
These can usually be concealed by varied and textured environments but if you use a stepped light ramp for toon shading, all of those will pop straight up

#

Like the smooth circular steps of the light radius you see in the above picture would just be a jagged mess of texel edges

flint lava
#

It works if I set the light to Mixed instead of Baked and then bake the light

#

But I don't get the logic

#

No actually the circles are not baked

deft fiber
flint lava
deft fiber
#

Yes

#

Tldr the shader doesn't seem to support lightmaps, and you likely wouldn't care for them anyway

flint lava
#

What should I do in my case? Keep all the lights as real time seems a big hit on performance

upbeat sinew
#

how can I cull lights in my unity scene because i need a ton of them for a vr game so i cant have lag and baked lighting isnt working with my models, plus it would take forever. (using URP btw)

deft fiber
#

Baking process can be sped up considerably
What kind of models do you have that are incompatible with baked lighting

upbeat sinew
#

its the model im using for the map, its a bunch of different models that i joined together in blender so the baking process would be faster, but when i try using baked lighting, the lights just make the walls glow, and some parts dont even get affected.

deft fiber
sudden egret
#

having trouble with light casting through this large object.
it's supposed to be a sort of space station around a star - there are some turrets on the outside of the station but light is being cast onto the backs of the turrets through the station.
Moving the turrets closer or further away seems to have no effect.
As you can see from removing the star - all the light is coming from the star.
Screenshot 2 is just showing the inside of the station so you can see it should be blocking the light
Any idea how to fix this?

deft fiber
sudden egret
#

objects are about 800 away from the light source

#

i've tried ramping up the shadow distance but didn't solve it

deft fiber
#

Increasing the Near Plane to match the radius of the emissive body should help

#

But ultimately punctual lights and their shadows are not designed to really work on a scale this big

sudden egret
#

Yeah I’m my fiddling I ended up making changes to the near plane and it seems to have improved the situation
Thanks 🙂

winter pollen
#

I always hear this HDRP is only for big companys and nothing for small indie devs.

But why exactly and what you gonna do if you want to use Raya Tracing? Because I thought Ray tracing is (only) compatible with HDRP?

deft fiber
#

So it's not correct to say it's "only for big companies" but serves as a warning that a solo developer who doesn't know much about graphics will be biting more than they can chew if they jump straight into developing a project in HDRP

winter pollen
# deft fiber It's not so simple You can use HDRP as a solo indie dev, you may recognize Letha...

The Main factor in my game is about 100% native Linux support and it also would be bad if peoples with a none-RTX GPU doesn't can play it.

That's why I search for tool or maybe even assets that allow me a ray tracing like graphic with real looking reflections and shadows, that also work on None RTX GPUs and also still supports Linux builds.

I saw that some other engines are able to support ray / path tracing, that's works also on Linux and does support software tracing for none RTX and RX GPUs. But they also have their own other problems. I want to make something similar like that but with Unity.

Even if I have to purchase a expensive asset from the store. It just should be similar to Ray tracing Reflections, Shadows and Lights, must support Linux Builds and also should have a fallback solution if the player doesn't have a Nvidia-RTX or AMD-RT Graphics-Card.

deft fiber
pallid gorge
#

I've got a problem with CalculateInterpolatedLightAndOcclusionProbes() function, it always return ambient probes as calculated probes, no matter if there is backed light probes or not. Positions I send are good and I tried with manual placing, there is light from probes on them, so I don't really get, what do I do wrong, is there something I misunderstand or mess up?

Doing this on URP with unity 2022.3.35f1, if that helps 🥹

keen kayak
#

Any idea why the walls are not receiving light and looks like only indirect light is baked?

quiet egret
#

Check
If they are static
Receives GI
UVs
Direction of light

deft fiber
#

Third image shows that they do have some lightmap data, but it seems misplaced
That can happen if they don't have correct lightmap UVs, usually if you haven't enabled the mesh to generate any

#

I would not say that it looks like "only indirect light is baked", but that could happen if you use mixed lights and their realtime direct light component fails to show up

silent mortar
#

does anyone know why my lightmaps are doing this every time? this is in shadowmask mode, but it does it in the normal baking mode too

silent mortar
#

ah ok, thank you! i'm doing this in a bit of an unusual way so i wasn't sure where to start

#

it looks great if I use APV though, do light probes not use UVs like lightmaps do?

#

("great" but gotta fix the artifacting)

deft fiber
silent mortar
# deft fiber Unusual?

i'm doing the environment in source 2's hammer editor, so i'm using the UVs directly from there

#

seems like i might have to fiddle with it on that end

#

bc even just a simple box from hammer had messed up lightmap UVs

deft fiber
silent mortar
#

maybe it's to do with the hierarchy of the mesh? bc right now the entire environment is under one prefab

#

the pillars and arches and whatnot are separate objects, but imported under the same object

deft fiber
#

Shouldn't make a difference

silent mortar
#

the FBX source exports is also in ascii which may be causing some issues so i'm gonna try exporting it to binary maybe?

deft fiber
#

I don't see any lightmap UV issues in the latest screenshot

silent mortar
#

but i do want to see if I could get it to bake shadows in too, light probes are mostly just indirect lighting

#

ok converting to binary does this lol

silent mortar
deft fiber
silent mortar
#

ah yeah you're right, i forgot

#

here's one of the lightmaps it generated, doesn't seem too bad?

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but it's still just doing this so i'm not sure what to do

#

i upped the padding to make sure there isn't any overlap, still fucked up

vital wren
deft fiber
silent mortar
#

or here

#

are the lightmap UVs somehow not aligned to the mesh?

quaint river
#

Hi, I really would like to try and get this look and feel :

winter pollen
#

How can I get rid of those?

#

Any idea what setting does cause those nasty shadow bugs?

deft fiber
deft fiber
quaint river
deft fiber
quaint river
#

pretty much like this

#

Your level is lit but nothing else

deft fiber
quaint river
#

Thank you

keen kayak
keen kayak
deft fiber
#

Whenever I create the lightmap through

silent mortar
quaint river
boreal vault
#

Is it possible to fixe the fact that my realtime light does not look the same as my baked light ?, for example i need to use realtime light for my moving door, but it doesn't look as good as other static object :/

safe fox
#

Not really, since realtime light doesnt have lightbounces and therefore looks very rough

#

If you want good realtime lights either use hdrp with raytracing or for URP look on the asset store for Radiant GI

#

Both raytracing or Radiant GI are extremly performance heavy and could halve or even quarter your fps

#

Hence why unitys default realtime light looks bad, so its performant

deft fiber
#

Adaptive probe volumes on the other hand give you perfectly consistent lighting for both static and dynamic objects

#

Side note if you don't know what enlighten realtime GI or don't intend to use it, you should uncheck "realtime GI"
It's much different from realtime lighting

deft fiber
#

How good or bad it looks really is up to skill

silent mortar
night shell
#

that way it retains the light when closed

#

although of course that would introduce some issues, that being you will get a "shadow line" on the inside of the locker when its open

#

depending if you are fine with that are not

#

other solutions people suggest here also work fine

#

ussing an LPPV

#

but you could also "override" the light probe select for that door object by using the "AnchorOverride" gameobject field, use a gameobject to manually pick a probe that is closer lighting wise to the rest of the doors

echo swallow
#

Can anyone confirm that Terrain works with APV sky occlusion? For me it seems like it's ignored in lighting calculations (as if light from the bottom goes through it)

boreal vault
silent mortar
#

it'll generate the probes for you, and allows objects to recieve a gradient of lighting from the probes

#

right now the locker looks different becasue it's recieving the same static light value throughout the object

silent mortar
#

(i think this is your issue)

boreal vault
#

ok thanks I check that :)

obtuse plover
#

when i add fog it doesnt work on the floor and roof.. how do i fix this?

boreal vault
#

i've put my game in 2023.2.20f1 editor version, but i can't find Adaptive Probe Volume 😢

deft fiber
deft fiber
obtuse plover
deft fiber
#

It would be suitable to disclose that

obtuse plover
#

they're just cubes stretched out

deft fiber
#

With what materials

obtuse plover
#

Standard

#

shader

obtuse plover
boreal vault
#

Where is it notlikethis

boreal vault
deft fiber
boreal vault
#

ok i will try :)

#

i update from 2022 to 2023 so a big chance it wont break a lot yeah x)

deft fiber
#

"Probe Volumes" should be the same as Adaptive Probe Volumes though
There's ever only two options for light probe systems

boreal vault
#

but i can't seem to find how to make it work :'(

agile lynx
#

how to get this lighting?

#

this is my lighting so far

#

it's so blank

#

and even now

vital wren
#

Do the 8+ lights need to overlap one another?

vital wren
#

I guess you’re not using HDRP

civic tendon
#

this sphere is about 10000 away from the sun, what lighting can i add to the sun to make it act as a natural light that would come from our sun?

#

adding a point light moreso makes the shadow too perfect

#

also if they are rotating around the star, the point of where the light comes from, which would hopefully be the star, but actually just acts as if there is a light coming from one direction

dawn pawn
#

Probably best to make your own lighting in a custom shader, which just takes a position or direction @civic tendon