#archived-lighting

1 messages · Page 35 of 1

chilly kettle
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10000 is really far.. first i would recommend using a smaller scale.

If you only have this one light, you naturally get one bright and one dark side.
You have nothing in your scene that could make the dark side a little brighter (if i understand you right and you want to do brighten the dark side a little?)

white turret
chilly kettle
# white turret what is causing this?

https://youtu.be/y_vw-jzuNs0?si=xacMs9X3X2AKWFHU

Could be causes by light limit (your light gets deactivated and so the shadows also)

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
upper fable
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I don't think the light limit affects shadows at all

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You could use the Frame Debugger to see how the shadowmaps are rendered and whether something changes there when that flickering happens

white turret
white turret
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One question: How can I access frame debugger in the build? Because this only happens in a build

languid cove
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Emission on material doesn't actually light other objects. If you do want an emissive object to project light to the surroundings, you need to bake the lighting through lightmap and lightprobes / probevolume

tropic tulip
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Hey, guys! I have an issue with lighting. So, when I change graphics settings check happens.

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I have in the room a light and when the game starts and I am changing quality settings to high that happens I am not sure why

surreal nimbus
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im trying to make a world for vrchat and for some reason my lighting isnt showing up at all? im pretty new to this and have only ever just made avatars so i havent messed with lighting. have i done something wrong? because no light is showing

surreal nimbus
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omg tyy again im sorry im new to this lol

vast mesa
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I just upgraded my unity from 2022.3.28 to 2022.3.50. I got some lighting issue in mobile. Anyone knows why its happening.

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Even I have created fresh project and Import assets in it and light baked. But still getting issue.

Issue:
Directional Light Doesn't emit light and cast shadow.

vast mesa
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Anyone knows?

vast mesa
clever lintel
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Hello, I have a certain "problem" with the lighting.

I explain:
When I import a blender model the lighting is per face but when it is a procedural model it is per vertex

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Is there a way that it is always lighting per face???

pallid bear
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So, does ssgi work only with directional lights? I'm confused

lavish notch
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how do I fix this:

boreal vault
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Hello, is it possible to remove this ugly separation between objects ?

lavish notch
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isnt it the range?

boreal vault
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yeah the objects are in the range of the lights

vital wren
# pallid bear So, does ssgi work only with directional lights? I'm confused

According to the docs:

"The Screen Space Global Illumination (SSGI) override is a High Definition Render Pipeline (HDRP) feature that uses the depth and color buffer of the screen to calculate diffuse light bounces.

SSGI and RTGI replace all lightmap and Light Probe data. If you enable this override on a Volume that affects the Camera, Light Probes and the ambient probe stop contributing to lighting for GameObjects.

jaunty birch
jaunty birch
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hi when i move the editor camera this happens?

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how can i keep it on the shadowy one

pallid bear
sturdy torrent
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I wanted to try baking lights and followed everything in the tutorial, but this is how it looks while rendering. Should I even continue baking? Is it going to fix itself? I'm asking because It's going to take an hour.

vital wren
vital wren
vital wren
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Spot - it works

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What it did that confused me was I pointed away from the light source towards a wall face around a corner. It correctly displayed bounced light there.

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I thought it wouldn’t do that but that must be my misunderstanding

pallid bear
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there isn't even a small difference where I can tell something happened but can't tell what

vital wren
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are you using baked lighting? APV? Baked + APV?

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i'm not sure how the GI cache is supposed to work, but if I ever run into anything strange clearing it usually does the trick

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meaning I clear it 10 times a day

rotund rain
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Hey guys i have an issue, im trying to implement some baked lights into my unity scene, i made these crystals wich light up themselves and the cave around them. After baking the "Baked lightmap" view in the scene shows that everything works but then when i go into the "Shaded view" everything looks weird: the crystals seem to be wroking but the cave is not lit up at all. Why?

vital wren
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What does it look like in Game view?

rotund rain
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in the game view this looks completely dark as if there where no lights

vital wren
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The first screenshot - what mode is that in for scene view? Debug view is not on there as the button is not pressed.

rotund rain
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its called "Baked Lightmap" view

deft fiber
rotund rain
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Im guessing that the shader is the problem

deft fiber
rotund rain
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Huh i tried and something broke

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I got a hybrid between the two scene views

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Gimme a few minutes ill try to understand how this node works

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Oh it worked! Thanks!

dry pumice
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does anyone know why baking the lights does this when the directional light is pointing down and not to the side?

dry pumice
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i have all lights off now and it does this

jaunty birch
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hi , it takes 30 minutes to bake 6 cubes?

deft fiber
jaunty birch
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usuaklly it quits with a pathtracer error code 2 and switches from gpu to cpu

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even though its a medium small map and i have an rtx 3050

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it switched to cu

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cpu

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and this happens

deft fiber
# jaunty birch

You're also baking realtime GI which is a whole another lightmapping system that doesn't benefit from GPU at all

jaunty birch
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ive tried without realtime asw

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its the same porblem

deft fiber
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Anything that's lightmap static will be included in the bake, I would triple check that they are only those six cubes you intend to bake

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It's recommended to bake manually instead of using Auto Generate since it can be buggy, and clear baked lighting cache before baking again in case there's issues there

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Each Unity version up to 6 iirc got an improved VRAM requirement for GPU baking

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So if your editor version is older, like 2021, and your GPU doesn't have enough VRAM, it might have to switch to CPU baking
If you get random or vague errors when baking, just restarting the editor might help
It's best to start with a simple test scene when experimenting with baking settings
Complicated scenes often have things that are affect baking which are easy to overlook

keen valley
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Hey, does anyone know if there are plans to develop selective baking for APVs?

e.g. I already have a 1 Volume baked, and want to bake a second one, but keep the baked information of the first Volume without rebaking everything in it.
Does that make sense?

keen valley
golden crow
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I want to bake lights. i also want to have specularity so i guess i will have to use mixed lights. my problem is when i use mixed lights it doesnt bake shadows, it displays realtime shadows. when i switch from mixed mode to baked, it bakes shadows but now i dont have specular reflections. how do i get only the specular reflections part from the mixed light mode? i want to bake shadows normally i dont want realtime shadows for static objects.

dreamy ledge
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Hi! I tried to generate lights and this is what I got...I'm really overwhelmed about what happened. Any help ? It's URP

chilly kettle
dreamy ledge
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Small objects(like furniture), not the house itself

pallid gorge
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Hello! After upgrading to unity 6, a strange problem occured: Light backing no longer works, it just freezes at this stage ("Post processing 2/3). I've waited for like 4 hours, but nothing changed (in unity 2022.3 it took only like 30 minutes.). My specs: 4060 TI 16gb VRAM, 16 gb DDR4 RAM, i7 12700k. I tried searching about this, but found only that it occurs with GPUs 4080 or more powerful. Maybe someone figured this out and know how to fix it?

smoky tulip
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https://youtu.be/IpVuIZYFRg4?t=2170

In this video at the current timestamp, they are showing a day / night cycle in HDRP using Physically Based Sky. They use some tricks for weighted blending to ensure that the real time direct lighting is pretty similar to the APV baked indirect lighting.

Has anyone a working script that can achieve such weighet blending?

Also, if they are using HDRP with Physically Based Sky, how do they have that nice star skybox during the night? Are they using a HDRI sky for the visual environment, while using Physically Based Sky for the lighting?

Adaptive Probe Volumes (APV) provide a new way for you to build global illumination lighting. Watch this video to learn how to achieve high-quality results using the APV features in Unity 6. We’ll share best practices for setting up and previewing your lighting choices and how to identify and fix common problems like light leaking. Finally, we’l...

▶ Play video
novel forge
vast mesa
chilly kettle
vast mesa
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In editor its working fine but in mobile its different and its happening after upgrade the unity version.

foggy monolith
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creating a 2D mining game with 2021.3.8f1 and currently attempting to implement ShadowCaster2D to my procedurally generated enviroment for some dynamic shadows while mining but getting pretty stuck on getting the shadows to work correctly.. at first my problem was figuring out how to generate them in the first place as the enviroment is generated randomly during runtime, but some custom scripts and other mumbo jumbo managed to get that working... currently my setup is i have 120 tilemaps each with their own chunk of the entire map, these tilemaps are enabled/disabled according to how close the player is.
the problem im dealing with currently is that the shadow casters dont seem to recognize that the other tilemaps should not have shadows drawn over, causing shadows to overlap on places they shouldnt be. my first thought was seeing if its possible to always draw the shadows behind so even if its drawing where it shouldnt it should still look normal but im at a bit of a loss, example images provided below; any help is appreciated! ❤️

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Not even entirely sure if this is lighting as much as it could be coding.. i guess that entirely depends on the possible solutions if there are any

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also part of why the map is split into chunks is due to the shadow caster having to be completely recreated each time i broke/placed a block, so regenerating the shadow casters on THE WHOLE MAP was very not ideal

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actually to narrow it down what im really looking for is shadows that cant cast over ANY of the sprites that can cast them

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AH just as i say that i had a random thought, "what if i added this thing i heard of earlier called a "composite shadow caster 2d" to the parent of all the tilemaps?"

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that got me exactly what i was looking for!

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hrm but when i do that the shadows flicker, since im regenerating them 🤔

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none of this really feels like the right way to do it 😅 if anyone knows of a better way to go about this im all ears

tame mural
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i just upgraded to unity 6 and every spot that isnt in direct contact with light seems way too dark. any ideas on whats causing this?

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usually this shouldnt be solid black like this, but instead just shadowed as would be expected

dawn pawn
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Already submitted a bug report but this is 'intended behavior' :/
Feel free to report another one

tame mural
dawn pawn
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Can you share the settings?

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And realtime lightmaps dont need updating afaik, since they are realtime

tame mural
dawn pawn
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if you share all the tabs in Lighting, you got all the data for sure haha

idle whale
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Hey, i have a stupid question about lighting 👀
Im making a room with multiple lights that can be switched from on / off at runtime. Can i bake them or i need to put the lights on realtime mode ?

dawn pawn
real falcon
#

Hello! I have a question.
When I bake lighting with Adaptive Probe Volume in URP, the lighting looks fine when using Upscaling: FSR1.0 and Anti-Aliasing: SMAA. However, when I switch to Upscaling: STPP and Anti-Aliasing: TAA, the lighting appears distorted, almost like ripples.
Is this normal behavior? I tried adjusting the APV options in the Global Volume, but it didn’t solve the issue. Has anyone come across this or found a solution?

untold badger
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Heya gang I am using Unity 6, 3d URP project - it seems like I have a little issue with shadows? the directional light seems to understand that the wall on the screenshot needs to cast a shadow, but its... doing it weirdly?

if I look at the floor with a certain angle it kind of works, but thats not how my gameplay camera is going to be set up.

I dont think I ever ran into this kind of issue, so I dont even know what to google here - if anyone could tell me the name of this problem I could look into it

untold badger
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no idea why that worked though, lol

chilly kettle
deft fiber
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Not through edges in this case, but because of the unintuitive way orthographic shadow casting works polygons that are too big or stretched out may get clipped depending on the near plane setting

deft fiber
gritty fox
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I need help here been stuck on this issue for so long now.

I've unwrapped the uvs so many times same as changing around uv seams etc etc to see if that could fix anything, even going through both normal unwrap and smart unwrap all in blender.
I've also tried making these kickboards on separate objects and still the same issue.
I've changed around the baking settings a million times too, Ive put all samples up to 256, increased bounces up to 8, lightmap res up to 60 and padding up to 8 but still nothing. Also tried changing max lightmap size, decreasing scale in lightmap on some objects that say theyve reached the max atlas.

Still nothing. It looks more like chapter 17 filtering artifacts in the lightmapping troubleshooting guide than anything else but I could be wrong.

Not sure what to do from this point but I can't continue much if this keeps happening. I had a worse example but I reset to default baking settings before taking this screenshot.

deft fiber
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I cannot infer those with certainty

gritty fox
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trying to bake the lighting and make it look nice but im getting these artifacts

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mostly on anything thats just a white surface

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i will rebake and get a better example

deft fiber
gritty fox
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oh sorry

deft fiber
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Also, is there a reason you're trying to author your own lightmap UVs?

gritty fox
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no

deft fiber
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Normally it's well enough to enable lightmap UV generation for all meshes in their import settings that need to be baked, then if you still get UV overlap errors you diagnose them with scene view lightmap debug view, or the lightmap asset viewer itself

gritty fox
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I just unwrapped and scaled out because theres some walls that have a pattern texture or a normal map detail or something

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and I just did it with these same plain walls

shell juniper
# real falcon

That looks like color banding. Try changing your color buffer format or enabling dithering on your camera

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The setting should be in the urp asset, and might be hidden under additional options

real falcon
# shell juniper The setting should be in the urp asset, and might be hidden under additional opt...

Thanks for the advice! I had completely forgotten that I had disabled HDR in the PC_RPAsset early on to reduce the load, since it didn't seem to visually affect anything at the time.
Once I switched the Upscaling Filter to STPP and enabled HDR, the issue was resolved. For anyone facing the same problem, make sure to check if Main Camera → Output → HDR Rendering is turned on.
I'm really impressed by how STPP manages to maintain such beautiful visuals even with the Render Scale set to 0.5. I was hoping to use it, so your advice was a big help!

fiery creek
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Tearing my hair out over reflection probes in URP - I have one set up that covers all of my demo scene with an imported cubemap, however when I run the game all lighting seems to be using the default Unity 'sky' cubemap (pictured). This didn't seem to be an issue before I switched over to URP, perhaps there's a setting I've missed? Any help would be appreciated.

fiery creek
novel forge
#

ol[

silent mortar
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i'm working on a custom lighting shader system for dynamic objects (only applied to the gun rn) and I want it to be able to sample baked GI as if it was using light probes. as far as I can tell, there's no easy way to do that with an unlit shader for whatever reason

dry pumice
chilly kettle
chilly kettle
dry pumice
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i dont even have anything pointing in that direction.

silent mortar
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not sure why you'd need the baked GI node if not to simulate baked GI

deft fiber
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So dynamic objects can't benefit from it

silent mortar
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i mean just to sample the lightmap at a given position to add to my custom lighting

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i'm looking into just writing my own compute shader to directly sample the light probes if this doesn't work

deft fiber
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Well, correcting myself
According to documentation it should sample light probes when used with dynamic objects

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I just never got it to actually do that

silent mortar
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it seems like it was implemented really strangely, i can't imagine what you'd need it for in a lit shader lol

deft fiber
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Getting the lightmaps for it works fine with static objects that actually have lightmaps
But they require to be associated to specific objects so you can't just sample the lightmap of the "nearest" object that has it

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Or maybe you could technically but probably not practically

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That's what probes are for

silent mortar
pallid gorge
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Does anyone know, what "Probe Adjustment Volume" component does?

lavish notch
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anyone know how to fix these puorple leaves?

dawn pawn
lavish notch
dawn pawn
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Have you regenerated the lighting? You now have to do that

lavish notch
dawn pawn
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In the lighting settings at the bottom

lavish notch
dawn pawn
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Check environments

shell juniper
lavish notch
shell juniper
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it might be a lack of diffusion profiles on transmissive leaf materials

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they show a purple error color when missing a diffusion profile

lavish notch
shell juniper
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could you send a screenshot of the leaf material inspector?

pallid gorge
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Does anyone know, how to calculate HarmonicsL2 for certain position using new Adaptive Probe Volume (like GetInterpolatedProbe function for standart Light Probes?) or something like that?

deft fiber
pallid gorge
deft fiber
pallid gorge
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I tried to search, but could find any other way to make each individual particle connect to light probes or get affected by baked lighting, and I don't think perfectly lit dust clouds in dark area of the room look good. Maybe I am trying to do something that would not affect game experience that much, but I think it would be great to see

fiery creek
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unity_SpecCube0 keeps being assigned the UnityBlackCube map despite there being a valid reflection probe in the scene, what's causing this?

wintry glacier
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Not sure if this is the correct place to ask but I have a problem. I built an item pickup that has billboarding. I have this problem where the item seem to remain "lit-up" even though I disabled every lighting near it.

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this is the code i used for the billboard effect

using System.Collections.Generic;
using UnityEngine;

public class Billboard : MonoBehaviour
{
    private SpriteRenderer theSR;
    
    void Start()
    {
        theSR = GetComponent<SpriteRenderer>();
    }

    void Update()
    {
        transform.LookAt(PlayerController.instance.transform.position, -Vector3.forward);
    }
}
chilly kettle
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For your lighting issue, what kind of shader do you use?
Is it unlit?

wintry glacier
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  1. I'm testing that right now
  2. Universal Render Pipeline/2D/Sprite-Unlit-Default
chilly kettle
graceful canyon
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Hello! I have a peculiar problem. Yesterday i fiddled around with lighting in my game, tried alot of things, but everything went wrong, so i tought... i can just reset it anddelete the "Lighting Settings Asset", and clear the baked lighting. Problem solved, everything looks good. But if i press play in the game, and stop, the lighting is screwed once again, and everything is dark. Anyone got a nice fix or things i can fiddle with to solve this :D?

wintry glacier
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Ok I did some testing, apparently the lighting doesn't work if I have the billboarding script enabled

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It works fine without it

chilly kettle
chilly kettle
wintry glacier
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give me a minute

graceful canyon
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And i have the standard Directional Lighting-object in the scene, that comes everytime you start a new project

chilly kettle
# graceful canyon It is only in the Window -> Rendering -> Lighting i have been fiddeling, and wha...

So..i guess you need to learn what kind of lighting methods you can use before we start with finding your problem ^^
https://www.youtube.com/watch?v=5rxMdiCkQGk&t

🌟 Unlock the Secrets of Unity Lighting! 🌟

🔦 Illuminate your Unity projects with this in-depth guide to lighting essentials! In this video, we delve into the world of Unity lighting, covering everything from how Unity simulates lighting using Global Illumination to what Light Sources Unity offers.

🎓 What You'll Learn:

Global Illumination: Unde...

▶ Play video
graceful canyon
#

Cheers! 😄

wintry glacier
wintry glacier
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nvm i fixed it

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thanks for the suggestion of using the billboard shader instead

chilly kettle
wintry glacier
#

Hello everyone, welcome back to the channel.

In this video I have tried to explain how we can create a bill board effect in unity's shader graph.

A billboard in Unity is the process of representing a two-dimensional sprite or mesh in a three-dimensional space. It typically involves forcing the sprite to rotate with the camera so that, just lik...

▶ Play video
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and then i added this node to render the texture

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it works perfectly but it still has a few problems

chilly kettle
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alright ^^

wintry glacier
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the sprite is supposed to have a transparent background but it has a black background for some reason

chilly kettle
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Make sure to use alpha / alpha clipping in your shadergraph

wintry glacier
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Nice its all good now!

rotund sparrow
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Why am I getting these horrendous shadows with baked lighting? I don't think I've ever had this before it just popped up today

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Lightmap Resolution didn't help and direct samples helped a bit. It just made the blocks smaller but they're still noticeable

chilly kettle
rotund sparrow
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Yeah give me a sec

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Was kind of hoping discord would embed that since it's really tiny.. I'll just convert it to a png quick

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The padding is weird in the converted image what

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I don't really know how to show you the actual lightmap lmao

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Oh there we go

chilly kettle
# rotund sparrow Oh there we go

First it looks like you have a bunch of unused areas there? and the place where your shadows are is very tiny compared to the size.
its a 1k Lightmap, so your shadows may have 100x100 texels there?
Thats not much and thats why your shadows are so pixelated

rotund sparrow
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Is there a way for me to give them more room to work with?

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It's a really small prototype scene so I'm not surprised there's unused areas

chilly kettle
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You could

  • Increase Lightmap Resolution (even if 40 is ok)
  • make sure stuff you dont see or wont notice in the game to take less space
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Not sure what all these rectancles are in your lightmap

rotund sparrow
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Every object is a cube I'm guessing that's why

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I just tried increasing the lightmap resolution and it doesn't look like it's helped sadly

chilly kettle
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If you increase it from 40 to 100 it should have an effect.

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But more important is, not to have the unused sides of your cube there.
Make the cube a plane, if its just the ground ^^

rotund sparrow
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Yeah seems like I'm gonna have to because the alternative it waiting my lifespan for baking lol.. I hate to say it but 100 lightmap resolution seems to have done nothing except make the baking timer longer lol

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The scene is only for testing movement I can bare without baked lightmaps for now I guess. I should start making the map soon anyways

chilly kettle
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sure, baking lights is normally one of the last things you do.
you could do test bakes between with maybe a resolution of 5 or something to have an idea how it could look like later

rotund sparrow
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Oh god yeah uhh

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Switching the ground out for a quad made the shadows SO much nicer

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The difference is night and day lol

chilly kettle
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i guess your quad will not fill way more of the lightmap as before

deft fiber
#

@rotund sparrow Baked lightmaps are fundamentally bad at sharp shadows
You can juggle that limitation by increasing the size in lightmap for surfaces where shadows fall, and decrease it for ones where they don't, even drastically

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You could even split your meshes into individual objects rather precisely around the shadows
So a big empty flat side of the cube could take extremely few pixels in the lightmap, whereas the area in the middle of it where the shadow is can take up most of it

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Normally you'll also have textures on the ground and walls which can work very well to hide the limitations of the lightmap

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Lightmap artifacts, color banding and pixel edges are basically impossible to hide on solid color surfaces

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In such situations you'd usually use mixed lighting to get realtime direct shadows

scarlet geyser
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||shadowmask||

deft fiber
#

That is one option I refer to with mixed lighting

fiery creek
deft fiber
#

Upgrading editors usually makes things worse, not better, since the process can break things internally

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What I'd do in that situation is create a fresh URP project with the same or newer editor, then just repeat the steps of making a reflective object and a custom reflection probe to see what they do

golden crow
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Mixed lighting issue...

My setup:
i have mixed mode spot lights in my scene. all geometry is marked static.

My Goal:
I want: shadows, direct, indirect lighting all baked. but i also want specularity which mixed light mode should allow for.

My issue:
mixed light mode spot lights wont bake shadows. they bake every aspect of lighting well but only allow for realtime shadows.

deft fiber
#

Mixed lights don't exactly let you bake direct light or direct shadows, because otherwise you wouldn't get specular or any shading besides diffuse from the light, which can't very well be occluded without realtime shadows
Shadowmasking may be what you're hoping for but I'm not sure what you want exactly

golden crow
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currently when i bake with mixed light mode on spot lights, i get baked lighting with realtime shadows.\

deft fiber
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The closest thing to that would be to bake mixed lights with shadowmasking, and disable shadows on dynamic mesh renderers

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Shadowmask is the only type of "baked shadow" that's capable of occluding realtime lighting like specularity

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Though its main purpose is to enable you to use realtime shadows correctly with baked indirect lighting

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If the direct shadows and indirect shadows were baked onto the same lightmap, your mixed lights would not have any information to what parts of the environment are occluded from them

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This is why each light needs its own shadowmask in shadowmask mode

golden crow
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just to clarify even even better what i want: baked lighting with baked shadows + realtime lighting benefits of seeing specularity and normal maps on materials.

deft fiber
golden crow
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i will try shadowmask bake mode now

deft fiber
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Not sure if it'll work entirely as expected, or be worth the performance

golden crow
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i have many lights in the scene and right now it says it doesnt support more than 4 overlapping lights

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im making the game for mobile devices as well btw

deft fiber
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If you draw a shadowmask onto the lightmap, its purpose is to occlude specular and other shading from a specific light, so it must be tied to that light

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If direct and indirect shadows were together on a color texture, the lights wouldn't know when their reflections are occluded from the camera

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And the specularity would appear to ignore shadows, shining through objects

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Shadowmask is fundamentally a more expensive technique, because it adds extra textures that must be used in each light calculation, so it isn't usually a viable technique to use on mobile at all

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But who can say without testing

golden crow
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wow. ok. so if im going for the baked ligthing and shadows, i must forget about specular and normal? what you said is bad news because that would make the game bigger in size as well

deft fiber
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But as with all things before you know for sure you would experiment to know what's possible and measure performance and build sizes

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Guesstimating optimizations can be wildly off the mark

fallen crater
#

Is it just me, or does the lightmapper in Unity 6 LTS seem broken? I have a simple scene which when it bakes it takes 20-30 seconds when working correctly. If I make small changes and rebake, every other time it goes to a ridiculous long bake time, or if I try to cancel I get a GI.Tick popup window and and never goes away. So I have to force close Unity.

deft fiber
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6 changed a lot in general so it well may have some bugs to report, as well

fallen crater
deft fiber
fallen crater
deft fiber
unique yarrow
#

how should i adjust my sky and fog volume as well as my sun to get HDRP lighting like this?:

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i tried gradient sky and it ended up looking off

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i want to replicate the greyscale and lighting of super hot but the lighting doesnt seem as simple as it looks

icy tundra
#

Simple is hard :D

shell juniper
unique yarrow
#

so for sky i should use gradient?

fiery creek
unique yarrow
#

im using hdrp and i dont know why my sky is jsut a blinding white. its hard to try and figure out lighting while this is happening

fiery creek
deft fiber
#

But it could be an issue with the sky just as well, I suppose

deft fiber
#

The red and bluish shiny surfaces are probably only lit in their shader by a tinted cubemap, either reflection probe or custom, and potentially specular from light sources but not necessarily

hybrid estuary
#

I’m having trouble in unity 6

#

Whenever I start a bake it gets stuck at 56%

#

Then it just stays there

#

When I click cancel it starts loading and doesn’t stop until I force close it

#

What’s going on

#

The loading thing it does when I try and cancel is called gi.tick

deft fiber
hybrid estuary
#

Which is why I’m confused on why it’s not working

#

The only odd thing I have on is compatibility mode but that’s it

deft fiber
hybrid estuary
deft fiber
#

2022.3. lts is of course more likely to not have bugs, but I would not downgrade an existing project that big of a leap

#

If it was necessary to go that far back I'd prefer to make a new project on that version and move the assets as a .unitypackage

hybrid estuary
#

I just downgraded it to the previous version of unity 6. Also I do t want to downgrade all the way to 2022.3 because it doesn’t have apvs

#

Now it’s working fine

strong plank
# fallen crater

I thought it was just me, i was trying APV today and GI.Tick went for at least 30 minutes.

Baking the same terrain with Bakery, with Full lighting and Volumes took 45 BUT APV are meant to be fast.
Must be some kind of bug. No idea if its terrain related. I dont even use APV in this project but if it is a bug i hope they fix it

wintry glacier
#

Hello, I have this lighting issue on my sprites that uses a custom billboard shader. The upper half seems to be darkened even though I'm directly using a spot light on it. Some experiments shows that that half can only be lit up by only the directional light. Attached here is the screenshot of the problem and the custom billboard shader that I used.

#

(please ignore the obunga, its for testing purposes lol)

stark temple
wintry glacier
stark temple
# wintry glacier this is now what happens when i do that

To be clear, the normals should still be perpendicular to the plane. Because you're moving the vertices in the first example but not adjusting the normals, they'll be pointed where they started. You need to basically rotate them in the same way that the plane rotates

#

it's difficult to see where the plane and the spot are in the image above though so I can't tell how it's wrong, I just presume the normals still aren't quite correct

wintry glacier
#

Ok i somehow managed to flip the shadow below by adding this

deft fiber
#

@wintry glacier this might work better
Shader Graph importable production ready shaders have a billboard shader for reference

wintry glacier
fallen crater
deft fiber
vestal agate
#

Can you please tell me what can be associated with such graphic artifacts with the Adaptive Probe Volume? CryingMan

sick peak
#

Are others finding the new Unity 6 Light baking to hang on larger scenes that it did not before, unless you restart before baking? I was on Unity 2022.3.10f1 and I bake on a 4090 with 24GB of VRAM. I broke up my large app (VR Theme Park) into 20 groups of scenes each balanced to not run our of VRAM when baking. Each group would bake in about 12 mins. On Unity 6, these same groups are taking the same amount of time to bake, but as I unload one group of scenes and open the next group, the second group one will not finish baking and just hang like it does when it runs out of video memory. I have to restart Unity, and then it will bake the next group fine. I have had to restart 20 times today whereas on Unity 2022.3.10f1 and all other pre Unity 6 versions it was fine. I have not played with the new GPU Profiles other than to leave on Auto.

deft fiber
sick peak
deft fiber
#

Coincidentally every LTS editor since 2020 had some randomly broken basic feature around the twentieth patch
But in those cases it took several days or even weeks before it was patched
So, this is going better than usual

vital wren
deft fiber
deft fiber
#

It is possible
Many are reporting very similar problems during just these couple of days

#

But I have not been reproducing them myself

vital wren
#

From a technical perspective, is there a way Unity devs could implement a supervisor process for long-running processes like bakes that would detect no progress is being made and give you the option to bail out gracefully?

deft fiber
#

You normally can cancel a bake process, but in this case it seems the editor loop itself is hanging

vital wren
#

Having had to kill the Editor over a dozen times in the last week due to baking and other runaway processes is not fun.

twilit dome
#

So i have 2d tiles (basically sprites) that make up my ground and are properly affected by lighting. The problem is, if i change the color of that sprite, it doesn't change at all. I'm using the default URP Lit material

deft fiber
#

@sick peak @vital wren I'm using .18f1 and been baking APVs with it so I can at least vouch that it should also work, in case you don't want to wait for the patch

jovial widget
#

Surely this can't be normal that turning on 1 light with a cookie causes a spike like this the first time it's turned on. I tried all 3 Rendering Paths (Deferred, Forward and Forward+). Am I doing something wrong here? I'm on 2022.3 btw. The scene is as barebones as it gets... even disabled the directional light. It only does it the first time so maybe there's some optimization that I can do? (short of finding a hacky way how to turn it on/off without the player noticing). For context, this is on a flashlight not some scene light

sick peak
teal vale
#

hii all, did anyone know why my light projection looks like this?

deft fiber
teal vale
#

oooh thankyouu when i change the texture type to normal map as you said it being normal again . thankyou so much

silent mortar
#

does anyone know how I can use this function to get the color of my APV at a certain point?

#

there's basically no documentation on it so it's really strange

#

I just want to be able to get what light is being applied by the APV at a certain point, then send it to a compute shader

#

there's like a couple of references to this function on the internet but for the life of me i can't figure out how to access it or if it even works

#

but like , as simple as possible, i just want to be able to retrieve a color from a point based on APV, is there any way to do that?

idle whale
#

I'm creating a horror scene, and I need it to be very dark

What is the best solution to do this?

  • Realtime lightning?
  • Baking?

I tried volume probes, but all my rooms are lit by daylight while they are completely closed off from any light source

safe fox
#

you need to change the lighting settings to include less enviromental light from the skybox

#

it doesnt matter if baked or realtime for the darkness

#

if you dont need realtime, i would always go for baked or mixed

#

it just looks better

#

@idle whale

idle whale
idle whale
#

Anyone can tell me what is the difference between Global and Scene ?
I see some rendering difference but i don't understand what is the best option

scarlet geyser
#
Vector3 objectPosition = transform.position;
SphericalHarmonicsL2 probe;
Vector3[] probeAngle = { Vector3.up, Vector3.right };
Color[] LightValue = new Color[probeAngle.Length];

LightProbes.GetInterpolatedProbe(objectPosition, null, out probe);

probe.Evaluate(probeAngle, LightValue);
Color color = LightValue[0];

for (int i = 0; i < material.Length; i++)
{
    material[i].SetVector("_RimLightColor", new Vector4(color.r, color.g, color.b, 1.0f));
}
silent mortar
#

you pretty much only want to use directional light for an outdoor scene

#

also i'd go with baked lights (if that's the style you want)

silent mortar
#

this shit had me digging into the HDRP code to expose that function, didn't realize it was that easy lol

idle whale
#

Building sky occlusion with the Sky Direction option to true seem to have some problem on my side
Anyone already encounter this problem ?

Why i get some square shadows when using it ?

silent mortar
silent mortar
scarlet geyser
#

what Unity version do you use

silent mortar
#

i just upgraded to unity 6

#

i think it might be with my IDE? let me try something

scarlet geyser
#

I use Unity 6 too

scarlet geyser
silent mortar
#

ok i think there's just something generally fucked up with my IDE bc it's having an issue with transform lol

#

give me one sec

scarlet geyser
idle whale
#

I only have this problem when enabling Sky DIrection to true

silent mortar
#

ohh wait that works, that was weird

silent mortar
#

there's practically 0 documentation for this as far as I can tell so i'm not entirely sure how it works under the hood lol

scarlet geyser
silent mortar
#

gotcha, thanks!

silent mortar
#

(i do have baked probes)

scarlet geyser
silent mortar
#

i am, not sure why they're getting stuck

#

but at any position the light probes are returning black, rn i'm just getting the mesh position and sending it to the probe sampler

#

(i'm directly setting the shader color to the probe color just to test)

scarlet geyser
#

it works for me (here I use fresnel with power set to 0)

scarlet geyser
silent mortar
#

ohh lemme try

#

you're in hdrp btw right?

scarlet geyser
#

yes

silent mortar
#

could i see your code? is it just what you sent earlier?

#

bc the script I have to sample the probes is the issue it seems, it's returning nothing as the color

scarlet geyser
#

are you in the play mode

silent mortar
#

it is setting the alpha to 1 so it's picking up something

#

yeah

scarlet geyser
# silent mortar could i see your code? is it just what you sent earlier?
[ExecuteAlways]
public class LightProbeColor : MonoBehaviour
{
    [SerializeField] private Material[] material;

    private void Update()
    {
        if (material == null) return;
        
        Vector3 objectPosition = transform.position;
        Vector3[] probeAngle = { Vector3.up, Vector3.right };
        Color[] LightValue = new Color[probeAngle.Length];

        LightProbes.GetInterpolatedProbe(objectPosition, null, out var probe);

        probe.Evaluate(probeAngle, LightValue);
        Color color = LightValue[0] * 0.0001f;
        color = new Color(color.r * color.r, color.g * color.g, color.b * color.b);
        
        for (int i = 0; i < material.Length; i++)
        {
            material[i].SetVector("_RimLightColor", new Vector4(color.r, color.g, color.b, 1.0f));
        }
    }
}
silent mortar
#

and you're using APV?

scarlet geyser
#

yes

silent mortar
#

hm that's really odd

#

i'll just mess around with it for a bit, i really appreciate the help

scarlet geyser
#

the color in the inspector doesn't work for me either

#

it's just white

#

but the color I set in the shader works fine

silent mortar
#

hm, there's a split second where it registers something, then it just shifts to black

#

that's just copy n pasting the code you sent, so it might be something with my probe volume then?

silent mortar
scarlet geyser
#

it stopped working for me lol

silent mortar
#

oh lmao

silent mortar
silent mortar
#

that's the compute shader i'm writing, you just need to inclue ProbeVolume.hlsl in the file and you should be able to use it

#

need to figure out how to actually use it bc there's literally 0 documentation but it should be alright lol

scarlet geyser
#

I wonder if I can make a custom SG node with this

silent mortar
#

potentially, i got sent down this whole rabbit hole bc for WHATEVER REASON you can't use the Baked GI node on an unlit shader

scarlet geyser
#

Baked GI is Baked GI Lightmap

#

this is not an APV probe color

silent mortar
#

ik, i'm doing my own lighting system for dynamic objects in my game and I wanted to be able to sample the indirect lighting in the scene

#

for a lit shader you can just use the baked GI node, but since it doesn't work unlit i'm having to go through the probes directly

silent mortar
#

was able to sample it like this, just plug in the world position of the mesh

#

and I just made it a custom sg node

scarlet geyser
#

I need it

silent mortar
#

#include "Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.hlsl"
#define EVAL_APV
#ifdef EVAL_APV

void EvaluateProbes_half(in float3 posWS, in float2 positionSS, out float3 bakeDiffuseLighting){
EvaluateAdaptiveProbeVolume(posWS, positionSS, bakeDiffuseLighting);
}

#endif

#

you can just put that right into an .hlsl file

#

and plug it into a custom node with the right input/outputs

#

it is just a solid color though, you don't get the per-pixel benefit from APV

#

but for me that's all i needed lol

scarlet geyser
#

thanks dude

silent mortar
#

no problem, this was driving me fucking nuts lol

scarlet geyser
silent mortar
#

oo yeah that'd look nice

#

from what I can tell the screen space position doesn't have any effect over it so I don't think you'd have to even define that in the node

#

i'm sure it does something but it doesn't seem important for this purpose

silent mortar
scarlet geyser
#

it doesn't work for me

#

@silent mortar

long spear
#

Try setting the "precision" there to half, or change your code to _float

scarlet geyser
#

I js rewrited the include line lol

#

idk how that helped but meh

long spear
#

You sure you didn't change the precision on any node?

scarlet geyser
#

yes, it's still inherit

long spear
#

How about the ones it inherits from?

#

Not a pro in this either, but been fiddling with the same stuff recently

silent mortar
scarlet geyser
#

no, it was the same

silent mortar
#

you also have to do it in a sorta particular order so maybe you just swapped things around correctly

#

it was pretty finicky for me too lol

silent mortar
#

btw @scarlet geyser i was wrong, before I was just sending in the mesh center as the point to evaluate light probes from, which did mean that you would just get one solid color as the ambient light

#

but i forgot fragment shaders can do per-pixel calculations, so just sending in the absolute world position from the fragment shader lets you get the blending of colors you get from APV

#

(the sphere is using the shader, it's unlit)

scarlet geyser
#

can you show the shader

silent mortar
#

it's a bit messy but here (i'll break it down into smaller pics lol)

#

this bit's for the matcap reflection affect if I want metallic parts

#

here's where i'm calculating the direct lighting using dot product, i have my own point light components that I can use to set the color/distance/range variables per material instance

#

then I add the light probe color to the dot product color, and multiply it by the base texture

#

in the matcap section i forgot why I sample the texture multiple times like that, but it also breaks if I don't so 🤷‍♂️

#

should probably clean it up but if it works it works lol

#

oh and this is the distance calculation for the light, but it's not working as intended rn so it's not final

light trail
#

hi there
i just have seen the size of lightning data stuff and i have a question: do i actually need to bake lightning?
i did it because in yt guide they said that this is how i can fix dark shadows when changing scenes at runtime

prisma ferry
#

Unity supports realtime lighting, so no. it depends on if you are targeting PC or Mobile/VR. for the later, yes

#

i am not familiar with dark shadow issues while changing scenes, so that may be something else entirely (my experience is limited there though)

deft fiber
prisma ferry
#

oh, that makes sense. i baked them for RTGI, so i did not recognize the issue

sullen bone
#

There are no lights in my project, yet, as you can see there is still somehow light and you can see the background

#

how can i make it pitch Black?

#

Also, as you can see, some items and Gameobjects are somehow also not affected by the darkness

deft fiber
sinful pendant
#

how should I light up this area

misty olive
#

how do I make this thing use lighting? I've tried to remove all lighting but I can still see the quad

#

the material is 2d sprite lit default in URP

misty olive
#

I figured it out

#

just needed to put a global light in the scene and reduce the intensity to 0

loud gazelle
#

how do I exclude an object or a material from the lightmap?
I have 3 Scenes, S1, S2 (an elevator that is additivly and won't be unloaded) and S3.
When I enter the Elevator S1 and S3 are switched, but the switch is obvious as the lighting and colors inside of the elevator change

sick peak
#

Is 6000.0.24f1 having even more light baking issues than previous versions as mine just bakes indefinitely with scenes that baked fine before?

deft fiber
#

I believe the problems started at .22f1, or potentially some version between that and 18

sick peak
#

Thank you. I did not realize 24f1 was not the fix. Any word when 25f1 will be out?

deft fiber
gritty fox
#

Alright, still stuck with these light baking artifact issues and I havent found a way to fix it. Not sure what to do at this point, please help. Dont think even chat gpt could save me lol
I have now:

-Created the 2nd channel and unwrapping there also tried lightmap pack in blender
-tried making these kickboards on separate objects and still the same issue.
-remade the entire walls
-rebaked lighting with sample counts from 32 up to 256
-rebaked with both 1024 and 2048 max lightmap size
-increased bounces up to 8
-Increased lightmap res up to 60
-increased padding up to 8
-decreased scale in lightmap on the walls
-Rebaking and changing the filtering between auto, gaussian and A trous on both openImageDenoise and Optix
-Rebaked with both progressive updates and importance sampling.
-Rebaked with generate lightmaps both on and off with no change.

Also reset to defaults and rebaked, no changes. Is there any chance Unity 6 will have any help with these baked lighting artifacts issues? This is driving me insane and has been the only issue ive had such a LONG TIME trying to fix

deft fiber
#

If you pop in default cubes of various sizes in various places and they show the same artifacts, you'll know the issue is not with the mesh

#

If you drag the room to a new scene or a new scene in a new project and bake without issues, you'd know the issue is with the scene or the project

#

If this method implicates the mesh as the issue, you could try remaking a part of it from scratch, and or modifying the shape of the baseboards to try to confirm if the geometry is the issue

#

Recall that UV seams and small geometry surfaces are problematic for baking, so having the wall and baseboard be one continuous UV region (and continuous manifold mesh if they aren't already) is one potential solution
But only if it seems the mesh is the issue

sick peak
forest nymph
#

In case anyone here has experience with using Bakery. Tried with few other render modes, pretty much same issues.

Images from left to right.

Image 1) Right before Bakery finishes the render, this is more closer to the result I wanted.
Image 2) When Bakery finished rendering, everything pretty much turns to dark/darker.
Image 3) As a test:

  • Disabled MeshRenderer on all parts of the arena that Bakery complained about overlapping UV maps.

Also tried:

  • Disabled environment reflections from most of the scene materials, also disabled scene reflection probe.
  • Changed skybox (also tried without skybox)

Same results

Any ideas?

gritty fox
# deft fiber Since the issue seems to always repeat in the one scene with the one specific me...

Okay thanks. I haven't used planes anywhere but I did recreate the a few of these walls from scratch already. I have even separated these walls from the rest to see if I could find anything specific on them.

It seems to just be any wall like this, which is just plain colors.

I will try default cubes and another scene although this seems to be an issue in 2 other scenes with plain walls like these.

I'll also give the last suggestion a try.

Thanks for the suggestions

mental dome
#

Can someone explain what is this artifact happening with spot light, its only rendering to part of the screen?

deft fiber
#

Which Unity version is it and which rendering path (forward, forward+, deferred)

mental dome
deft fiber
mental dome
#

Yes its a bug even last version has it

tired inlet
#

Any adaptive probe wizards here to explain to me why it's not usable in my situation

#

Adaptive probes are pretty great, so I am experimenting with using them as the main indirect lighting set up for my scene

#

But I can't get them to not be spotty

#

This makes it unusable in my scenario

#

I'm baking them at a relatively dense spacing to try and match a little closer to the definition I can get out of lightmaps

#

But even at crazy samples and 12 bounces I can't get them to be coherent enough to create a smoother result

sinful pendant
tired inlet
sinful pendant
#

its

tired inlet
#

Start by adding a point light over top

tired inlet
#

But yeah comparing all of this to the fidelity I get out of lightmaps ^

#

Are adaptive probes just not usable for indoor scenarios with a lot of indirect lighting, or am I doing something wrong?

deft fiber
#

@tired inlet Render pipeline?

tired inlet
#

That would be a shame because I'd love to make a more dynamic scene for my game by adding time of day that can scenario blend

#

HDRP

tired inlet
#

Now I understand that adaptive probes will have some limitations, but with 8k samples and 12 bounces the results should be a lot smoother than this

#

If I bake a lightmap at those settings it will be the smoothest thing in the world

deft fiber
tired inlet
#

Yeah it's really unfortunate

#

It's a major improvement over using the previous light probe solution for lighting characters and other non static items

#

But I was really hoping this would help me realizing day night cycle as that's what it's getting advertised for

#

All the samples I've seen from unity were outdoors though sadok

deft fiber
#

The only clue I have about the blotches is that they occur at probes near walls
Empty space is fine

#

Light probe sample multiplier helps, but make sure to enable it

tired inlet
#

I'll check it out

#

I only gotten it as smooth as those results by upping the dilution, but that is at cost of lighting detail too so it's not great to keep increasing that

deft fiber
tired inlet
#

Yeah I was just attracted to the reduction in rendering cost over realtime GI

#

To hit the minimum hardware requirements my game is supposed to hit

deft fiber
#

Samples 32, 512, 256 with a multiplier of 2 versus 32 respectively
It can be bruteforced to some extent

tired inlet
#

In this demo they show off how you can utilize it for a day night cycle with scenario blending and some coding

tired inlet
#

I thought it was weird that it was grayed out, but I just thought it was a limitation of the adaptive probes

#

Turns out it was a limitation of me neglecting to hover over it

#

Yeah that seems to improve the results quite a bit!

#

It's still a little blotchy at

#

But I'm sure if I up it some more I could get a decent result

scarlet geyser
deft fiber
#

But I'm considerably behind in familiarizing all the newest lighting stuff

scarlet geyser
deft fiber
scarlet geyser
#

yep, it's true, good to know

tired inlet
#

yeh

quiet egret
#

Hello. I downloaded the HD RP from package manager, and now all my area lights are point lights, even thought the scene is URP. Am I dumb? I cannot change them back to Area Lights.

deft fiber
#

HDRP and URP cannot coexist in the same project

#

At least not practically

quiet egret
#

So i have a scene, which is a store that uses area lights. Prior to installing HDRP, no lightmaps were baked. After installing, lights in multiple of my URP scenes look different, and in this URP scene, the area lights are now point lights. When i click to change to Area, it just goes back to Point. Cant imagine why this is happening since this scene is not HDRP and should not of been affected by the install

#

I can provide a video or something if that helps

deft fiber
deft fiber
quiet egret
#

Creating a new area light works fine

deft fiber
#

It could be important to see your Graphics and Quality settings as well, for clarity about the render pipelines

quiet egret
deft fiber
# quiet egret

You cannot have HDRP and URP in the same project at the same time

#

I expect that's why it breaks

quiet egret
#

So i would need to remake this scene in HDRP?

#

Thats annoying but understandable

deft fiber
#

Nothing to do with scenes
Uninstall either URP or HDRP and make sure the remaining render pipeline is configured, not just installed

quiet egret
#

Ahhh

#

I will uninstall URP and get back to you

deft fiber
#

There's no automatic converter between the two scriptable render pipelines, only from built-in RP to either HDRP or URP, so you may need to fix all the leftover changes manually one by one

#

It's recommended to use version control software so that the render pipeline process is possible to be reversed if needed (and also just in general)

quiet egret
#

Thank you!

rose hamlet
#

does anyone know how to fix this? im using baked lighting and urp.

dawn pawn
dawn pawn
#

Maybe it could be that the low quality compression makes it this way?

rose hamlet
#

should i try and raise it to high quality?

#

that didnt help.

deft fiber
rose hamlet
deft fiber
silent mortar
tired inlet
#

Because I was trying to see if I could use the scenario blending feature for day/night scenarios without having to load different lightmaps instead

silent mortar
#

ah ok, gotcha

tired inlet
#

I can't really get the quality of the APV's close enough to where I need it to be for my project, so I'll be sticking to lightmaps for static baked lighting. APV's still for characters and other dynamic objects, etc

silent mortar
#

if it helps, these are my APV settings, i've never had artifacting like that

tired inlet
silent mortar
#

just a static environment, i'm not doing any day/night stuff but I don't see why that would cause artifacting

tired inlet
#

Interior or extrior I meant

silent mortar
#

oh, interior

#

this is with APV and Baked GI

tired inlet
#

Using only APV's?

silent mortar
#

this is with just APV

#

is your mesh set to recieve from light probes?

tired inlet
#

Yeah

#

The issue is that I have way more dense probes set up

#

At .3 spacing with dense geomety I think

silent mortar
#

i'm getting these results when the environment is recieving from lightmaps, maybe give that a shot?

#

this is my density

tired inlet
#

Yeah for your environment that looks great

silent mortar
#

maybe see if you get that issue at a lower density, then amp up from there?

tired inlet
#

But this is the quality I get from lightmaps

silent mortar
#

damn that's nice

tired inlet
#

And I can't get the APV's close enough to that to take the compromise

silent mortar
#

you're inherently gonna get a better result with fully baked lightmaps

#

but you should be able to fix the artifacting at least somehow

tired inlet
#

Yeah I knew that from the start, but since my game takes place at different times of day I was trying to see if APV's could be a compromise to get that functionality

#

I've been able to reduce the artifacting, but at the 0.3 distance granularity (which I need to get a little closer to lightmap quality) I'll still get some of that splotchyness

#

Incresing the probe sample multiplier and adding 1 dilution iteration helped a bunch with that

#

But unfortunately I can't rely on it completely with how much better results I can get from lightmaps

#

Thanks for the help though 🙂

shell juniper
# tired inlet

Increase the light probe sample multiplier. It's undersampling that's all. Increasing the density generally just makes the noise denser.

tired inlet
#

It was still noisy, just a lot less

#

But thanks for the input!

silent mortar
#

i'm just hard coding "light slots" into the shader that are all added together in the result

#

then whatever lights are in the scene fill the slots sequentially based on distance

deft fiber
#

In URP anyway, HDRP also has the functions but they're probably different

pallid crane
#

I'm running into an issue with baked lighting that I can't get my head around, hoping someone here has any ideas?
The issue I'm running into is that I am trying out baked lighting on an existing project and I have a scenes setup with baked lighting and it looks great. But if I do a standalone build, the baked lighting just doesn't show up at all, only realtime lights seem to work in a build.

I've tried searching around for options and I have tried resetting graphics/quality settings, messing around with post processing/shader stripping and all the lighting settings I can think of but nothing seems to have made any difference. For what it's worth I am using URP and Unity 2022 LTS. Anyone have any suggestions or run into anything like this?

hollow chasm
silent mortar
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i'm already using an HDRP function to evaluate my APV at a point, if I wanted realtime shadows I might do more with that though

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i'll def check out the production ready shaders though

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been really liking doing my own system like this though, been learning a lot

soft siren
# hollow chasm Anyone have any idea where to start with this? I'm talking in the video explaini...

Maybe you can modify your prefabs adding a self-duplicated object, but that second object will be set as Shadows only and in the ground layer, this way the object will be invisible and only rendering the shadows, and your main object can be set as Rendering shadows off to avoid double shadow caster for that prefab. Also this way you can modify the shadow position if is needed giving you more flexibility, because the second object will be invisible always but not his shadow.

polar wadi
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Hello, I'm using HDRP with SSGI with fully dynamic models loaded a runtime directly, so I can't bake lights. Here is what I have to far after loading my models dynamically :

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Overall the walls and floor are OK but the ceiling is not lit properly

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I'm using spot lights which lights straight down but I was expecting the light to bounce back to the ceiling and lit it much more

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Is there something I'm missing in the volume settings or is it not possible to have proper hdrp dynamic global illumination with dynamic content in Unity ?

final frost
#

Hi! Is it possible to have a custom clear for point light shadows?
I have mostly static world geometry that updates only once in a while and want to render that once to a "clear" texture.
then every frame render all dynamic shadowcasters on top, using the pre-rendered clear depth buffer

slender light
#

Is there any way to make it so that an object casts shadows on itself, and receives them from level geometry, but does not cast its own shadows on anything?

gritty fox
# tired inlet

im still getting this everywhere and Im not even using probes or on unity 6 im using another lts version of unity

gritty fox
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is it now time to make a support request to unity at this point? Ive tried everything on that list and now going fresh but still no luck in getting rid of these splodgy artifacts. i dont know what else I can possibly do

rotund sparrow
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Working with URP does anyone know if it's possible to make soft shadows actually soft?

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I wouldn't really consider this soft lmao

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I know HDRP has something for this but HDRP has just been a nightmare for me ever since that weird volume profile update. There's no turning back now anyways

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Wait no nevermind I guess all lights just default to low quality shadows for no reason lol...

polar wadi
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Hello, I'm trying to get the room lit by the directional light only. I've maxed all sliders I could find thinking it would brighten the room but it basically do nothing. How do I get the room lit without using ambient light?

polar wadi
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Ok so increasing the indirect multiplier on the directional light itself did lit up the room, but it's basically all uniform now which is no different from ambient light, this makes no sense... Shouldn't the corners or the walls have a small gradient of shadow at least?

deft fiber
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I don't understand what you mean by light the room without using ambient light
What do you expect ambient light to do

deft fiber
polar wadi
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Isn't that what it's supposed to do ?

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Ambient light will light up all texture equally which I'd like to avoid.

deft fiber
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But I see you've got realtime GI, baked GI and mixed lights all enabled and I cannot tell from your screenshot which system is doing exactly what

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I recommend you start with just one

polar wadi
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Got it, I'll test more with individual settings to better understand then.

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But from what you said, it's not possible with only one directional light to have something close to really life then ? A dark room lit by the sun from a single window and the walls would be unevenly lit ?

deft fiber
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It is perfectly possible

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You rarely need both realtime GI and baked GI at the same time, especially since they're both lightmapping systems designed for different purposes
So pick one

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Both simulate bounce lighting and ambient occlusion on static geometry

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Realtime GI is worse in many ways, but it works with realtime light sources which is totally impossible with other baking systems

#

If you choose Baked GI, set your light sources to Baked from Mixed for now
since mixed lights have whole another layer of quirks and technical limitations

languid blaze
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Realtime lights have these really pretty reflections at shallow angles. Unsurprisingly, these get lost when the lights are baked.

Adding physical "bulbs" for the reflection probe to pick up helps a little, but also results in obvious seams where you switch betwen probes.

I'm guessing there's not much I can do about this, right?

#

specular lighting will have to come entirely from the reflection probe, and the probe can't fully capture how the light looks from every angle

deft fiber
languid blaze
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This is for VRChat, and I want to keep the world very cheap to render, so yep

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I think I'll use a few realtime lights

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I just won't be spamming them like I did in those pictures

night shell
# gritty fox im still getting this everywhere and Im not even using probes or on unity 6 im u...

not sure if someone answered your question but the reason those artifacts are appearing is due to low sample counts. Its the same problem with APVs regardless of the system, the areas you have there just have too little amount of light in those areas, so as a result when thrown under filtering you will get blotchy artifacts. You fix it by either disabling importance sampling in your lightmapping, or increase sample counts, or just add more light to that area

#

if you are also using emissive lighting as your main sources of light that is another reason why you could be getting alot of noise, because its harder to sample those than actual light sources. So if you are to get around that you supplement the "emissive lights" in your scene with actual unity lights and that should help

night shell
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even for baked

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yes you are right reflection probes aren't the best at capturing or retaining those highlights but some solutions do exist

#
GitHub

Bake specular highlights into Unity Reflection Probes, allowing baked lights to cast sharp specular highlights for free - zulubo/SpecularProbes

GitHub

A simple editor script that emulates specular highlighting for every light in the scene on reflection probes when baking them. - frostbone25/Unity-Specular-Probes

night shell
# languid blaze This is for VRChat, and I want to keep the world very cheap to render, so yep

in addition also bake your scenes using directional lightmaps, and use a shader that can calculate a specular term based off of the directional information. A shader I highly recomend for this is Silent's filamented - https://gitlab.com/s-ilent/filamented

#

you can use both of those techniques, the specular probes, and using the filamented shader and baking with directional lightmaps to help you retain specular highlights for baked lights in your scene

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note that it won't be able to recreate the look 100%, but it can get you very close

gritty fox
night shell
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if it is turn it off

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that should help

#

in addition increasing the bounce count also helps

gritty fox
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I turned off both important and progressive

deft fiber
gritty fox
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What's a good bounce count? I've been keeping it around 4-6 recently but I have gone up to 8 aswell

night shell
night shell
languid blaze
night shell
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with the standard shader there isn't much of an effect, but also if you have materials that don't leverage normal maps then you pretty much wont see any difference usually using the unity standard shader and directional lightmaps

languid blaze
night shell
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but if you use a better shader, i.e. the filamented I linked, it does a much better job and can actually calculate a specular term from it

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but as I said keep in mind that you won't be able to replicate the same look 100%

#

but you can get it looking pretty close, close enough to satisfy

languid blaze
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yeah, I'd be happy with getting any kind of glare at all

night shell
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I recomend using both techniques, I do that in my scenes/projects and it gets you pretty good coverage

#

speuclar probes + custom shader with directional lightmap specular

languid blaze
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filamented vs. filamented (specular setup)

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neat!

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(the smoothness wound up just being 1, oops)

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that's mostly why it looks different. lemme mess with this some more

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There we go, much more useful comparison: Standard vs. Filamented, both with a very high smoothness value set (I got rid of the original metalic+smoothness map)

deft fiber
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It can get very funky

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But I'm impressed that it does what it does with such limited information

night shell
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that is one drawback with the method is that in certain situations you can get distorted highlights

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its based off the same method used in the frostbite engine on battlefront

languid blaze
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and yeah, baking non-directional light makes that shine go away

night shell
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sent this before in the past but heres another

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unity standard vs filamented

languid blaze
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it says that it cuts down on the intensity of the fresnel effect

deft fiber
# night shell

Is there some setting to get the specular occlusion seen here? Can't seem to get it out of the box

languid blaze
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i'm guessing that's what darkened it here

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oh, that'd also be specular occlusion, right

night shell
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or the lightmaps

night shell
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specular occlusion helps alot, which the standard shader lacks

deft fiber
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One of my fave effects
Too bad URP and HDRP are getting on that train so slowly

night shell
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for some people they might have seen these images before lmao but I repost them because they are good examples

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this also here is a good example since you can see some stretched highlights on the fridge

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its a tradeoff and a compromise that one has to make, with realtime lights sure you get perfect specular lobes, but with baked lighting you can still retain them, but it won't be the same and it will have some artifacts associated with it

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unfortunately the only way to improve the effect is to use a different lightmapper

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unity built in lightmapper has a very basic directional mode, a system like bakery has a few different that are more accurate and get you better results

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but in the industry you can go further with directional information to a point where you could actually use them to replace reflection probes

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deft fiber
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This is just neat

night shell
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glad to see I've enlightened a couple more people 😛

deft fiber
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I think HDRP APVs do support this already, but URP's may be on the way yet
Not sure about specular response though

scarlet geyser
safe fox
atomic cypress
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Anyone that might have an idea why I have this weird shadow artifact witth baked lighting? As you can see the right wall is fine, but the left one has one dark stripe across it?

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It only happens on that one wall. I already tried double checking the mesh in my modeling software and re-importing it, but no matter how I bake the lighting, I cant seem to get rid of this one artifact.

thick cloud
#

Does anyone know why the light from the back of the sprite renderer when using the spotlight in the front is brighter than the front of the sprite?
And the light from the spotlight back doesn't show any light on the sprite renderer?

burnt nova
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I got Bakery in my project and used it to generate some lightmaps but Bakery comes with a !ftraceLightmaps game object
I need to remove that game object

I'm sending my scene with a custom SDK and they require me to remove !ftraceLightmaps

deft fiber
thick cloud
deft fiber
burnt nova
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Vket

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Right now I'm gonna try using 2 unity's

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One to bake one and the other to submit

burnt nova
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Found a solution

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Using 2 Unitys and a custom shader

sly fox
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Does anyone know why realtime-gi turns off when switching scenes?

dawn pawn
sly fox
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Oh I think I figured it, I'm pretty sure bakery was automatically turning it off

vital river
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need some help

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i baked probe volumes

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baked lightning

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over static meshes

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but still there is no global illumination

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not working

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sorry my bad

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i didnt check the directional light was realtime

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i changed it to baked

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it worked

atomic cypress
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When light baking I get this artefact. When I make the wall smaller (less long) in my modeling software, the artefact disappears, but when it's the desired length I keep getting this. Could it be to big for the lightmap?

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(The right wall shows the intended bake outcome)

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I have other walls that are a similar length though? It's just this one causing issues

spare pulsar
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Hello, in my vr project I added a point light it doesnt emit any light, when I change to directional it emits also in other non vr projects it works

scarlet geyser
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there is a range parameter

spare pulsar
polar wadi
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Newbie question here, but regarding realtime vs baked lighting, don't most games use some objects which will move in the scene anyway? So realtime would always be the choice here, wouldn't it? I was told only one mode would usually be needed, is that also correct?

polar wadi
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So most of the time would be mixed lighting ?

atomic cypress
deft fiber
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Baked lighting can affect dynamic objects via light probes

tired inlet
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Can we fix baking please ❤️

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It's been broken for the past two LTS versions in unity 6

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Time just counts up infinitely baking at a relatively low frequency GPU baking on a RTX 4090

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Small scene, few lights, etc

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It'll be doing stuff, then utilization drops and memory stays high and it just starts counting up for however long I wait

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The longer a bake would take the higher chance of it getting stuck it seems like

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I used to bake this scene at resolution 80 with all the same settings and amount of lights/geometry I have now and be finished in 5 minutes for example

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Now I have to do quick bakes at 40 just to get it to go through and have something

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Just a rant, I'm sorry 😛

#

Maybe I have some weirdness going on in my scene, but exploring the baked lightmaps and authoring all the lights reveals nothing of the sort

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I'll figure it out Shrug

deft fiber
tired inlet
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Correct

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Oh wait I'm on .24

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I'll check 25

deft fiber
craggy zephyr
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can you create shadow behind your 2d object in unity, like a 2d circle for extra depth illusion.

floral swallow
deft fiber
night shell
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whenever objects are close in proximity there is a shadowing/darkness that happens due to the occlusion of surrounding light

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but what your seeing there is that, so just go through the URP settings and turn it off

floral swallow
night shell
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I'm not familiar with URP but should be in the render features list

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in your case its already there so it should be removed

craggy zephyr
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dropshadow it was called

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totally forgot the name, xd

tired inlet
tired inlet
night shell
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you could always tweak it but with their original question I assumed with the way he described it he wanted to just flat out get rid of it

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as for keeping it in your scene it depends on the lighting setup you have, we can get very nuanced lol but it just depends on alot of factors

tired inlet
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Yeah that's fine, I just wanted to add my two cents on why I think you shouldn't just write it off because it's a powerful effect

night shell
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in limited scenarios like pure realtime lighting I agree, but in different contexts i.e. with baked lighting or other similar GI techniques AO won't do much ontop

tired inlet
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I don't completely agree with that

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In mixed lighting scenarios you wouldn't just not use it because you baked some lightmaps

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In a setting where you use just light probes to light a scene it can help to add back in scene depth that you could lose with that bekd lighting technique

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If your game goes for some type of flat lighting/stylized style then sure it's not handy to have

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But I don't see how in most scenarios it wouldn't be usefull to have at least some of it if the target hardware can swing the overhead

floral swallow
tired inlet
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David's link will point you to where it lives though

floral swallow
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Looks like that's working great

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It looks incredibly strange in VR to have your hand absorb all the light around it lol, I appreciate the pointer @night shell!

tired inlet
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Good times!

night shell
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writing a partial agreement rebutall to zigga lmao but I there is something else you could try if your willing to get an asset from the store

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but your welcome

tired inlet
#

Oh my lets hear it haha, I'm all ears (in a friendly way)

night shell
# tired inlet Ah, no that won't make a difference for seeing it interact between items. The te...

I'm in partial agreement with you but the reason why I'm a little hesitant now towards AO is because I see it either overused too much or not used correctly. AO is a technique that is designed to help give the impression of "GI" but its not an end all solution and it should be used fairly lightly. In a scenario where you have baked lighting or even mixed lighting I'd argue that AO ontop would not be of use because the baked lighting (which depending on your setup is already providing GI), adding AO ontop would overdarken areas and corners that are already naturally darkened due to the GI term.

The only time adding AO makes sense in terms of accuracy is using it to blend dynamic objects with baked ones, or supplement a rather low frequency GI term (APVs are a good example) to provide smaller scale shadows. The downsides with AO (specifically SSAO) applies to the entire image in screenspace so regardless if something is baked or not you will end up with overdarkening in certain areas. Dynamic objects will have improved shading but not by much. SSAO also doesn't provide good enough crisp or defined shadowing that makes sense for what its supposed to be ultimately simulating.

I will also add the other time it makes sense to use again is in a pure realtime setting, so say you don't have access to any other GI terms, AO will 100% be your best friend for providing better shading at a realtively low cost.

Now granted no one is stopping you, stylistically you can choose to do that if you wish but my general TLDR; is if you use AO, use it sparingly and in small scale. But in limited scenarios i.e. what I described, but a

#

now as for the thing I was hinting at, one thing I've been working on personally implementing in my projects is this

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its just for my own use even though it is public and on github but its a step beyond AO in my mind because it doesn't have the purely blobby shadowy look that you saw in Silk's video where it doesn't make too much sense, but it has more defined shapes, and not only that also its only for dynamic objects (so no applying extra shadowing to areas that don't need it), and it blends better with underlying scene if you are using baked lightmaps for example are providing GI/lighting to static objects

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but thats just my opinon of course

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example here on a character

tired inlet
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Alright my turn

night shell
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awww damn you bot

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can't send that gif really?

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oh well

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I make it sound like AO is a totally bad thing, it isn't but tldr; there are cases where it makes sense to use it, but gotta be careful with it otherwise it looks funky/bad

night shell
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this one works for URP

floral swallow
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👀

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They look pretty neat

raven flower
#

When using Unity I've been kind of perplexed to how they handle lighting. As far as I know, the lighting calculation is built-in and uses an approximation of the real-life lighting falloff (inverse square blabla).
Now, a LOT of games want custom lighting in Unity, and there isn't really, as far as I can tell, a recommended/optimal solution for this.
Creating custom shaders and calculating a new lighting for a specific shader seems to be the general solution for this (which for some reason still doesn't have a native implementation in Shader Graph???)
Lighting is currently calculated from individual lights, using this built-in falloff.
I don't know that much about lighting, but I'm curious why Unity went this route, and if they plan to revisit this part of graphics.
Having an option for linear falloff would make shaders easier to create, and allow for way easier manipulation of lighting. Is there anything in the roadmap for anything related to lighting at all? The only thing I've seen is possibly adding two nodes for lighting in the Shader Graph.

floral swallow
#

Well, I can press bake lighting and hope for the best laughingreallyhard

night shell
#

as for custom lighting and rendering unity also has scriptable render pipelines

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so if you want to handle lighting differently than the engine does they give you the tools and API to build your own

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but that is alot of work and does require alot of knowhow with shaders/scripting that I know not everyone has or has the time to do

raven flower
#

hmm, okay. So custom lighting is currently behind a knowledge-wall?
Having easy access to lighting manipulation is still quite strange to do yeah?
I'm still quite confused about why though. I feel like there's a big chunk of projects that could gain a lot from not using physically accurate lighting, but are unable to do so because they're just starting out.
I feel like it would be in Unity's interest to expose these parameters to the users in an intuitive way.

#

having the roadmap be completely void of any lighting options also makes me feel like I'm insane, and no one really wants this. I'd be surprised if that was actually the case though.

tired inlet
#

Ambient occlusion has it's place in the post processing stack. There is a reason literally every AAA game targeting reasonably realistic looking graphics out it has it, right? There are different implementations of it thought. SSAO as Unity has it, is the lowest form of it but also the most performant. RTAO is the most superior, but screw people that don't have a gpu for that, right? HBAO is inbetween and the nicest middleground for it. I don't agree that SSAO adds on top of your bake. When you bake lightmaps in Unity you can literally choose to not bake ambient occlusion to in your lightmaps (it's a checkbox and disabled by default) to avoid overshadowing.

Then next up the fact that some people over use it doesn't mean it is inherently bad, those people just need the proper guidance 🙂

In game with either realtime or mixed baked lighting it makes sense to connect dynamic objects to it's environment by having some type of AO integration.

That github link you shared looks neat though, and I'll look at it some more but I don't think it applies to the conversation we're having. Since that overhauls the whole shadowing part of the system instead of the AO we're talking about.

Now let me get some receipts, because it wouldn't be fun without it, right? I'm working on a scene right now for the game I'm working on that targets realistic graphics. In this scene you are looking at 99% baked lighting where the directional light only hits the floor by the windows.

See the obvious difference between (in my opinion properly tweaked) AO, and no AO under the couch, or tv console. It adds depth to the scene, and with the limitations of the lighting engine in unity as a whole it does a great job of adding more richness to the lighting.

#

If your target system can handle HDRP, they have a decent soft shadow implementation there too

night shell
# tired inlet Ambient occlusion has it's place in the post processing stack. There is a reason...

this pretty much covers what I mentioned though lol, use it correctly and it can definetly supplement your lighting well. The underying GI term you have is fairly low frequency as I can tell by the lack of shadowing under the couch and TV cabinet. So you'd use AO to provide the SMALLER scale occlusion that feeds into the whole GI term.... BUT if you had high quality lightmaps to begin with (or let alone a high precision GI term) there would be no need to have an AO term because those small edge cases will be taken care of

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no AO here, just dense lightmaps (although they look a little funk here because I compressed them with crunch compresison)

tired inlet
#

Right, but you didn't read the part where I said baking AO into your lightmaps is optional so you don't double shadow, and keep the benefit of having your dynamic objects connect to the scene

night shell
#

there are alot of edge cases and scenarios granted where this kind of style of lighting and baking wouldn't be applicable

night shell
#

so I'll reel back and point bad finger at SSAO

tired inlet
#

Saying AO only applies to edge cases is just not correct if you look at all of the current AAA games that target realistic lighting

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They all have it 😛

#

But we don't have to agree, and your screenshot looks nice for sure

night shell
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when full pathtracing becomes the norm this won't be a thing lol

tired inlet
#

By that time we're probably all replaced by AI anyway 😛

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But I've been an environment and lighting artist for 14 years now in Unity. The pain and struggle back in the unity 2.5 days was real haha

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All the nice things were talking about now is stuff I would have wished for back then

night shell
#

and its true alot of AAA games do have it, but that doesn't mean it's accurate or correct is what I'm trying to argue basically. Most do, but some don't (Far Cry 3 comes to mind, and even forspoken) I'm talking like nerdy technical nitpicky peddantic details here lmao

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like stupidly specific

tired inlet
#

Bro nothing is accurate or correct until we get realtime full path tracing

night shell
#

you are right, but we can hack ways of getting close to accuracy and have lol

tired inlet
#

It's all smoke and mirrors

night shell
tired inlet
#

Apparently by not having AO in your game and having your dynamic shit float over the floor then 😉

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Haha

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I'll do me, you do you ❤️

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That was fun though

night shell
#

admittedly there are tons of general details and such I glossed over

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thats what is difficult tbh talking about it because there are so many cases

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no accident that carmack says rendering is harder than rocket science lmao, because it all stems from a foundation of hacks ontop of cheats

tired inlet
#

I'm just waiting for a world where we no longer need screen space anything

night shell
#

being in a VR context I've been avoding screen space stuff for a long while anyway

tired inlet
#

But it's going to take a while before the minimum requirements you are supposed to hit have the hardware to take that 😛

night shell
#

because screen space stuff just looks bad

tired inlet
#

Agreed

night shell
tired inlet
#

Though that's true of a lot of the smoke and mirror ways we do rendering and vfx for games

night shell
#

doesn't fall apart when the source is no longer visible

tired inlet
#

as soon as you can see it in stereoscopic 3d you see you are just looking at a flat texture of a flame being propelled by a particle 😛

night shell
#

I'm just waiting to see volumetric effects start taking the stage more

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they are mighty great in VR

tired inlet
night shell
#

its all baked

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even volumetrics

tired inlet
#

Yeah volumetrics rock, especially with APV's now

night shell
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APVs feed into volumetrics?

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I haven't messed with alot of the new unity tech lately

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been stuck on BIRP

tired inlet
#

They do!

night shell
#

huh

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well I wonder how performant because with mine I've been able to get them to run on a quest 2 standalone

tired inlet
#

Dive into the realm of real-time rendering with our latest video on Adaptive Probe Volumes (APV) and Volumetric Fog & Mist! Discover how APV enhances scene realism through dynamic lighting adaptation, and learn to create immersive atmospheres with volumetric fog and mist effects. Whether you're a game developer or a CGI enthusiast, this video wi...

▶ Play video
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This guy has dialed everything up to overkill haha, but as you can see APV enhances your volumetrics now 🙂

night shell
#

oh thats a little different than mine

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yeah the ideal system is the classic volumetric fog with realtime shadowmaps and then supplement with APV

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but mine is completely baked all the way through

tired inlet
#

Yeah you could do all baked with APV

#

But if it ain't broke don't fix it

#

Your implementation looks good and if you're stuck on birp, then it's not gonna help you anyway

night shell
night shell
# raven flower hmm, okay. So custom lighting is currently behind a knowledge-wall? Having easy ...

sorry got sidetracked but some of these parameters are already exposed. But again like I mentioned the reason why I geuss it's not modularized so to speak (I believe there is some progress with later unity versions in that regard on this) is because lighting and rendering as a whole is not quite that simple. It's not like you have a computer and you can swap out the gpu for another gpu and your set, there is alot of interconnectivity that happens. In a forward renderer it can get pretty complex. Using a deferred renderer does make some of the steps easier but it's still a process that ultimately depends on the artistic decisions of a project

Expose too much also on a renderer and you can create a lot of overhead and potential performance degradation having to build a system that can take in any kind of input that depends on the style you want to go for.

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edit: changed analogy since I'm not a car guy

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but the best that unity can do and have done so far is the SRP stuff like I mentioned, give you the tools to build what you want and how you want. It's technical and not artist friendly by any stretch but atleast you build something that is tuned to what you want. Unity or any engine for that matter can only build you something that is general enough to where you could do quite a lot with it, but for scenarios where there is heavy stylization or customization needed you can only account for so much

raven flower
lofty igloo
#

@tired inlet @night shell Nothing to add, but enjoying the conersation and images you two are postingt

raven flower
civic tendon
#

when i paint the terrain with this grass texture, it appears EXTREMELY dark compared to other materials, what can i do??

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but when i remove it, its normal

copper nacelle
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In the first picture lighting looks illuminated.
but when i go far lighting acts weird.

deft fiber
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I tend to confuse the two myself

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Should look like this

floral swallow
spare pulsar
# spare pulsar

Can anybody test creating point light in a vr template to see if isn't just me that that it doesn't project light, pls

pure estuary
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messing around with 2d

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whats happening here

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and

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is there a way to stop it

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i could make it self shadow but then the whole things dark

floral swallow
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I have lights in this room which should be entirely blocked off by this wall, yet they shine through. Am I missing a setting or something along that line? Shadows are enabled and set to soft though hard doesn't help. I'm kind of at a loss

deft fiber
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maybe too many realtime shadow lights, or too close so shadowmask can't be calculated

floral swallow
deft fiber
ebon hare
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how do i get more defined rays of light

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i wanna fucking smell the lights

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i want lights to be this strong

agile lynx
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Hey guys, I am trying to get a lighting like this unity but the results aren't that good, can you please help me out?

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this is how it looks for now

agile lynx
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for lights should I use volume lighting or directional?

#

@timber lichen

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this is how it looks rn

agile lynx
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So with range and intensity, what should be the values around, maybe the range to the ground but I need help with intensity etc. Even though I did everything you mentioned above it doesn't look like that please enlighten me.

#

I've tried hard shadows, but I still don't get that shadowy look.

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How can I improve that?

agile lynx
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Should I add a directional light outside of the map like on top?

agile lynx
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URP

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I am currently baking for directional lighting give me a few mins

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@timber lichen this is what happened

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i think 50 intensity was too high

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let me play a bit

upper crystal
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In Unity's scripting API I found LightProbes.CalculateInterpolatedLightAndOcclusionProbes
Does Unity 6 now have occlusion probes? I couldn't find anything besides that API

agile lynx
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@timber lichen when you see this, this is the latest version

radiant harness
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Good day, I’m having an issue with shadows in my project. In the Game tab, I can see that real-time shadows are rendering correctly. However, when I build an APK and test it, the shadows don’t render. Does anyone know the solution and could kindly help me? I’m using version 2022.3.5f1.

quaint river
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I need a bit of help please

In unity I am doing the following:

Using modular pieces
Using a texture atlas for materials
Res no bigger than 256x256

I get this horrible black seam whre the modular peices join

quaint river
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afte baking I see these horrible black lines

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I tried adjusting the UV shells assuming those where the issue

deft fiber
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What types of lighting are you baking

quaint river
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Area lights

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only

deft fiber
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I mean lighting settings

quaint river
deft fiber
quaint river
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everything is is modular

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walls, doors , windows , floors

deft fiber
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Baked lightmaps are static, so there doesn't seem to be a benefit to keeping the level parts modular after the levels are designed

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And when using lightmaps, you should get rid of the internal and hidden faces since they're a big waste of lightmap space

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And alternative is to light those parts by probes instead
With urp/hdrp you'd use the APVs, and with birp you'd use the light probe proxy volume
Those will change the appearance of the lighting though

quaint river
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That is a little higher than my understand level 😅

mossy mica
quaint river
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How do others manage to bake using modular assets?

deft fiber