#archived-lighting

1 messages · Page 39 of 1

sullen niche
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Hi i have an issue I dont want to mountains behind to cast a shadow on the city in front but also i want shadow between mountains themselves. So im trying to place a wall between the city and the mountains to block the shadows i turned off Cast Shadow option on wall however the shadows seems to pass through the wall as if its not there how can i fix this or is there another way to aciveve that i want

mellow radish
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bump

elder junco
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i have a quick question, i'm using unity 60000.29f1 with HDRP, i want to add a light to my scene but i need to make the lumen of this light 4.000.000 so i can see something. is it normal ?

I never changed something with the lights before

languid blaze
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sounds like the camera's exposure is set very high

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Exposure is controlled by volumes. You can add a Volume, make it global, and give it a profile that has the Exposure volume component

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It should default to automatic exposure, though

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which will adjust to match the brightness of the scene

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(like your eyes do)

elder junco
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thx was set to physical camera

elder junco
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have an other quick question, do you know why i have this with the light when i'm on play ? even when i'm not on play

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i think it's because i make a room with cubes

deft fiber
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Quality tab in Project Settings references an URP asset for each quality level
Each URP asset references a Renderer asset

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You can make a new URP Asset "with universal renderer" from the create asset menu and assign it

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Or just as well make the universal Renderer asset separately and assign it to your current URP asset

crimson wigeon
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Im reposting this from the urp channel because I'm not sure which is most relevant: I'm trying to make a generated mesh take 2d lighting. In the Unity forums there is a dev post that says that switching to to Sprite-Lit-Default URP 2d for the material will allow it to interact with the 2d lighting system. Although this does work for the lighting, it introduces numerous other issues as shown in this image. I am wondering if I am doing something wrong or if there is something I can do to address this:

mellow radish
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bump

mellow radish
mellow radish
deft fiber
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That discussion is already going in #archived-urp, dangers of crossposting

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You have a warning about light overlap
That prevents mixed lights from working in shadowmask mode so it's a likely issue to your disappearing light/shadow
You probably also have a warning about overlapping lightmap UVs, which appear as lighting artifacts that repeat on multiple meshes

mellow radish
mellow radish
deft fiber
mellow radish
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Thanks a lot!

languid blaze
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for a given lightmap resolution and minimum object scale

mellow radish
languid blaze
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I'm not sure how to get the correct margins in Blender

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Note that you must set it up properly -- if the minimum lightmap resolution is too high, or the minimum object scale is too high, you'll wind up with lightmap overlaps

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Overlaps happen when two different UV islands touch the same pixel

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Reducing the lightmap resolution (the texels-per-unit setting, not the maximum size of the lightmap texture) means that there are fewer pixels to work with

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and scaling an object down has a similar effect: it takes up less space in the lightmap

mellow radish
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Ah, so you basically want to avoid edges crossing each other on the map if I am not mistaken.
He sent me this pic from blender(not the one he used for the model he sent me) and I was wondering if that's too much or too little space.
As for the unity settings, thanks for explaining them a bit more, names are slightly confusing, will try to play around w that when I am back home.

deft fiber
mellow radish
deft fiber
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Blender's "lightmap pack" uv unwrap method is almost worse than none at all

languid blaze
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Overlapping islands would be objectively wrong in all circumstances

languid blaze
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it looks like it doesn't ever join faces

mellow radish
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And as for self intersecting stuff, can that be ignored or is it serious?
I never experienced it with my own models but got it for almost every single model my friend made.

languid blaze
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it means you need to clean up your geometry!

deft fiber
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There are a lot of rules of what makes a valid lightmap UV map, and again more what makes a good lightmap UV
You'd have to grasp them before trying your hand at it over Unity's generation

mellow radish
languid blaze
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You actually want to have nearby faces to be joined on the lightmap

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(when there isn't a sharp angle between them)

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The color should smoothly blend across them

mellow radish
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yeah that makes sense

deft fiber
languid blaze
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here's how Unity wound up unwrapping a very basic crate model

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i'm actually not a huge fan of that one. i might mess with it

mellow radish
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I mean it looks fine to me, cubes are made of 90deg angles so shouldn't that be fine?

languid blaze
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I'd just like to have fewer tiny islands

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They eat a lot of space because each one needs a margin around it

deft fiber
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The inner recess walls could be stretched instead of separated, so it's one island per cube face despite the bevel

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Since the bevels are areas of pretty low visual importance

languid blaze
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hm, nope, even with everything cranked to the max, I get the same layout

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It could also be always splitting on hard edges

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That's probably it.

languid blaze
deft fiber
languid blaze
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Oh yeah, it would

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I just can't make Unity generate that. I guess I could do it by hand in Blender

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(That's the shape of the UV0 map, haha)

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My only problem is that I don't know how to set up the correct amount of padding in Blender

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I guess I can just guess and see if Unity yells at me

deft fiber
dense spruce
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hey how can i make my scene be completly dark for exemple when light cannot reach a place?

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like for exemple a cave

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because my directional light brightens up everything

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it brightens less the places where it cant reach but still

clear cipher
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How do i get my shadows to match my player body in my FPS game?
I'm using the render object feature in URP and have adjusted these values but now the shadows arent matching the model

languid blaze
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Make sure that the player isn't floating, of course

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after that, the shadow bias causes shadows to be pushed a bit away from the light

languid blaze
clear cipher
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im just looking for a way to offset the shadows to match

languid blaze
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Ah, I see

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It's casting shadows normally, then rendering with that renderer feature

keen kayak
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why everytime I try to bake lights it doesn't work?

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I'm trying to bake lights using vertex lix shader, I put objects as static but when I bake everything just go dark

languid blaze
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are the objects actually marked to contribute GI, which is required to be lightmapped?

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the Static box should be checked

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I'm not sure if the resulting lightmap will actually look like the realtime vertex-lit shader, though

deft fiber
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If you want to know if your scene and settings are right for lightmapping, try baking with standard shaders instead

crimson wigeon
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Is there a best practices for migrated URP 2d into URP 3d in terms of the lighting system? The lighting system has completely stopped working for despite all materials being URP and having a point light. There is no darkness nor light.

crimson wigeon
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I think I made progress by changing the rendering pipeline, using the 'Default to URP' conversion tool even though I was already in URP 2d

deft fiber
crimson wigeon
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There is a camera renderer setting that I've been trying change off 2d renderer for three hours until I started taking stabs in the dark. The only possible way I could do it was with that conversion tool.

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it works now though

deft fiber
quiet hornet
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Hello I am trying to use 2D sprites on 3D space to cast shadows into other sprites and I got it working fine.
Now I am trying to figure out if there is way to first iluminate objects, and after that apply shadows from objets in front.

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So I can light up better the characters but maintain the nice shadow from the front bar

quiet hornet
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Or any other solutions/workarounds to try

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The best I can do is this only tweaking lights and layers, but I lose the hardness of the shadow

crimson wigeon
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Is there a way to fix URP 3d point lighting? It looks horrible. Cant find any resources online except for switching between gamma and linear. it either very dim or blown out completely.

deft fiber
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But you could also replace URP's lighting calculation with your own, one that's linear or otherwise smoother rather than the 'physically accurate' inverse squared

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Or make or find a custom lit shader for the same effect, rather than modifying URP

deft fiber
quiet hornet
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Shader is a simple main tex and a color mask for transparency

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Base Color and Alpha

deft fiber
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It has lighting calculations though?

quiet hornet
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I did not use emission because it was breaking shadow

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not on the shader, using the lights from urp

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If there was only something to not send the light and only pass the shadow from the light source that would be fire

deft fiber
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You'll probably want to use light layers, and to make a brighter duplicate of the light that's casting the shadows that only affects the character, so it can't illuminate any areas that it can't reach to begin with

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Or maybe multiply the base color by some value in the shader
It's a hack but allows a material to receive more light than it normally should
Shadows would naturally be multiplied less

quiet hornet
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since it still recieves some light and some shadows overlap and where darker and did not look good

deft fiber
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If you're not interested in getting something close enough with hacks and playing with lights, your only real solution may be a custom lit shader which gives you the control to amplify the effect of light only above a certain brightness threshold

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It'd be as simple as adding one gamma operation before the lighting is applied

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If there was a shader graph template of the lit shader, it would be as simple as that
But since there isn't you'll have to create that by yourself using the URP source code and/or whatever resources you can find

quiet hornet
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I think this is going beyond my reach

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I think I will just use the character shadows, and use a sprite mask to darken and call it a day.

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Why did I not think of that earlier...

kindred trail
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How can i get realtime indirect bounce lighting withought having to bake anything?

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Cant find a single tutorial or anything on this

languid blaze
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you can't find a tutorial because you can't do that (:

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You can use Enlighten's realtime GI to get illumination from realtime lights

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but you still have to bake that information into static objects

deft fiber
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Or a third party realtime GI asset

crimson wigeon
sick peak
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Somehow this is still happening on some lights in Unity 6000.0.37f1. More than a little surprised

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Why has Unity not fixed URP baked lights on certain layers?

reef fern
timber lichen
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Is it possible to reduce the shadow strength that a object receives?

Running into issues where the shadow strength on some characters are strong, reducing the global shadow strength in lightning influences the whole scene and therefore the graphics of the game which isn't ideal.

faint crystal
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Why is there no shadows in the background in the game, but everything is fine in unity

upper fable
rough spire
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Does baking realtime global usually take this long? Using an M2 pro

faint crystal
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The same scene in unity

upper fable
faint crystal
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I fixed it

faint crystal
languid blaze
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I'm unsure how I'd do that.

timber lichen
languid blaze
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see AutoLight.cginc for how that works in BiRP -- each light type has its own attenuation calculation

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which is basically just

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distance_attenuation * shadow_attenuation * cookie_attenuation

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you'd just lerp the shadow attenuation factor towards 1

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shadow is 1 if there's no shadowing

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There are a whole lot of macros in here.

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I was mucking around in AutoLight recently because I wanted to see realtime inverse-square falloff

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(to match the inverse-square falloff I'm using for baked lights)

timber lichen
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unfortunately I have no clue how to write code or read this, is this screenshot from a shader script?

languid blaze
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It's not easy to read lmao

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yeah, this is from AutoLight.cginc

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it gives you a bunch of useful functions for writing a lit shader

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like asking how attenuated a given light should be

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I'm not sure how you'd get a built-in shader to use your own shader include either

languid blaze
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I wonder if you need some more ambient light?

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That would cause excessively strong shadows

timber lichen
timber lichen
languid blaze
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Show me an example of the problem

timber lichen
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sure just a sec

timber lichen
languid blaze
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hang on, didn't we already talk about this

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you have ambient occlusion baked into your base maps

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producing excessively dark areas

timber lichen
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this ones don't have ambient occlusion, this shadow issue also happens to other objects such as buildings

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this character also receives strong shadows, no occlusion added at all

languid blaze
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That looks pretty normal to me

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Depending on your lighting settings, ambient light can come from the skybox or just be a solid color

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Have a look at your lighting settings. You can try adjusting the intensity multiplier on environment lighting, or modify your skybox material (e.g. if it's a Cubemap shader, it'll have an exposure slider)

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This is from a BiRP project

candid jungle
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how can i make so 1 camera doesnt render a specific light source, and another camera does?

mellow radish
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Hey, I am not sure where to ask this question, lmk and I'll move it there.
I am working with reflections in unity 6 w urp and would like to optimize them.
Currently, I am just using dynamic reflections to include all the non static objects in them.
This works and the performance is surprisingly good tbh.
However, I'd like to utilize baked reflections too.
Is it a good idea/possible to somehow have baked reflections for the environment and then separate ones for dynamic objects?
If yes, how would I go about that?
Thanks in advance and please @ me!

languid blaze
upper cloud
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why does this look bad

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and how can I impove it

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HDRP

mellow radish
# languid blaze are you talking about realtime and baked refelction probes?

I am currently using it like this, just one probe for the entire level(100x100x100 units big).
I would basically like to baked the environment since it's static and then have the player and other things as dyanmic reflections on top of that.
I don't even know if this is a good/bad idea, I just wanna optimize it if possible.

languid blaze
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You could try using realtime GI (which, ironically, you have to bake in advance)

upper cloud
languid blaze
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Try turning that on as well.

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Realtime GI precomputes how light should scatter off of surfaces

languid blaze
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It lets the flashlight "fill the room"

upper cloud
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it looks good now by just setting the materials normal intensity to 0.2

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ill try realtime gi

languid blaze
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oh yeah, the reason you're seeing the huge black blobs is because the normal map is making some pixels face away from you

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they receive no light

upper cloud
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so just enabling this should work

languid blaze
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Yeah.

upper cloud
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alr im baking

upper cloud
languid blaze
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yeah, it's a noticeable cost

upper cloud
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in my older projects it wasn’t that bad

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I might just add screen space global illumination to HDRP and see how it looks

polar wadi
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Hello, I'm using HDRP 17.0.3 and Unity 6000.0.28f1c1. I'm having some light bleeding issue on my models imported externally with Trilib and using only realtime lights. I'm not sure how to fix the issue, could anybody help ?

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Unity documentation suggest adding margin in the lightmaps UV but from what i'm understanding, such maps are only created when using baked or mixed lighting which I don't. WHen I try to switch the view to UV overlap, nothing appears in the scene view either so I'm not even sure where the problem comes from :x

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I also have nothing shown in the realtime lightmaps panel with the room selecting. This is a quite confusing

languid cove
# polar wadi I also have nothing shown in the realtime lightmaps panel with the room selectin...

Do the walls have thickness ?
The shadowmap projection needs some offset between the surface percieved byt the light and the one where the shadows is projected, due to floating point approximations. The can be tweaked using the "bias" settings in the light inspector.
If the walls are just double sided planes, there is not enough difference for the shadow to be properly calculated and light leaks appear.

If you look at the HDRP sample scene, you'll see an object in the hierarchy that is a mesh surrounding the whole level to project proper shadows.

polar wadi
# languid cove Do the walls have thickness ? The shadowmap projection needs some offset between...

Yes, I've put 40cm of walls all around following the documentation which is why I was surprised to still see bleeding.
I checked my light, the normal bias was already at the minimum, increasing it only makes the bleed bigger.
However I just noticed new options in unity 6 (I was using 2023 before and updated recently) and changing the min filter and blocker value does remove the bleeding. However, it says "High quality settings", does it mean when the player use low quality settings, those options will be off and light will bleed again?

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Also, which options would be best to tweak to have reduce performances cost ? I can see 2 options fixing the bleeding: max penumbra size or max sampling distance when they go negative. Trying other option does reduce bleeding on the vertical wall but not the bleeding on the floor strangely.

upper cloud
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how can I get lighting that looks near exact 1 to 1 lighting to the source engine lighting

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HDRP

scarlet geyser
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and maybe 1.5 indirect intensity

deft fiber
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Source uses lightmaps and light probes just the same, so there's no difference there
But everything else about HDRP's lighting down to color space are different

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You'll also need a custom lit shader since Source uses its particular half lambert shading, and it does not (or did not) use PBR lighting model which modern engines do

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These are all different in URP and BiRP too, but HDRP adds almost no features that you won't be getting rid of anyway

snow mason
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changing the rendering path to deferred instead of forward+ fixed it

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would still be interested in knowing why it didn't work with forward+ though

dawn pawn
vast osprey
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hello guys, I need some help with a problem in Unity. I try to place a spotlight or any other light and nothing works. the only working light I have is the directional light...is there anyone available to help me out?

vast osprey
viscid mango
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Hi everyone, im trying to make these shadows from the leaves, but its not working, does anyone have an idea how to make this work

and i kinda need help with a few things
-im confused on what settings to leave to make shadows in environemnt and keep beauty in environment for low end devices

upper fable
# snow mason anyone know why the lights keep flashing?

It is the per object light limit. You can increase it from the URP asset. Forward+ and deferred have much greater light limits and smaller cost per light but they have their linitations too (higher base cost, no orthographic for deferred etc.), therefore sticking to forward when possible is often preferred

distant yew
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anyone really famililar with the new probes yet?

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been trying to sort out some... issues... with the light probes making hot spots and things.. also trying to figure out how in the press confrences they were trying to say you could rely only on probes somehow

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basically I'm used to not working with probes at all... so now im trying to learn probes :O. I am going for a cool effect where there are these rays of light coming out between giant moving pannels.

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These are baked, using a giant array of high intensity point lights.

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but when I include light probes................. I get what I call "sparkle cancer"

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I have dilation turned on

deft fiber
# distant yew

APVs require a lot more samples than lightmaps on average, that's why there's a probe sample multiplier setting
In this case looks like your probe minimum distance may also be too high

distant yew
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and I have increased the values, the minimum probe range, and the probe variety to higher values to minimize the problem

deft fiber
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It would be more helpful to see the probes visualized in the areas with the most errors

distant yew
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its worse when probes are tighter. I'm also only interested in probes for bounce light

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well... i am also interested separately on how to use only probes intead of lightmaps

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but if I pack the probes in tight enough the bake dataset grows exponentially up to 1gb

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I really maxed out the spacing and validity to minimize the sparkle

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ill reabake at defaults and show you what I mean XD

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but while we wait... you think increasing probe samples would help? i left it at default 4

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ohhhhhh im starting to understand... because I reduced all other samples greatly since they increase... map times... a lot... lol... so i probably need to crank it up very high to compensate

deft fiber
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You have few samples, sparse probes and a large search radius
To minimize the errors you see you should do the opposite of that

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And to better understand how APVs actually work

distant yew
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as I increased each of the search radius options it made the problem go away...

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as I made the probes denser, the problem intensified

tranquil helm
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Hi everyone, running into a weird lighting issue. Here's what my game looks like without any lighting baked:

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and here's with baked lighting:

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Why does it look so odd? most of those objects are static

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Here are my lighting settings:

deft fiber
tranquil helm
deft fiber
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And hunt for other problems

tranquil helm
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Thank you!!

deft fiber
unique gull
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I need to bake in some spotlights into several different studio styled spotlights, Im not sure how to plant the lighting onto the the pieces themselves though

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ive just kind of shoved it in there for the time being

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I also need to I think bake it in?

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How do I get these spotlights to perfectly align with the physical counterparts?

chilly dragon
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Hello, I keep getting this log about shadows, using unity's urp with real-time lighting.

Reduced additional punctual light shadows resolution by 2 to make 90 shadow maps fit in the 8192x8192 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Would like to get some directions on what to change to fix this issue? If I turn of shadows completely it goes a way but I would like shadows to make the lights look more realistic.

deft fiber
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If your spot light fixture is rotated on object level, you could parent the light component to the fixture and reset its rotation so it aligns perfectly (or at least aligns on one of the axes predictably)
If not, it's up to you to align it by hand
If you're planning to bake the lighting then you do need to do that, yes, either using mixed or baked type lights

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For aligning light fixtures with light components baking is not relevant though

hallow rampart
visual stream
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Hello coule someone please help me. I recognized that my game started lagging very hard. Then I saw at the frame debugger that every light creates there own render layer. How can I put them all in one layer so that there aren’t 200 layers just for light?

winged forge
deft fiber
visual stream
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Also 2D

winged forge
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Well, ignore anything I said then. Didn't even know you can have issues with 2D lights so just assumed 3D.

deft fiber
# visual stream I’m using urp 2D and the lights are point lights

I'm fuzzy on 2D technicalities but from what I understand the lights will be forced to render to a different render target if they don't share the same 2D sorting layer and depth, or if there's other differences like different blend modes between them
But I'm not sure if that's the same thing as a "light layer" and if that's just the way it's expected to work

lilac nebula
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how can i fix theese issues? urp baked lightning

opal trout
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hey does anyone know how to fix "failed clustering job" when baking lights in unity? im using HDRP

opal trout
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tried stopping every program i have running and only baking the lights

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got 16GB of RAM and a RTX 3050

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still crashing when trying to bake one light xd

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think i fucked up somewhere

deft fiber
opal trout
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go to lighting window and generate lighting

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unity crashes giving that "failed clustering job" error

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also tried to lower the lightmap resolution

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nothing seems to work

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and now when i enter this scene the game runs at 30 FPS

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maybe i should just create a new scene and see if the cache gets cleaned or something?

deft fiber
opal trout
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oh yea i got some prefabs

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but nothing too crazy

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just a small bar

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those are the lights

deft fiber
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Can't say at a glance if it's "crazy" or not
But in either case test baking first in a new scene with just by lightmapping some default cubes and a light or two

opal trout
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best option to debug right now

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thanks!

deft fiber
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Lighting, especially baking is complex, so isolating issues is always good

opal trout
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@deft fiberthink i found the problem

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my assets alone have 20M verts

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my FPS drop to 30

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when i disable those assets drops to 2/3M verts with 120 FPS

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thing is my meshes arent even high poly

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just basic stuff

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i'd say the highest poly mesh i have is this table cloth but i baked it back in blender

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so shouldnt be a problem right

deft fiber
deft fiber
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The lightmapper does not know what you have baked in blender, it will try to include anything you have set to contribute to GI, and to lightmap it too if it's set to receive GI from lightmaps

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Those dense meshes don't look like they're intended for realtime use at all really

opal trout
toxic walrus
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I have what feels like a dumb question..
When I'm using dynamic lighting, I can see the light in reflections, as well as the diffuse light it's casting.

In a fully baked lighting bake, I can't see these reflections at all, it's just super flat. The reflection probes only seem to pick up the baked scene, but not the lights themselves. Any idea how to achieve this?

north lotus
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question about light maps:
i'm trying to get them work in unity 2022.3
is it better to have, as an example: 247 lightmaps at a resolution of 256x256.
or is it better to have 7 1024x1024 lightmaps for the scene.
the 1024 is astronomically larger (5.7 mb vs 36.7mb)

languid blaze
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Nominally, small lightmaps could give you slightly better VRAM usage if only some need to be loaded

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where are you seeing that size?

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I'd expect a 1K lightmap to be a few megs large at most

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and I wouldn't expect the total size to vary that much if you're looking here

north lotus
north lotus
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it's either this or i painstakingly open every lightmap in photoshop, downsize them and put em back as i don't think i can limit the amount of lightmaps made?

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if i can i don't see the option

languid blaze
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If you want to reduce the total amount of space taken up by lightmaps, you'd need to reduce the texels-per-unit setting

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the Lightmap Resolution

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Note that this may cause UV overlap problems

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depending on how much padding was added to the lightmap UVs

languid blaze
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This would be configured on the model importer, if you have "Generate Lightmap UVs" checked

north lotus
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my bad

vital rain
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Does anyone know why the probe cube-texture unity_SpecCube0 in my custom shader could be all black? I have the default skybox in my scene, and the material icon using the shader appears correctly, but not in the little preview window nor in the actual scene. I have the environment reflection setting set to skybox in the lighting settings, but it doesn't seem to matter? I've tested using a manually-added cubemap texture and that works fine, but unity_SpecCube0 won't, so the shader can't be at fault.

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are there perhaps additional env-reflection settings to fiddle with elsewhere?

languid blaze
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if you use a standard shader, do you see environmental reflections?

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also, you have to specifically use UNITY_SAMPLE_TEXCUBE to access unity_SpecCube0

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texCUBE won't work on it

https://docs.unity3d.com/2023.1/Documentation/Manual/SL-VertexFragmentShaderExamples.html

Most regular cubemaps are declared and used using standard HLSL syntax (samplerCUBE and texCUBE), however the reflection probe cubemaps in Unity are declared in a special way to save on sampler slots. If you don’t know what that is, don’t worry, just know that in order to use unity_SpecCube0 cubemap you have to use UNITY_SAMPLE_TEXCUBE macro.

vital rain
vital rain
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either way the result was the same

unborn oriole
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is there any way to get the horrible point light shadows looking better? This is at max quality settings

blissful pike
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Hey guys i am using HDRP Unity and whenver i try baking my lights it always produces weird results, I quite dont understand why is that happening? the photo u see right now is with realtime point light

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and this is the same light that is when baked

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does anyone know why is that happening

unborn oriole
#

Hey guys am i having a dumb moment or something? How do I adjust the intensity of the cubemap? I couldve sworn there was a slider for it but i cannot find it anywhere

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thats really weird its available in a different project...

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wait nevermind i figured it out

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i had it set to gradient yeesh

blissful pike
#

well i guess I found the solution and it is with UV.... hate UV so much but yeah... complex gemoetry needs to be UV'd first before shadow

hoary shore
#

So I've made a 2d unity project but my game is 2.5d (similar to doom etc) how would I go about lighting that because 2d lighting doesn't work cuz my player exists in 3d and 3d lighting doesn't work because my game is 2d is there any workaround other than remaking everything in a 3d project

languid blaze
# blissful pike

it does not look like anything is actually getting lightmapped

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The mesh renderers need to be set to contribute global illumination. Checking the Static box on their objects will do that

blissful pike
#

the UV was broken

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its fixed now

languid blaze
#

ah, that'll also hose it

blissful pike
#

yeah it was a very sneaky issue

subtle hawk
#

why is the light low res?

upper fable
subtle hawk
upper fable
#

Depends on the render pipelin used I assume

#

Likely on the Lights inspector. Could be Render Mode set to something else than Important

#

I think that's on the built-in render pipeline, the shader used for the walls may also enforce the vertex lighting for some reason

upper fable
chrome garnet
#

hello do you know how to make a beautiful (lowpoly) game well colored with basic shadows?

rancid island
solemn flicker
#

I have a really strange issue in a project that is using a bunch of 3rd party assets. The URP Lit shader simply does not work with any form of light baking when using Forward+ Renderering. In the Debug Draw Mode if you enable Contributors/Receivers, all of the objects that use URP/Lit disappear. Does anyone know where I can start looking to find out what's going on? I am on Unity 6000.0.24f1, but tried in a fresh project of that version and everything works fine there, which is why I think it could be a 3rd party asset. I also tried adjusting all settings on the URP Pipeline Asset and Universal Renderer Data Asset, to no avail. Switching to Forward Rendering fixes the issue, but has other issues in this project that make it not an option.

#

These are the objects

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Debug Draw Mode enabled

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The only objects still visible are ones that do not use URP/Lit

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Also, I did still try light baking even with this issue, and can confirm that it does not in fact work correctly. So it's not just a Debug Draw Mode issue.

autumn shale
#

I am trying to setup a sideview 2d platformer, where I want lighting to come from a paralax layer behind the main tilemap. Any tips on how I could achieve this? Right now if a light source is behind a tile, it will light that tile, which I do not want. I want the tiles to affect how light interacts with world. So if the light is fully covered by tiles it shouldnt light anything, if its half-covered then only tiles not covering it should be lit etc.

languid blaze
#

They're probably fine if it works in Forward

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that is very odd..

solemn flicker
#

Yeah I think they're fine as well since they work with Forward

solemn flicker
#

The problem was having GPU Resident Drawing enabled (set to Instanced Drawing in the URP asset), however I don't know why this would cause this issue. According to the docs it should be working.

SRP Batcher is on
Forward+ is configured as the Rendering Path
BatchRendererGroup Variants are set to Keep All

I assume the URP/Lit shader supports DOTS instancing as required, otherwise in the clean project I'd be facing the same issue. I checked here (https://docs.unity3d.com/6000.0/Documentation/Manual/urp/make-object-compatible-gpu-rendering.html) and it seems like the game objects are following all guidelines:

unborn oriole
#

out of curiosity is there a way to increase the map lightmap size from 4096 to 8192?

unborn oriole
#

also is there any way to fix this?

storm raft
#

What's the best way to make shadows look a bit less bad without making them soft? I already have them at max resolution.

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Or even if they're still jaggy at least cleaner cause this really messes with the look of the game

languid blaze
unborn oriole
tardy pagoda
# unborn oriole Unfortunately even setting it as low as possible did not fix it entirely <:Feels...

Did you adjust the resolution of the shadows in all of the possible places? As far as I'm aware, I think there's three places you can edit the shadow quality and behavior and stuff like that. There's the quality settings (Project Settings>Quality>URP/HDRP/SRP or built-in RP), the global asset settings for HDRP/URP and SRP (built-in RP uses the Quality Settings, Graphics Settings, and then the individual component settings on cameras and lights instead of a pipeline asset file), and then there's the per-light overrides (I mainly use HDRP, so I might be wrong on some of these, but hopefully this helps!)

unborn oriole
strong plank
tranquil cosmos
#

good work man

deft fiber
#

This is not a showcase channel though

jaunty skiff
#

in URP is there any built in option to adjust the ambient lighting of the room based on the intensity of directional light hitting?

dawn pawn
#

Don't think so, you can do it manually my changing the ambient/environment light in the lighting settings based on the angle

#

@jaunty skiff

fallen moat
#

I set up a area light in a scene and also generated lighting but still cant see the effect in game view

tawdry schoonerBOT
autumn shale
#

In the 2d light system is there any way to achieve fex specular highlights using a spec map and normal map? From what I can gather normal maps fex is handled by another system outside of the custom lit shader graph? I see no way of getting the light direction of closest light fex

deft fiber
south dragon
#

how come i cant generate lightmap uvs or bake lighting on a minecraft model i got from using mineways? it just infinitely loads

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i opened it in blender to mess with it a bit to see if thatd fix it but nope

languid blaze
#

It's trying to generate lightmap UVs for the entire map

#

that's going to be brutal

deft fiber
#

Lightmap UV generator probably can't handle all that geometry
"Minecraft models" use geometry in a very inefficient way

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If the lightmap UV generation ever finished, it's unlikely to be usable

#

APVs instead of lightmaps may work in this case

azure lagoon
#

Some ways to soften these cloud shadows? Doesn't seem like opacity affects the edges so the next best idea is use decals, but I was wondering if I can use two different direct lightings and filtering with lightmaps I guess? I don't really use them much but I assume that's one use of them, right

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Because then I could probably use lower quality shadows on the clouds and make it a bit fuzzier, but maybe I'm thinking of this wrong and instead be messing with how the terrain receives shadows

deft fiber
azure lagoon
#

yeah expected that much

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I'll try out the decal idea probably but usually you want some good textures for those lol

deft fiber
#

For ideal results you'd implement your cloud projection into the lighting calculations so it applies to everything and blends perfectly with other shadows

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But the process to do that is far from ideal, whether you choose to modify your render pipeline's light calculations directly, try to modify all the lit shaders individually, or to make your own lit shaders from scratch

#

Decals might work, but they're not really "shadow"

azure lagoon
#

I'm actually surprised how well this works considering

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just needs to be a bit fuzzier ;p

#

Could probably find a better texture too i guess. Not exactly the best for this

azure lagoon
#

actually I can project it on them too, right

deft fiber
#

Potential issue is that they wouldn't be really shadow, more like an overlay
And they'd compound with real shadows

azure lagoon
#

May require a bit more tinkering considering how I'm kinda mapping a lot of that shadow data to these billboard sprites tho ;/

#

ah yea combining together with the shadowing sounds like a pain too. So what about the lightmap/layer stuff? Think I can probably do two directional lights with those? If I can just lower the quality on the clouds it would probably be what I'm looking for

#

It's interesting that lowering the quality seems to give a much softer shadow

#

unfortunately affects everything in the scene

unborn oriole
#

https://github.com/toadstorm/RainyGlassShader so I have this animated glass shader for windows in a map of mine, and I was wondering, is there any way to make animated shadows on the wall to sort of mimic the rain going down the window from my directional light?

GitHub

A Unity built-in shader for a plausible rain-on-glass effect. Has high-end and mobile variants. - GitHub - toadstorm/RainyGlassShader: A Unity built-in shader for a plausible rain-on-glass effect....

unborn oriole
#

OKay ive found a quick and dirty way to do this, which is to create a cookie for my directional light... and then give my directional light gravity so it just infintiely falls lmfao

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However id love a better solution, is it possible to use a gif as a cookie somehow?

azure lagoon
#

so I guess that leaves editing the shadow caster directly but I can't be bothered right, also wrote a nice shader in shader graph for it :(

deft fiber
#

I totally forgot about light cookies so it's good that @unborn oriole brought them up
You should be able to move the light too to get a moving cloud pattern

azure lagoon
#

So the problem here is I like the high quality shadows on my units, but the cloud shadows are way too detailed and softer shadows can't be obtained unless I change the shadow profile for alll things in the scene. My idea was use those rendering layers and have the clouds project a lesser quality shadow (fuzzier) to offset the high quality shadows it was projecting

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Meaning, the terrain would have two different rendering layers / light layers which actually seems to work... just not with directional lights

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Don't really know what light cookies are, so maybe that's worth looking into

deft fiber
#

My hunch is it shouldn't work if you want objects on light layer 1 to cast shadows on objects on light layer 2 or vice versa, which I assume is wanted, but maybe it is possible

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But look into light cookies first, it could be the perfect solution

azure lagoon
#

The left shadow there is rendering layer 2, while the higher detailed shadows from the units are layer 1

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but you can only get shadows once from direction light

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people saying it's a limitation to 1 per viewport so if you do want to render the scene twice haha

deft fiber
azure lagoon
#

Yeah, apparently works fine in birp, but was removed with SRPs

azure lagoon
#

Light Cookies seem to be the idea. They also blend with the shadows nicely :O

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Doesn't seem to work with my sprite shader though so I guess I need to add that in somewhere hmm

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Would be nice if the inspector had an option to tile them too so guess I'll be looking into that

deft fiber
azure lagoon
#

Ah, right. It actually breaks if I clamp it actually. I think the problem I'm running into is that I do want to stretch the texture, but it's not blotchy and creating large shadows. I was solving that by feathering the previous clouds (with world uvs) with my shader.

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Probably just need a larger texture if I can't modify it further

#

Maybe some type of softer voronoi

deft fiber
azure lagoon
#

my noise-fu is off and honestly not sure what I'm looking for. It's like I want some nice fuzzy clouds, but not hyperealistic, so something I'll probably need to play around with more. But, besides the clouds I notice the cookies do a good job at just toning the environment so that solved that issue.

#

Gives off that WoW grass vibes

#

I'd probably just want to decal that though because if I do add light cookies to the sprites it'll project onto them. Seems like you can use multiple directional lights for different cookies, but honestly seems to work best off the primary light

deft fiber
azure lagoon
#

It's some custom depth based shader

#

prevents clipping into 3D geometry

#

no clue how it works, but I followd bgolus' posts about it and been building off it lol

deft fiber
#

Since it interacts with lighting it must have at least some of the URP lighting calculations so I'd guess it's just missing a keyword that enables light cookies

#

The issue with multiple directional lights is that they illuminate each others' shadows so it's unlikely to look right
Or to help with shadowing much at all

azure lagoon
#

Yeah no clue. Thing is I had to chop up the shadow/light library because in HLSL they pass around the _baseMap over _mainTex keywrod which basically invalidates most sprite shaders with hlsl

#

and boy do they like using global structs

#

Actually, I can probably just bake the lightcookie too, right? That'll probably work fine

deft fiber
#

I expect so but I don't see how it helps

azure lagoon
#

It's mostly for toning. I can't actually do much with the terrain shader stuff it seems otherwise I'd run another texture over the grass

deft fiber
#

So not for lighting specifically?

#

Terrain supports detail maps which I think could be bigger rather than smaller as detail maps normally would be

azure lagoon
#

Everything seems to be on a per-layer/texture basis or maybe I'm blind here

deft fiber
#

Nevermind, it doesn't support detail mapping at all

azure lagoon
#

Nor tessellation/parallax... kinda outdated honestly

#

I'm being promised an update with 7, otherwise I might just make my own lmao

deft fiber
#

You could indeed bake a lightmap for the terrain and even just paint large details directly on it with an image editor furret

azure lagoon
#

Probably the idea also considering I'm limited to those 4 layers anyway

#

Might start using decals as secondary layers if it comes to that

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Assuming it works

deft fiber
#

Anyway it sounds like your sprite shaders have at least most of what they need to support directional light cookies

azure lagoon
#

Yeah, I'll probably look into all that later. I'm probably just missing some variable I'm not blending with the fragment

brave gull
#

What would cause this light to illuminate these pots so badly ? It looks like a glowing pumpkin ! How would I fix this ?

magic rampart
#

I’m completely new to lighting in Unity, how can I make a good looking stylized outdoor scene in URP?

deft fiber
#

But it also could be lightmap UV issues if they're lit by lightmaps rather than probes
Or something completely different

#

Your scene has little to no ambient light defined in lighting window's environment section, so anything not lit by a direct light is fully in shadow

deft fiber
brave gull
#

Thanks for the tips @deft fiber

solemn flicker
#

I am getting what I believe to be incorrect lighting results, and I think the reason is that the my directional light is not bouncing properly around the scene when performing light baking. But I cannot fathom why.

For instance this is a building which has a small open doorway and very small windows. I don't expect a lot of indirect light to infiltrate this building but there should be SOME, right? Excuse the bright red color, I am using it for debugging to compare against the environment lighting, which is currently set to a bright blue color.

#

Looking at the probes I have in the scene, at the doorway there is some indirect light, but as you go further in all the probes are black

#

The green floor/walls are because I wanted to see if switching to lightmaps made a difference, which it didn't. Other things I have tried, confirmed, or that are strange:

  1. All objects are marked static contrubute GI.
  2. Directional Light is set to Mixed and assigned to Sun in Environment.
  3. I am using Baked Indirect Lighting Mode but have tried the other two with no change.
  4. I have tried Progressive GPU and CPU.
  5. [Strange] - Changing the number of indirect or enviroment samples, Light Probe Sample Modifier, or Max Bounces seems to have no effect on the light baking time, which shouldn't be the case.
  6. I have tried changing the material of the ground/wall to a brighter texture in case the darker brown texture was eaiting up the light. I also tried making the Specular Color of the material white and increasing smoothness to 1.
  7. Materials are all using the URP/Lit Shader.
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Here is another viewpoint with Lightmaps enabled in Debug Draw Mode. The outer part of the building is being lit with ambient/indirect light, but the inner part of the room is not. Some of the probes inside the building do receive indirect lighting, but not all, even when I up the sample count to > 2000 and bounces > 40.

I think this latter point is the strangest, and makes me believe something is broken in the project.

#

I also can't help but feel like the probes in the outside areas are getting too much environment lighting vs indirect lighting from the red directional light, but maybe this is expected when using a brighter ambient/environmnet color?

solemn flicker
#

This is the material of the wall/ground of the inner building:

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Is there anything here that could be causing this issue?

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Scene settings for baking (again, note that changing gthe samples or Max Bounces has no effect). I've also enabled Ambient Occlusion:

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Maybe I am wrong. Maybe this building is so enclosed that no indirect light would reach these probes?

fading bough
#

heeelp Why do I have to set extremely high intensity values (like 500,000) for a Point Light to be visible in HDRP?

deft fiber
# fading bough heeelp Why do I have to set extremely high intensity values (like 500,000) for a...

HDRP uses physical light units which can be large numbers
But additionally all lighting is relative to your camera's exposure meaning its light sensitivity
Usually you'd base your light intensities on real world reference values, and then adjust exposure settings so it looks right
By default exposure is automatic so it should work acceptably with no action on your part, but only if you're using the default HDRP volume overrides

deft fiber
#

After you confirm that works, you can include your meshes

#

The only odd thing about your setupt that I see is that your lightmap resolution and max size are extremely low, and your probes are very randomly and often sparsely placed
One probe for the whole interior is unlikely to be enough and doesn't give us a picture of how the light is being captured within it

#

But in this case I'd expect at least some bounce lighting to show up both on the interior surfaces and the lone probe there

pallid bear
#

I'm gonna try asking again. I added a custom render pass to prevents my hand and fingers from clipping through terrain.

Only issue is I get shadows and weird visual behaviour on the hands and I can't seem to figure out how to prevent that.

Also, I'll need my hands to do other things so I Might need to keep disabling and enabling the custom render pass depending on what I'm doing with them. Would it be wiser to forego the technique and do something else?

deft fiber
#

It may trick our eyes to think the object is not passing through another, but shadow casting passes cannot be fooled in that way

pallid bear
#

gotcha

#

suggested alternative?

#

make sure they don't clip?

deft fiber
#

One alternative is a vertex shader that moves vertices directly towards the camera's origin, so it'll look no different and shadows are consistent
But it only prevents clipping into things that are further away, and may make it worse in the other direction potentially

#

Another alternative would be some very granular collision detection for the hands and fingers to physically prevent intersection

pallid bear
#

that will be extremely hard

#

maybe nigh impossible

#

if you recall, I'm doing that cave diving horror game (took a break and made another small game meanwhile, now back to it). I am working with some really tight spaces, plus I use tessellation displacement which exacerbates the clipping problem

#

I simply don't see how I could prevent clipping

deft fiber
#

Quite a challenge for sure

pallid bear
#

you have more wisdom than me for sure

#

do you see it as possible?

deft fiber
dense spruce
#

Hey is there a way to make it so that one light can have a high intensity to brighten up a big room but not over expose close objects? Like a way to limit the max brightness amount / exposure a game object can receive

#

Because in the default render pipeline there was a set limit that prevented an object being brightened so much it was completely white but in urp and hdrp there isnt a limit

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Id like to have flexibility over how light behave

solemn flicker
solemn flicker
# deft fiber The only odd thing about your setupt that I see is that your lightmap resolution...

The only thing being lightmapped in the scene is the terrain, and the resolution is set to 1 in order to map the terrain to a single lightmap. The max size/resolution could be higher but I'm just testing for now and didn't want to make the bake time longer when baking the terrain lightmap since it's not my primary focus at the moment. But this should not impact how light probes are baked, right?

I tried using Lightmaps for everything at first, however I am using LODGroups on pretty much everything and in my initial test they were not working correctly. Although in hindsight that may be been to a different bug that I fixed, so it may be worth testing them again.

#

Also the interior does have more than 1 probe. I added like 10 just to make sure it wasn't just the corner probes not receiving indirect lighting. It's kind of difficult to tell but only the probes close to the door get a decent amount of indirect lighting as far as I can tell. As for the sparsely located probes, I used a tool called Magic Light Probe to place them, and admittedly I may not be using it right, because yeah, the probes don't seem optimally placed.

#

Thanks for the help!

deft fiber
#

Why does the terrain have to be on a single lightmap? Other objects will be affected by the those limits as well

#

Light probes are per-object so with Light Probe Groups you are dependent on lightmaps for the non-terrain meshes to ensure anywhere near accurate lighting

solemn flicker
#

@deft fiber I was trying to evaluate the lighting results on non terrain meshes using light probe groups only, because my initial attempts at using lightmaps showed that they weren't working properly with LOD Groups, which pretty much every non terrain mesh is a part of in this project. And after researching I found Unity documentation stating that LOD Groups need to use Light Probes, not lightmaps. However maybe that limitation has been removed with Unity 6?

pallid bear
solemn flicker
#

@deft fiber I can give lightmaps a try again. As you say, light probe groups only is not suitable for my use case, since they are per object it makes getting the lighting right for bigger objects nearly impossible. And I do understand that if I want to lightmap more than just the terrain, I need to adjust the resolution and max size for the lightmaps; again, the values being used were being used for testing, and only because ONLY the terrain was actually being lightmapped in my tests.

So at this point I will probably try lightmaps again, or the new APV system (which I am currently testing but finding its own issues with, which I will probably ask about soon haha)

pallid bear
solemn flicker
#

So with APVs, I have this issue that seems to be related to the streaming cells switching. I think some of the objects must be caught between two cells, and switching between using the probes of the different cells as the camera rotates?

#

Is this a common problem, and if so, how do I go about solving it?

deft fiber
#

@Spazi I can give lightmaps a try again

pallid bear
deft fiber
pallid bear
#

but I figured out that such methods have given me a problem that I knew I had with the game and only now realized what it was

#

it messes up the sense of scale. Even if you have a 5 cm hole, it would not seem claustrophobic enough because of the render pass shenanigans

#

implication being that the hands can fit there comfortably

#

so no matter how small I made the hole, it never looked small

#

so I'm moving away from render-based solutions

deft fiber
#

Indeed
Creating a sense of scale without depth perception is extremely difficult, and seeing exactly and consistently how your character's body is in contact with the environment is one of the few ways to do that
Even if it'd mean some clipping

pallid bear
#

is to manually raycast all relevant joints and position them such that they don't clip

#

something like an ik chain constraint system but where you can actually control bones other than the tip

deft fiber
#

Could be preferable
Though if tessellation displacement is drastic that poses a challenge

pallid bear
#

you mean could be possible?

#

displacements isn't drastic on purpose in those areas

#

only drastic where irrelevant

deft fiber
pallid bear
#

I might only care that the hand is accurate and maybe fingers will thus sort themselves out

languid blaze
#

Real lights have inverse-square falloff: doubling the distance cuts brightness by a factor of four

#

This makes them extremely bright at very short ranges and very dim at long ranges

#

If you're doing baked lighting, use large area lights to fill very large areas

dense spruce
#

What about real time lighting?

umbral juniper
deft fiber
# dense spruce What about real time lighting?

You don't have other practical options than the one you were instructed to in #archived-hdrp
Otherwise you'd have to make a custom lighting shader which would be a monumental task in HDRP
Usually there you mainly use HDR tonemapping and other post processing to ensure light and dark are balanced

deft fiber
dense spruce
#

They should really make lights more flexible i hope that it will be a feature in unity 6

#

To be able to have more control over them

deft fiber
dense spruce
#

Okay

umbral juniper
# deft fiber How do you solve the problem of incorrect shadows with a stacked camera setup?

Had to have a dig to remind myself of the exact way I did it. Back in the day (2016) in BIRP for my game, I maintained a dictionary of any renderer that needed to be "First Person" (ie. not clip), then the long and short of it is you render those a couple of times (separately for fp/3p shadows etc) with a custom shader keyword for if they're doing a first-person pass, custom shaders and custom projection matrixes, then composite.

#

But that allowed me to get 100% of world-space shadows correctly projected onto my FP character, and the FP character to correctly project its own shadows onto the world.

umbral juniper
# pallid bear You can't do that in HDRP

I've never tried FP in HDRP before but remind me what the actual limitation is? I'd be very surprised if it's totally not possible with a bit of render texture juggling

umbral juniper
#

But I'd definitely wager there's a way to do it just using cameras, with enough tweaking

deft fiber
pallid bear
#

seems like HDRP doesn't support it

#

and is limited to doing a full pass regardless or something

umbral juniper
pallid bear
#

I don't know, but everyone is saying it's unsupported

#

doesn't matter now anyway, I moved away from that solution as it presents a design problem

umbral juniper
#

It is a lot of work either way so yeah I would encourage alternate solutions

pallid bear
#

even if it worked for me, it's not the right solution I realized

umbral juniper
deft fiber
umbral juniper
deft fiber
umbral juniper
kind eagle
kind eagle
#

can anyone explain to me what happen and how i can fix it (this happen to me after i baked the light

deft fiber
# kind eagle

Lightmap UV overlap and texel invalidity also from the look of it

proud olive
#

is there a way for me to make a fake shadow below the player so its easier to orientate themselves? i made this with a gameobject and a ray cast but it feels very jittery because its either the whole shadow moves or nothing so it kinda teleports around

fair sleet
#

hey, I dont know where to ask for this, and i've checked everywhere and i cant find a solution for this, so im pretty new to unity and in all of my projects i always encounter this black noise thing, does anybody know how to get rid of it?

cedar rock
#

How would I go about changing up the light in this room to match more of these vibes?

#

Besides less lights.

dawn pawn
dawn pawn
dawn pawn
proud olive
proud olive
dawn pawn
#

Can't help much there. I assumed you could drop a texture into it as well like in URP

#

Time to migrate to urp?😅

proud olive
dawn pawn
#

BiRP won't get any more updates or support. For me that's a big reason.
And all the performance issues with URP I faced have been fixed and URP has some more features now I like

#

So if you're not near finished I'd give URP a try

proud olive
dawn pawn
#

And material likely @proud olive

#

Animation clip maybe, but never needed that

proud olive
dawn pawn
#

I've always started in URP and just converted materials from assets. So I'm not sure what redering settings do exactly

#

Oh only regular materials, not read only

proud olive
#

alr

#

alright that just fixed all my colors ty :)

proud olive
dawn pawn
#

Don't have my work laptop now so cannot check

proud olive
#

just got it to work :)
why is it making multiple shadows though?

harsh maple
vital wren
dawn pawn
astral tapir
#

Why is my grass & tree leaves not adjusting to the lighting? They appear lighter.

solemn flicker
#

My project's ProbeReferenceVolume.instance (used by Adaptive Probe Volume system) keeps becoming unitialized in the editor (added some debug code to confirm this).

In addition to the warning showin in the image (in the LIghting window), I believe this is causing my APV bakes to fail. The bakes I have completed before this error also are not working. I can see the memory estimate in the Lighting Window for the bake, but no light probes are loaded in the scene using the Rendering Debugger when in our out of Play Mode.

Has anyone seen a similar issue? It WAS working fine in this project then after some errors this started happening. I have tried restarting the computer/Unity, clearing the GI cache, and even a length Library deletion.

Note that the URP asset is configured correctly for APVs, so this warning is completely bogus.

#

At least I think the bakes are failing. Progress rises steadily during the Virtual Offset phase (in Background Task), then seemingly stalls out at 50% as soon as the Integration phase starts. My scene is very complex so maybe this phase just takes a while? Or should the integration phase be short?

#

Hmm well progress just ticked to 51% so maybe this phase just takes a while . . . I guess I'll let it sit for a few hours and see

ancient summit
#

Hi guys. I have a strange problem I can't seem to solve involving light probes. They just... aren't working. And yes, I've baked them.

#

My player is completely unaffected by light probes.

#

I have them set up, baked, and everything...

#

The mesh for the player is not static, and light probes are enabled for it.

#

My player is in a different scene than the light probes, but moving the player into the scene with the light probes does nothing.

#

Does anyone have any ideas what could be causing the problem here? A while back they were working, but they've stopped working and I don't know why.

fading bough
#

someone knows whats happening here when i bake my directional light?

solemn flicker
ancient summit
#

Huh… lemme look into this.

#

Because yes, I am loading the scene additively.

#

Though, I am setting the new scene to the active one. Not sure if that has any effect on this, but it is worth noting.

#

That did it! Ty!

polar wadi
#

Hello, using unity 6 and hdrp 17, I have some emissive light in the left. I baked the lightning but the emission only applies on the skin and clothes, not on the hair. The hair are using the sample hair shader from HDRP samples. Is there any way to fix this issue?

karmic marlin
#

guys why 2 lights doesnt work at the same time

#

if i put 1 that my camera sees it does work, but if i put two that my camera sees only 1 work

karmic marlin
wheat thicket
#

for a small sized indoor room/area what types of resolutions of lightmaps do u guys use?

#

and i actually think i got much bigger problems..

#

the uv's are shot

solemn flicker
#

For light probes (either from Light Probe Groups or Adaptive Probe Volumes), I assume rays are shot from the light probe location, so assuming a light probe is not inside geometry or otherwise exposed to back faces, the data for it should not be negatively impacted by invalid texels on mesh geometry, right?

dawn pawn
polar wadi
dawn pawn
somber bobcat
#

hi, I'm using Unity 6 with forward+ rendering in URP
when I bake area light - it's all good until I play the scene, because light by area light source is flickering all over the place in the interior scene and caused only by area lights, not point or directional
I've tried to disable some area lights, change settings - nothing helps
I just don't know where I messed up, lol

south raptor
#

#archived-hdrp message

I had a question about APV’s and realtime GI, probably shouldve posted it here instead but oh well, its HDRP.

wheat thicket
#

decided to go with realtime lighting

#

i think ive done a decent job of only have 2 or 3 in view of the camera at any 1 time

rotund sparrow
#

Could anyone mayhaps tell me why the sides of my cubes are black

#

Even with an ambient color set

deft fiber
rotund sparrow
#

This is unity 2021

deft fiber
kindred perch
#

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

kindred perch
#

Edit: BUT turning of fog in my volume helps!?

#

Could it be bc the fog is getting thicker the lower it goes so the light is not able to passing through?

timber lichen
#

I was testing another engine (Roblox Engine) and their lights seem like they arent per-pixel, its per multiple pixels or chunks or something.
I assume this makes the lights very cheap to render, and full per-pixel isnt always needed.
Im wondering if its possible to do this inside of Unity, I couldnt find much by searching

#

I also dont think its vertex lighting because its not really based on the verticies

scarlet geyser
timber lichen
# scarlet geyser iirc it's Voxel Lighting mode that does this

Searched that up, I only get results about lighting with voxels, as in like Minecraft or something.
With this, it just does it normally, with normal meshes etc.
There was also things about baked lighting, but thats not the goal.

And lastly, could find anything about that in any of the HDRP assets.

#

I assume I'd have to actually create my own light shader or edit the default one to get this functionality

deft fiber
timber lichen
deft fiber
#

If it's not vertex lighting I guess it could be that the light is calculated at a sparse interval and interpolated in between
Or maybe the lighting is draw to a 3D texture that's sampled, but that seems expensive so it might only be advantageous to do if it's also used for some GI calculation

timber lichen
deft fiber
polar wadi
#

Hello, I'm trying to understand how HDRP light work in Unity and I've created a simple indoor scene consisting of a single room of 5x5x3 meters with a single ceiling light. I'm trying to figure out how I can make this light illuminate the whole room without making its intensity too high to avoid having a huge white effect on the ceiling at the light position

#

Something like this.

#

I'd like the white effect on the ceiling to be lower but the room to still be bright as of it was fully lit

#

Is there anyway to achieve that?

#

I've tried to play with the global volume exposure too but I can't get a real life like result, something feels quite off.

#

I'd prefer not to add more light cause from what I tested, I lose about 15 fps for each lights I add. I'm about 130fps with a single light and with 4, it gets down to 90.

polar wadi
#

What I don't understand is that when I bake this light, the ceiling gets no indirect lighting at all. Should it brigthen up a little at least ?

deft fiber
#

It also looks like a much darker material in general

polar wadi
#

Ok, I'll try to tweak the values a bit to see how it goes but from your answer, the ceiling is supposed to get lit even a little by indirect light right?

#

I'm also having trouble baking some neon lights

#

Here with lights on

#

And here without lights. THe ceiling and the left walls are lit but not the ground nor the back wall which is weird

#

Lightmaps are generated by Unity

#

I've tried to move the neon a bit further from the wall as well as rotating it but the bounce on the back wall and the side wall never match which gives a weird result

#

Are there any options I should look into when baking neon lights ?

timber lichen
deft fiber
timber lichen
#

Wireframe view didn't show extra vertices , I guess it is possible that there are hidden vertices for the lights.

But yeah, strange thing, unfortunate that its hard to figure out, because from what I understand that stuff is way cheaper to render than normal lights

deft fiber
timber lichen
deft fiber
#

Perhaps the documentation has some information about how it works

deft fiber
# polar wadi And here without lights. THe ceiling and the left walls are lit but not the grou...

The threshold between light and dark is where it's supposed to be but looks darker than I'd expect, so it may be worth it to look for more causes for it and do tests with lights and different materials
Besides that if you think about neon signs, they're not flat planes emissive on one side
The neon tubes would illuminate in all directions and usually have various types of fixtures behind them holding them in place but also scattering the light

polar wadi
deft fiber
polar wadi
#

And here is one meter to the right

#

It looks like the baked lights works better when the neons is far away and the 90 deg angle lights feel more real

polar wadi
#

Good lord and now, my character won't even be lit by the emission. I added a cube to compare. I just can't understand how this happens :/

polar wadi
#

Seems like realtime is a bit quirky, I've been trying with adaptive probes and it seems a bit better. Still working on it.

deft fiber
visual belfry
#

Is there a way to have 2 lighting settings active at once? Or have one affect only one camera?
It seems as though whatever the active scene is, that's the lighting settings that are used. So if you have 2 scenes that you want to do a crossfade between their cameras, whatever the active scene is--that's the one that sets the lighting--so one scene will always look wrong with lighting

deft fiber
#

At least I assume they use different lighting settings in some way for the scenes that are faded into

deft fiber
visual belfry
#

I'll let ya know, I have some prep work to do for it

polar wadi
# deft fiber Realtime GI or realtime lighting? Did you have light probes before APVs? Is the ...

Well in the end, I couldn't figure out what I was missing so I restarted a whole scene with the default indoor HDRP scene and tried from here. The 3 additional side lights do seem to do the trick and I don't get the same FPS drop as before. Plus to my surprise, this indoor scene has no baked light by default despite having good visual quality, I'll leave it like this at the moment since the result is satisfying. Thanks again for your help.

paper thorn
#

Is there a particular reason why APV's store data in a hidden perscene gameboject rather than on the apv go itself? Anyone here using them with SubScenes by chance?

dusty nymph
#

its like a kaleidoscope when i look around if i bake with sky occlusion enabled

polar thicket
#

Hello Unity friends, I need help today.

Please see the photo.

I have Scene 1 where I have made an aisle composed of square chunks connected in a straight line. The chunks consist of the floor and shelves.

In Scene 2 I have made a prefab of one of these chunks so I can dynamically spawn them endlessly.

The problem is, these chunks do not seem to have the lighting data that they had in scene 1 (presumably because they are prefabs being instantiated dynamically).

What can I do to precisely match the instantiated chunk prefab's lighting in Scene 2 to Scene 1's chunk lighting?

#

Also note the lighting in Scene 1 is already baked

visual belfry
#

I'm doing the same thing Kryddvr

#

similar at least. So Unity seems to only be able to support lighting settings from the active scene. So whichever scene is active--that's what your lighting settings are. If you have 2 separate scenes loaded in at once with different lighting settings, one or the other is going to look wrong

#

I'm trying a workaround using RenderPipelineManager.beginCameraRendering
But for some reason the callback isn't being invoked...in URP...which is supposed to be invoked by default for urp

grim abyss
#

Does anyone here have experience with Spine in Unity?

#

I have serious problem with Material on Spine Objects.

rose oyster
#

Why does my grass have this occlusion/shadow effect on the bottom, even though i disabled casting shadows in the settings ? I can provide any ss required

rose oyster
# icy tundra Looks like ssao

For some reason my lighting file wasnt applied into project settings. After applying it went away. Sorry and thanks 🙂

#

BTW where can i find SSAO and general occlusion settings ?

#

All in the lighting tab ?

echo flume
#

Guys why in urp light cookies texture dot work in my project
is a problem of urp unity 6
or foward redendered path

visual belfry
#

Can you swap lighting settings at runtime?

polar thicket
visual belfry
#

I think we'd all benefit from seeing the options we have explored in this channel

polar thicket
#

good, I was worried about clogging it up

#

"If you have 2 separate scenes loaded in at once with different lighting settings, one or the other is going to look wrong"

Can you expound upon this? In my case I duplicated scene 1 to create scene 2, the only difference is im instantiating the chunks dynamically. Pardon my ignorance, first big Unity project.

visual belfry
#

What I'm referring to is the lighting settings asset--along with the environment lighting settings, will change to whatever the active scene's lighting asset is

polar thicket
#

Hmm but in my case this occurs when I use the same lighting asset, which was my intention

#

The same asset between the two scenes, or a duplicate

visual belfry
#

From what I've seen in some tests, it looks like that's a similar ish issue, I can load/unload a scene with no camera and it affects the rendering of my current camera and scene

zealous swan
#

I'm very new to Unity, so maybe I've missed something basic, but I can't seem to save my project's quality settings. I'm trying to up the shadow distance on each quality level, but every time I enter play mode or build it resets them all to default.

chilly kettle
zealous swan
#

It insists on reducing shadow distance to 150, which is causing problems.

light prawn
#

Hello there, my map is composed of blocks i've arranged to build a room, but the lightning is kind of penetrating between those blocks, I think this is a common issue but I can't found on internet the solution about this. Thanks 🙏 (all of my lights are baked, i'm using URP)

distant gull
#

Hello I have a question about shadows in URP
I know it doesn't support contact shadows yet
But why does close by or small objects cast a wrong/misaligned shadow? And can that effect be mitigated?
Example of the hair showing misaligned shadows, the shader are the UTS toon by unity, fully supported and working as intended, this shadow artifacting happens on on small scale, if I scale up the character model the problem is gone, bu obviously I have to keep my character to scale appropriate for the world

rose oyster
#

Where the hell is shadow distance now ? why did they decide to move half of the settings that have been standards for years

deft fiber
pallid bear
#

When I soften up my shadows, I get this vertical line on my screen. You can see it to in the left-middle part of the screen

#

effect greatly exaggerated so it's more easily visible, but the more I soften up shadows, the more it shows

deft fiber
jaunty kettle
#

Hi, i have room on unity scene , but the room had not a window, it is all closed, i added directional light to the scene but it looks the inside of that room is lighter.. It should be dark because in real life we see darker if there is not window on the room and all covered by walls. So it should be darker, why?

#

what should i do? appreciate for any help in advance

deft fiber
# jaunty kettle Hi, i have room on unity scene , but the room had not a window, it is all closed...

If the directional light is illuminating the interior, you need to make sure it has shadows enabled and that there's walls capable of casting shadows
If you want there to be ambient light from the sky outside of the room, but darkness inside it, you need some variety of global illumination, either Realtime GI or Baked GI
If you don't need ambient light outside of the room, you can get by just setting the ambient light and ambient reflections to zero so the sky doesn't illuminate anything

jaunty kettle
twilit holly
#

i am aware this isnt directly correlating with this topic, but in this video: https://youtu.be/vRKrg9Ku8Aw?si=1ZDqIj104H9NrExX at about 7:38, all the code is there and for some reason even though i have followed the tutorial I am not able to turn the flashlight back on after turning it off, if anyone wants to help just dm me and itll be appreciated

Yo! In this tutorial, I show you how to create a flashlight for your player that can be toggled on/off with the 'F' Key.

Flashlight Cookie:
https://www.mediafire.com/view/gchmkenjry6gsyh/FlashlightCookie.tif/file

My Specs:
GPU: GeForce RTX 2080 Ti
CPU: AMD Ryzen 5 3600X 6-Core Processor
Memory: 32GB Ram
Current resolution: 2560 x 1440, 144Hz
...

▶ Play video
pallid bear
#

and all other filtering values are just bad

#

also fiddled with all possible settings, and none got rid of it, other than turning off shadows

deft fiber
pallid bear
#

every other filtering option gives me the artifact as shown in the screenshot

#

it doesn't affect it

#

only filtering at 1 affects it and makes it look worse

deft fiber
pallid bear
#

filter sample count...is that what I was supposed to look at?

deft fiber
pallid bear
deft fiber
#

I find a smaller 'blocker sample count' could be effective at reducing it
But that's assuming the issue is caused by large light radius

#

If it's that one, it's somewhat unavoidable whenever an object gets close to a shadowcasting large radius light

pallid bear
#

and reducing the light radius does also get rid of it, but I need to figure out how to re-configure the settings to make the light look as well with it

#

nvm managed to make it look better now and get rid of the artifact lol

pallid bear
#

I reduced the light radius which got rid of the issue, but I managed to get the right luminosity and now volumetrics show better and I get a better sense of depth

visual belfry
#

I was able to get multi scene lighting working through hooking into the OnPreCull method.
As a non optimized test, calling SetActiveScene seems to enable all that a scene requires for environmental lighting and reflections.

#
{
    SceneManager.SetActiveScene(SceneManager.GetSceneByBuildIndex(1));
}
else
{
    SceneManager.SetActiveScene(SceneManager.GetSceneByBuildIndex(2));    
}```
#

It's a simple switch that when unity starts rendering a camera, before it renders, it will swap the active scene. This works for env/reflection lighting. Scene specific directional lighting requires this same trick. So enable your camera specific directional lighting at the start of camera render, and disable when done.

#

At the moment this works, though it does drop fps quite a bit--not sure if that's specific to this or something else though

deft fiber
#

Did the URP sample with the scene swapping effect provide any clues

visual belfry
#

It did--my demo swapping scenes had different lighting (I set one to red and one to green) and if rendered incorrectly would look off. After adding the precull hooks both cameras were rendering their correct colors without blending/hiccups/or snapping at the end

#

It was harder to diagnose differences between environmental lighting/reflections with one set to skybox and the other a cubemap. I had to add both scenes in and right click to set one scene active, then the other, to take note of specific visual differences (or screenshot)

solemn flicker
#

Hopefully this is the correct channel for this question. Using the Frame Debugger I have noticed that realtime shadows are rendered into only a little over half of what I believe is the Shadow Map Render Texture. I don't know if this is just a result of some weird resolution issue in the frame debugger, or a symptom of something not working right. I am using 4096 x 4096 shadow resolution with 4 shadow cascades, with Low Quality shadows. Testing is on an iOS device in development mode. Unity 6000.0.24f1.

#

What's up with this grey area not being used?

#

If it matters, only the direction light shadows are enabled. Other lights are set to Per Vertex and the shadow option is disabled.

soft talon
#

Hello, does unity work in the intersection of Graphics and techniques involving gaussian splatting ?

stark temple
timber lichen
#

I keep toggling this boolean and playing with these values and it doesnt change the light at all in the scene. I use point light realtime. But its the same for directional light. What do these options do?

exotic inlet
#

my game is too dark, how to increase lighting?

timber lichen
#

So confusing

pallid bear
deft fiber
# timber lichen Oh thought realtime means i dont need to

The only thing that needs to be baked for realtime lighting is the skybox shader into an ambient probe and a reflection probe so it's basically in a form that's readable for material shaders
You do that by generating lighting from the lighting window with Realtime GI and Baked GI disabled

#

If either of those are enabled, it still does the skybox bake on Generate but then also the complicated GI baking calculations

viral bloom
#

How is adaptive probe volumes with moving buildings around a scene? ideally i would have two bakes, one for the outdoor scene and then another for the interior of each building. Not sure if that's possible. Basically the player is able to instantiate and move buildings around a landscape, but the landscape and the building interiors are both static.

flint root
#

Hey guys! How could I raycast from an object that I imported into unity to a directional light? Like, I'm trying to do it in such a way that it's point by point on the top surface of my object

visual belfry
#

I was able to get multi scene + multi cam lighting to work by using

RenderPipelineManager.endCameraRendering += _cameraPostRender;```
I have a simple dictionary that sets the active scene before the camera renders, then 
```if (_sceneCameras.ContainsKey(cam))
{
    SceneManager.SetActiveScene(SceneManager.GetSceneByBuildIndex(_sceneCameras[cam]));
}```
#

Hey unity thanks for reusing the term SRP for "Standard Render Pipeline", for which "Scriptable Render Pipeline" is NOT

short harbor
#

Anyone know what might cause these artifacts (the evenly spaced dark lines) on a flat-shaded mesh?

orchid wedge
#

I’m getting the same result even when creating a giant box. It still culls the shadow just because I am far away from the center of the box.

deft fiber
compact knoll
#

Does anybody know how to fix this baked lightning issue?

#

I used pro builder for the map

formal kelp
#

Hi, I have an issue with lighting develpoing a 2d game (I'm using 2d lights in Universal RP). I have two cameras on different layers and one of them outputs to a render texture. Can I have a Global 2d light for each layer (with different settings) without the "only one global light per scene" limit? If not, how can I have the same effect? Thank you in advance for your time and help.

deft fiber
gloomy flume
#

Hey, I'm new to lighting and have a big problem with the lighting in my scene. I'm using a directional light as the moon light source but obviously, that also lights up the inside of my house, which I obviously don't want. How can I have a global moon light source that gets blocked by obstacles? Here are images of the inside and outside of the house with and without the directional light.
Thank you in advance

deft fiber
gloomy flume
#

Why doesn't it get blocked by the house then?

#

Are there some shadow settings I have to change? I am using URP

deft fiber
#

Your directional light is a Mixed light so the shadow behaviour may change after baking, depending on what shadowmask mode you bake with and which ones your quality settings support

#

If your shadow distance in urp asset is low, the shadow may be cut off before it can be seen

distant gull
#

I know URP doesn't support contact shadows

#

But why are shadows on small objects very fuzzy and a bit distorted, even tho I am setting it to max quality possible?

#

I want shaper shadows even close by?

compact harbor
#

Looks fine to me. What exactly are you attempting to fix?

compact harbor
distant gull
#

The Shadows of the hair, distorted shape, and very blurry, I want shaper

compact harbor
#

Hmmm I'm not exactly sure how to do that

distant gull
#

I set quality and cascade count to maximum

compact harbor
#

If I was trying to fix that I would probably start tinkering with how the lights in the scene work, don't take my advice too much though I'm not a professional on this

distant gull
#

When I scale up the character I get shadow that's sharp like want, but when I scale charter to small like up to scale with environment the shadows blur and distort

compact harbor
#

I see

distant gull
#

It's as if it can't handle too small of object, and obviously I can't just scale up everything

compact harbor
#

Well if there's some sort of way to render a character larger and then scale it down after rendering the shadows to be put on the screen then that would be a solution

compact harbor
#

Im not bothered to use my browser on my phone haha. Way too buggy for some reason

distant gull
#

Yeah I'm using close fit, still not sharp enough

#

I'm reading the documentation for the lighting 😆

#

I noticed reducing shadow distance increases the quality of closer by shadows?

compact harbor
distant gull
#

Yeah I too hate reading it, but you know where else to look for info about such settings

compact harbor
distant gull
#

Yeah chat will probably also keep quoting the documentation so might as well have a quick read 😆

compact harbor
distant gull
#

Apparently reducing the split value makes the shadows sharper the closer you are

#

The smaller the split window, the sharper it's quality, no idea why this happens tho

#

Looks sharpe close shadows now, so all is good I guess

compact harbor
#

do i need to explain this and why it's wrong or can you just help me out here :/

distant gull
#

Explain?

#

Looks smooth?

compact harbor
#

theres dark and light patches everywhere

distant gull
#

Aaa artifacting of light

compact harbor
#

What?

distant gull
#

Not sure what id called

#

Light acne?

compact harbor
distant gull
#

I'm looking for it's name to find solution 😭

compact harbor
#

wait im gonna do some magic

compact harbor
distant gull
#

Hmmmm shouldn't normals and all that be calculated by unity terrain

#

Have you checked the shadow bias?

compact harbor
distant gull
#

Maybe increasing it change something

#

In lighting settings you can increase resolution of shaeddow

#

And shadow bias

#

It reduced artifacts like that

#

Maybe it works who knows

compact harbor
distant gull
#

URP?

compact harbor
#

yep

distant gull
#

Project settings graphics

#

Under shadow resolution and cascade count

#

I think

compact harbor
#

my baking just finished and decided to go back to the start

distant gull
#

Yeah I was gonna say try baking lighting

#

Maybe it'll fix the shadows

compact harbor
compact harbor
#

unity is seeming to be a little aggressive now though

#

this relates to the terrain so might be it

distant gull
#

This is not normale 😆

#

Copy your terrain to a new scene with a directional light and default lighting settings, see if it fixed it?

#

Enable realtime lighting?

#

Do you have normal maps on your terrain textures?

compact harbor
distant gull
#

Yeah something sus

#

Maybe ignore it and keep designing the stage? 😆

compact harbor
#

Only 432 warnings this time

distant gull
#

Well I personally ignore warnings warning ⚠️

#

Think of them as just a suggestion 😅

#

At ethe shadows still jagged?

compact harbor
#

soooo not too much of an option

compact harbor
compact harbor
distant gull
#

Honestly no idea why

compact harbor
#

You know what? Maybe I just don't bake the terrain

#

Not like it does anything much now that I look at it

distant gull
#

I mean it looks clean

#

Keep on at it I say

compact harbor
distant gull
#

Just turn on real time light and just go with it

#

I'm sure it'll look good in the end

#

It's the composition and models that matter after all

#

I presume you're not making a realistic game?

compact harbor
compact harbor
#

Well maybe the trees stay unbaked.. not looking good for me

distant gull
#

Hmmm if fantasy look I think stylized shaders are what sells the look

#

And as you said the grass will cover most surfaces

distant gull
#

So invest in good trees and grass thets what will sell the nature look

compact harbor
#

the 50 dollar package comes with some shaders thankfully

#

Now that i think about it, i have no clue how to set this up

distant gull
distant gull
compact harbor
#

Oh hey look at that I'm a genius

distant gull
#

If yes just use them to design the space for now

compact harbor
distant gull
compact harbor
#

made an island partially to make terrain creation easier

distant gull
#

I believe you can craft a great environment using them

compact harbor
#

Also, where did they move the probuilder thing where you can move around the edges

#

unity 6

distant gull
#

I do not use pro builder alot

#

Actually I'm on Unity 2018 😅

#

But again it's pretty much the same, unity left the rendering unchanged over the years

#

But added a lot of tools I guess

#

Most third party packages work on many render pipelines and support most versions

unborn oriole
chilly kettle
deft fiber
# compact harbor 🪄 ✨

That answer is just complete nonsense
Terrains are completely height based, so any vertical incline is stretched in UV space
Lightmapping attempts to bake shadows onto the vertical areas, but that's basically not possible because there's no resolution to work with in those areas

spice willow
#

How do you only test a portion of a screen when doing light bake tests? I used to know, but I forgot.

unborn oriole
chilly kettle
unborn oriole
#

Vixifacepalm the issue is that they CURRENTLY look out of place. When in the sun they are so bright that they look emissive

#

But if I lower the suns intensity before baking, the environment does not look how I want it to

#

I can sort of achieve the look i want by just lowering the brightness of the albedo on the materials by about 40% but i want to see if adjusting the intensity of the light probes results in a look i prefer over this method, i understand its not physically accurate, but i want to be able to test it and see if i do like the look it results in

#

Another solution i can think of is to have another directional light that ONLY lights up her and casts shadows on her, but im not 100% sure how to achieve that

unborn oriole
#

So I am working on setting up a large outdoors map for VRChat, and I was wondering if there is any way to have my non static NPCs who wander around cast shadows despite the directional lighting being baked. I’ve had a few ideas on how to do this, but I don’t really have the knowledge to know if any of these are even possible. Lighting of the characters themselves is handled by light probes.

Idea one: a light that ONLY results in a shadow being cast without actually lighting up the environment. I know that physically speaking this is impossible, but I wasn’t sure if there was some kind of magic trickery that could be done to achieve this

Idea two: using a shadow projector sort of like the blob one but instead of a blob it projects a shadow in the shape of whatever it’s attached to. I can already imagine the biggest downside to this would likely be that the shadow isn’t animated…

Idea three: maybe having a second model of the character that has been flattened and has a shadow on it to make it black and partially transparent. Though the issue with this is that id need a way to make the second model conform to the terrain it’s near…

I’m not really sure what else could be done for this but I feel like there’s gotta be a solution somewhere. This is restricted to the built in render pipeline so I cannot use any solutions that require anything other than that.

safe robin
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does anybody know what could be causing these spotty lit objects

arctic isle
strong python
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Hi guys. Recently I started to have a problem with lightmapping. All the light, direct and shadow maps are marked as default after it has been generated. Then I manually reassign these textures to be light, direct, shadow maps again. I tried to reinstall and move to another version of the engine but no use. Maybe there is something in the project settings?

deft fiber
deft fiber
unborn oriole
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Even just across this pond it’s noticeable

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I would love to be able to used mixed lighting so the shadows from the foliage also move like the foliage itself does on the wind but sadly it’s just not feasible in VRChat at least on a map this big

deft fiber
unborn oriole
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Unless there’s a way to limit the influence of the directional light’s illumination to b- that’s actually exactly what I was just describing…

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I will have to look into that, how do I set that up

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That actually sounds like a perfect solution, almost like LoD for shadows

deft fiber
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Subtractive mode is cheaper, and also can mix realtime shadows and baked shadows in its own way, at the cost of fidelity

unborn oriole
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You have a link to any good guides or a video I could watch to learn this? I appreciate you very much

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This should also eliminate my need for light probes too if I’m understand right

deft fiber
unborn oriole
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All good, I’ll do some asking around in the VRChat server as well thanks so much!

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Out of all my googling and asking on Reddit and other places you are the first person to suggest this 😂

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I’m using Bakery for my baking but I imagine the basic gist is probably the same as with the base light baking in unity

proper horizon
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Hello everyone, I have a problem with lights. When I place a Spot Light or Point Light, the light does not appear in the editor or in the game. Do you know what could be causing this issue, please?

deft fiber
deft fiber
opaque dune
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why does my game look considerably darker in the actual build?

opaque dune
languid wing
opaque dune
deft fiber
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There really should be more clearly labeled buttons about what you are and are not baking when "generating" lighting

opaque dune
opaque dune
deft fiber
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And disable "baked global illumination" if you want to use realtime lighting only

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It says you have baked lightmaps there, so whether intentionally or not you are using baked lighting

opaque dune
deft fiber
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Baked GI lets you simulate indirect lighting which realtime lights aren't capable of, and can let you use baked lights so no realtime light calculations are necessary

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When your game looks different between editor and build, also make sure to check if the build target is looking different because it may be using a graphics quality level specific to it

opaque dune
deft fiber
dreamy talon
unborn oriole