#archived-lighting

1 messages · Page 40 of 1

unborn oriole
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If they were baked the shadow quality thing shouldn’t matter since they’re baked directly into the texture

dreamy talon
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The map file has a fallback baked shadow for when real time sun lighting is disabled

unborn oriole
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Ahhh, yeah either way I’m not entirely sure how to get those. The WoW export tool certainly doesn’t have that option

opaque dune
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I believe so yeah

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I may just be thoroughly confused this is my first time using unity and I've never had a lighting issue like this before so I apologize if my answers are misguided

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but I believe so

dreamy talon
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You can always generate your own less realistic baked lighting.

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Just make a script to raycast from every point on the terrain in a specific vector and save it to a texture

unborn oriole
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I’m not sure if VRChat supports stuff like that, also I don’t have the slightest clue how to do that 😂

dreamy talon
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You don't do it in vrchat

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You do it in unity and save the texture

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and apply it in your shader.

unborn oriole
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Either way I’m not sure I have the skill level to do things like that 😅 and I’m pretty pleased with how the light baking from bakery looks as well

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I appreciate the suggestion though

deft fiber
# opaque dune but I believe so

In that case since the dark area looks like a shadow, I'd start poking at your active realtime light sources to see if changing them changes the dark artifact also

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And poking at the ground mesh similarly
Placing a default cube to see if it's affected too would be a clue

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I don't know what rendering features you are using but disabling them while hunting for this issue would be smart

opaque dune
deft fiber
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And to try to rotate the sun just slightly
But mostly ambient light is what seems you should be controlling

long sentinel
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Hi, I am trying to make a game where the player needs to avoid dark places and solve puzzles like redirecting the sunlight with mirrors to open path. The problem is I don't know how can I make a reflectable light. There are no rectangular light in unity (or thats what I know). I searched the internet but only found something called light volumes. What should I do?

deft fiber
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There are rectangular lights by the name of "area lights", which HDRP can render as realtime but URP only as pre-baked

long sentinel
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The thing is, normal light bounces realtime like spotlight etc. But they are not rectangular and hard to use.

long sentinel
deft fiber
long sentinel
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Oh, I didn't know that

deft fiber
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For a mirrorable light you'd need some entirely custom system for approximating it, perhaps raycasts from the mirror's edge vertices that can determine where the light hits and which could be used to create the light shaft as a mesh
Not an easy task though

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Detecting when something is in darkness is also pretty difficult
Light and dark are calculated in realtime by the GPU and it's not designed to share this data
So systems for detecting light and dark also tend to work using approximations of the lighting that run parallel to the real lighting

long sentinel
long sentinel
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And yeah there were very less sources about calculating light intensity.

long sentinel
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but it works

deft fiber
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If your game is 2D and tile based the calculations can be simpler, but hardly easy

strong python
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I mean, when you generate lightmaps, they appear in the scene folder and their names start from "Lightmap-". And in inspector under Texture Type all these maps should be marked as Lightmap, Directional Lightmap and Shadowmask. But they are marked as Default and i need to reassign everything by myself. Why does it happen?

pallid bear
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So I made a fake, fast realtime GI system for my flashlight as ssgi doesn't really work because of the low light intensity (or I don't know how to use it)

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I want to improve it but I don't know how to implement colorbleed

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Will this need to be a screen space shader effect?

scenic beacon
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Hello everyone! Can someone tell me why my lights arent working? They just dont work

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When I launch the game they are all off

summer aspen
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You should provide more information, what render pipeline you are using, which renderer, what kind of lights, how many.

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Because some have limitations how many they can support with shadows.

unborn oriole
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For those who run into a similar issue as me who want more control over the intensity of their light probes for stylistic reasons I have found a stupidly simple solution.... After youve baked your scene lights to look the way you want, just go to your static directional light, lower the intensity, and then ONLY bake your light probes. Your environment wont change at all and with this you can adjust how intense the lighting is on dynamic objects to your liking, if you wanna make stuff look SUPER surreal you could even give the light probe lighting an entirely different color lmfao

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Cant believe i didnt see this suggested on any reddit threads or anything lmao

deft fiber
pallid bear
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I am imitating it with point lights but would need the colors of meshes to bleed out to simulate a sweet looking system

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There is no info online

deft fiber
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You could tint your fake bounce lights using a predefined color in a component
When your light hits an object, or the bounce ray hits an object, you'd do GetComponent from the collision to get the color stored in the surface gameobject, and use that as the light's color

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Getting the actual color of the texture on the mesh is technically possible, but there's no built in way to raycast against meshes so it'd likely be prohibitively difficult and not improve the look much

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A screen space effect is an option but would practically mean making your own version of SSGI

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It could be uniquely tailored to your use case, but it'd be a real graphics engineering challenge

knotty sparrow
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i cant find out how to fix this please help!!

pallid bear
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I can try again but I am sceptical

pallid bear
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And then I'd need to have a lot of them for each mesh I hit

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Something ridiculous

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Cause I can't use a dark browb light with a large radius

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I even tried and it looked extremely wrong, predictably

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I might try ssgi with bloom, maybe that does the job (doubtful tho). I turned off bloom cause it's pretty expensive and doesn't have an effect really for me. Maybe it would with some bounce light

deft fiber
pallid bear
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Yeah you're probably right

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I didn't test bloom performance, but it's supposed to be an expensive effect

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It had no effect because the only light source is coming from the player forward so I don't look at it directly

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But maybe it would have an effect on ssgi

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I will try again

fringe plover
deft fiber
deft fiber
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Or consider using deferred or forward+ rendering path

timber echo
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Hey all, new around here, I'm having a nightmare of a time trying to fix a mesh import script I forked and modified. Previously on Unity 2021, on Windows, I was able to bake lighting. Since then I've upgraded the project to 2022 LTS and moved to Fedora Linux as my OS. The errors I'm specifically getting are:

[PathTracer] AddGeometry job with hash: 4179463b4b5a4582ced26501f07810c0 failed with exit code 5.
... repeats for every "invalid mesh"
[PathTracer] Failed to add geometry for mesh 'demo-worldspawn#0-planks_a[797]'

Some notes about the problem.

  • To explain the problem itself, I forked a TrenchBroom importer to use as a level editor for rapid prototyping / to nail a look and have been making minor tweaks here and there, but nothing iirc that would cause errors like this.
  • For some reason, the only mesh that my generator produces that works is a quad. Every time there's a fanned mesh, the thing simply refuses to bake lighting.
  • If no UV2s are baked I can bake lighting, but as you'd imagine it kind of looks like ass.

I'm kind of pulling hairs trying to fix this because it seems like it should work. Looking at the raw mesh data in the debugger there's no NaN values or anything weird for the UVs, the vertices are fine, the normals and tangents are generated using the built in unity tools. It just will not let me bake lighting

pallid bear
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literally no difference

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bloom gives me a subtle effect but I'd say it looks slightly worse

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so no benefits from either

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and ssgi impacts performance too

timber echo
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Just for reference, the left image is a mesh that can have lighting baked, and the right image is one that cannot.

fringe plover
deft fiber
timber echo
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I'm going to wipe out my changes to the mesh importer first to make sure it's not something to do with my modifications (which I don't think it is, but we'll see)

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Welp, pulling from main didn't fix it, it's probably a bug

deft fiber
deft fiber
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is probably what you're looking for

celest robin
little wind
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where do I find this thing?

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this setting

surreal dragon
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Hi guys ! I have a problem with 2D URP lighting (Unity 6) in my little 2.5D top-down game.

  • I have a scene with 2D Lights + Shadow Caster 2D
  • Sprites are correctly depth sorted by Renderer 2D settings -> transp. sort mode -> custom axis (0,1,0)
    Problem: the 2D light system does not care about the sprite sorting points and my custom sorting axis at all - as you can see in the left picture: The Crystal in the foreground picks up a shadow from a behind object, see (A)
    The only workarounds I found: composite shadow caster OR excluding the own sorting layer from the shadow caster targets (same result). But as you can see on the right side (B) - now objects that have their sprite sorting point fully inside the shadow, still don't receive a shadow. Actually no shadows at all from the composite group or on the same sorting layer.

Question: is there any support in Unity for correctly lighting 2.5D games ? An elegant way I can solve this ?
I only found one post from 2023 that seems super complicated and hacky: https://discussions.unity.com/t/2-5d-geometric-shadows/928850
but I don't understand much there - this is my 1st game. ;)
Also I was hoping, that we have a more elegant solution now in 2025 / Unity 6 ?
(I have my custom-lit 2D URP shader in shader graph - if adding something here helps ? But I guess the light map is already baked together per sorting layer ?)

Please help heart

fringe plume
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can i somehow disable the skybox light in hdrp ? i dont want closed spaces to be lit, but i also dont want the skybox to be black (which happens when i disable exposure)
and why the f are lights in hdrp not working except you set them to an exorbitant value

scarlet geyser
deft fiber
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Directional light shadow settings specifically

deft fiber
# fringe plume can i somehow disable the skybox light in hdrp ? i dont want closed spaces to be...

The correct method to occlude indirect light locally would be to bake lighting with light probes and reflection probes
Alternatively indirect lighting controller can be used to tone down ambient and reflections within a volume
To understand light intensities in HDRP you need to understand physical light units which you should base on your light sources on
The f why they might not appear despite having correct values suggests your exposure is not correct relative to the intensities

deft fiber
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The 2d lighting system is designed entirely for "flat" 2d games
It's up to just luck if workarounds for isometric or 2.5d games happen to work

glad belfry
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any way to fix this weird lightning?

deft fiber
glad belfry
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Ima try to set them to 1x each maybe that'll Work

deft fiber
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Normal map intensity should not be over 1 in normal circumstances
If the normal map is so intense it seems to create black or glossy cavities, that means it's too much

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You are supposed to get light from the sky on your objects, unless you've disabled ambient and specular lighting from the lighting window

glad belfry
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im mildly confused. I installed unity 3 days ago. the "Map" was for the texture right? Like it looks more realistic when you higher the level

deft fiber
glad belfry
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im pretty sure it is normal map yes

deft fiber
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Can you show a screenshot of that setting?

glad belfry
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Im not at home, don't think I can offer this right now. im sorry notlikethis

deft fiber
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Higher normal map intensity doesn't make it "more realistic" but less once the normals start turning inward and glitching out the lighting
The most realistic setting is generally multiplier of 1 since it shows the normal map as it was calculated

glad belfry
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sooo i should put them all to 1×

deft fiber
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But often less than 1 can be better, if the normal map is not properly generated or if you get too harsh shadows

glad belfry
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I tried out more than 1× earlier and it looked more realistic tho, am I just idk fashion blind or could it be cause it felt darker and more texture got showen or smth?

deft fiber
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In your video the normal map is so intense your light is glitching out

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That much I can say for sure

glad belfry
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well that is already good to know

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well it is still a prettx big jump. ground normal map is 0.5, brick normal map is also 0.5 and the brigde in the back which isnt in the ss has 0.8

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okay i lowered the smoothness and it looks atleast a bit better now

fringe plume
deft fiber
fringe plume
deft fiber
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Like something other than HDRP for example

deft fiber
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That's a pretty relevant detail

fringe plume
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i know

deft fiber
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What render pipeline was it then?

fringe plume
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i dont know, but i worked with urp and built in and both work? and there is only urp now

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so obv urp

deft fiber
# fringe plume i dont know, but i worked with urp and built in and both work? and there is only...

BiRP is there too but not actively promoted in the Hub (or developed)
Just the same BiRP and URP let you change the sky but also its ambient and specular lighting all separately from the sky settings
In HDRP the sky and the light from it are one and the same, unless you override it with the indirect light controller volume
In all render pipelines baking lighting is the most correct way to occlude indirect lighting locally if you want it to be accurate

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HDRP is complex, but not overcomplicated for what it does

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To use it you have to prepare to learn that complexity, and work with its features rather than against them

fringe plume
deft fiber
fringe plume
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what should i do there? (if i set reflection lighting multiplier to 0 the whole scene turns white)

deft fiber
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If a large part of the screen is very dark and another very bright, adaptive exposure can blow the brightness totally out of proportion when attempting to compensate

fringe plume
deft fiber
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So it's working as intended

fringe plume
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yes but its unusable and useless

deft fiber
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Right now the interior is absolutely 100% dark, and the outside is relatively blazingly bright as lit by the sun

fringe plume
deft fiber
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The simplest fix might be to reduce the brightness of both the sky and the directional light

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To bring them closer to the dark interior, or vice versa

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The main problem here is that you don't understand how exposure and physical light units work

fringe plume
deft fiber
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Like I said understanding them is a necessary prerequisite

fringe plume
deft fiber
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That is not a problem, but intended and explained by the docs I linked

fringe plume
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then its intended but stupid

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because the slider for the intensity is way too small to make light visible

deft fiber
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Do you know what exposure is?

fringe plume
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yes but the directional light increases too.

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man just admit its confusing, everyone i know was confused by this

vital wren
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It sounds like HDRP may not be for you

fringe plume
deft fiber
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If you do not know how to get real world correct light values in your interior room (which first would require you do not remove 100% of the ambient light), you can reduce the intensity of your sun and sky like I suggested
But when doing that you are not working with the system, but against it

vital wren
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HDRP opens up tons of power and options. But this comes with complexity and a need to deeply understand how things work.

deft fiber
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If you don't have the patience to learn how to use the systems as intended, then I concur HDRP is not for you

vital wren
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So if you’re not committed to that, URP is a perfectly fine choice.

deft fiber
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If you do not know how to use HDRP to its strengths, but instead treat its features as problems, then it will not help you achieve better graphical fidelity either

smoky plaza
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Why is lightning so difficult?

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Trying to bake with probes for indoors but damn dude the results aren't resulting

fringe plume
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the slider is set to it's max value. how do i make the light visible without increasing it further? i saw at least 10 reddit posts and unity forum posts of ppl being confused by this

deft fiber
fringe plume
deft fiber
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However if I was abandoning realistic light units I'd rather make the sky and the sun darker, rather than all the punctual lights brighter

fringe plume
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and NO i do not mean light units

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(like lumen etc)

deft fiber
# fringe plume i know that but this is just confusing

You and the redditors are confused because you are unfamiliar with the system
Unity didn't invent physical light units or real world accurate exposure, it's an industry standard of photorealistic rendering that they support

fringe plume
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bro. my point the whole time is that this is objectively confusing when you first start hdrp, and the lights are dark and the slider is on the max value

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if everyone is confused there is a problem regardless if you can solve it when you understand it, its not user friendly

deft fiber
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Sure
For URP I think it should be a reasonable assumption that you can just go in and build stuff intuitively
But that's not and never was a realistic standard for HDRP because it is not holding back the complexity at all, it's only concerned in supporting industry standard graphics workflows and providing the most features

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Anyone who has used HDRP will tell you that you have to study it first to use it effectively

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In my opinion you also figure out first how it will help your project
It doesn't give you "better graphics", it gives you better tools for graphics

fringe plume
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yes. but they could have just increased the slider + default value and ppl wouldn't be confused, idk why it even is like that rn. i tried to figure out what i did wrong only to find out hundreds of ppl were confused by this. that's avoidable. i am not trying to be rude, i agree with what you say but this issue just wasted me a lot of time

deft fiber
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If you force it above that it turns into a warning
Because this high intensities are not typical

fringe plume
fringe plume
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thats my whole point

deft fiber
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In this case it has correctly warned you that you're not approaching the physical light units correctly

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I hope not to be rude either but the reason you're wasting time is because you're trying to use a system that requires knowledge and instructions by skipping the knowledge and instructions

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The warning can't force you to read the documentation about light units and exposure

fringe plume
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i think you still dont understand my problem

deft fiber
fringe plume
deft fiber
fringe plume
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are you trolling?

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if i want to create a LIGHT and i am warned that its extremely bright even tho its not, its surely incorrect

deft fiber
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The reason it doesn't show up is because that's exactly how it'd be in reality

fringe plume
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ok now iam sure you are trolling

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so lights are forbidden to be used in unity

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gotchu

deft fiber
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No, it's because of how the light is simulated

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Broad daylight is extremely bright, way more so than our intuition would tell us

fringe plume
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one last time.

deft fiber
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If street lights were on during a sunny day, despite being very bright lights, you would not see them light up anything
This is true in real life and HDRP, though not BiRP or URP

fringe plume
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if i am ALWAYS warned and the slider is ALWAYS useless if you want to make the light visible then it IS AN ISSUE

deft fiber
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HDRP expects you to know this, but they put the warning there as a hint anyway since many don't

fringe plume
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99% of ppl use directional lights and would expect the range of the other lights to be in the range of being visible, or the lights are always useless

deft fiber
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It's the correct result when simulating physical lights, I don't know what Unity could do more to rectify this
You can make the lamps unrealistically bright so they show up in daylight, or you can make daylight darker

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It's not the intended way to do it, but nothing stops you

fringe plume
deft fiber
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Not just the sun, but the sky is bright as well

fringe plume
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ok. lets assume i have a medium dark scene without directional light. and want to add a light that is visible

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i have to go above the slider max

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so its "unintended"

deft fiber
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What is "medium dark"?

fringe plume
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i forgot the english word

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not bright but not dark

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global illumination works but i cant add the light because if i increase its not reccommended beause its too bright

deft fiber
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There are very specific light values what the sky and directional light would emit realistically, and it would determine the visibility of lamps
There is no "medium" light level conceptually

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And if adaptive exposure is on you can't trust just your eyes when tweaking it, because it compensates

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If using fixed exposure instead, you also can't trust your eyes because the brightness of all light is relative to that exposure level and only to that exposure level

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It's not intuitive because there's not really a way physical light rendering can be represented in an intuitive way

fringe plume
deft fiber
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Useless is a very subjective term, the system on its own cares only about accurate simulation

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If a street light was on in the day example, the system shouldn't try to bring its light into visible range, because that's not right
It should be nearly invisible because that'd be real world accurate

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If you as an author need to bend the rules to make an exception to that, you are free to do so
But Unity should not do that exception for you

fringe plume
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then why make it harder for users who want to use light without the scene being dark?

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in all my projects i used a light in a "bright" scene, and here unity says dont do that

deft fiber
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It's either harder for people who don't understand physically accurate lighting, or incorrect for people who do such as lighting professionals

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I think this is the crux of the issue

fringe plume
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so as a conclusion: you can not use lights in a scene that is not completely dark?
(because unity warns me so i am not supposed to)

deft fiber
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No, conclusion is you need to understand how the tools work and are meant to be used
Then you can bend the rules as you prefer

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Know when you're working with the system, and when you're working against it

fringe plume
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bro i just want to have a dynamic light in a bright scene

deft fiber
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A good method is to determine a "baseline", such as lamps that have real world accurate intensities in your scene, then tweak your natural light and exposure relative to the lamps

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Or determine a fixed exposure as your baseline and tweak lamps and natural lights relative to that

fringe plume
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this is a unity sample water scene.
what would YOU do to make the light i created there visible (it is because i set the value to 1e+07)
the water is an example i could have just used a plane for ground

deft fiber
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Or natural light as your baseline and lamps and exposure relative to that
This is the one you've been doing, which in my opinion is probably not the easiest of the three

deft fiber
# fringe plume this is a unity sample water scene. what would YOU do to make the light i create...

First ask yourself if you want your lighting to be realistic or not
To make a lamp illuminate something in broad daylight, in reality it'd need the power of an industrial flood light
If it doesn't make logical sense for your lamp to be that powerful, then you accept that realism for these light intensities is out the window and just make it as bright as it needs to be
But when dealing with such drastic brightnesses, you might want to swap to fixed exposure at least temporarily
Otherwise you will not see the light get brighterm just the sky get darker as you increase intensity which may throw you off

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Since HDRP is physically accurate, your first assumption should always be "what kind of physical light source is this in the scene", not just thoughtlessly adding light

fringe plume
deft fiber
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First time I used HDRP nothing seemed to make sense and I fumbled around with light values and exposures just the same as you
And then I went to read what it all means

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Rather than condemning it as a bad tool

fringe plume
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can we pls stop this now. i never say you are wrong i just said the slider should be bigger. unity just makes it harder for ppl that dont use it "realistically" i want to use hdrp because everything else is great

this reminds me of non convex mesh colliders, unity doesnt allow users to make rigidbodies collide, yes it would be bad performance but then why do you not just allow it with a warning, i had to install an asset from github for that crap

deft fiber
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The slider includes almost all real world light sources, and discourages incorrect use, yet doesn't lock you out of it
So in that case I think it's perfect
People who get confused and go googling around have an opportunity to pause and look for the resources they direly need at that precipice

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Other parts of unity aren't that great in that regard, like the nonconvex collider thing

fringe plume
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btw hdrp is fckn beautiful

fringe plume
deft fiber
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In my view the editor UI/UX itself should guide you towards best practices, not always requiring studying beforehand
But HDRP is way too complex and broad to be made simple, it needs to be treated with a different respect

fringe plume
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one TINY little example, my favorite asset is the scene dropdown menu

deft fiber
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What is that?

fringe plume
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a dropdown in the top toolbar to quickly switch scenes

deft fiber
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Do you have a link? I wonder if it's better than relying on the recent scenes dropdown

fringe plume
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cant find it rn (it creates a small button next to the play and pause button that opens a dropdown of either all scenes in the build profile or a set list)

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i havent used it in this project

deft fiber
# fringe plume btw hdrp is fckn beautiful

It certainly is, despite how much work it can be
I hope you find the time to study more of it, so it'll be easier
There's whole a lot of information like a whole ebook about making proper and correct HDRP lamps

fringe plume
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in unity it feels like most games are just low effort when it comes to lighting, they all look so cheap

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idk if it's just me

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then i see tutorials or samples that look pretty and still have ok frames

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and wonder why

deft fiber
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It's easy to do better with just a little study and practice, since it seems many developers have done none and just winged it

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I don't know why there's little interest for the topic, but it seems like an opportunity to me

fringe plume
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yup

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true

deft fiber
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And for me anyway it's fun
Easier to learn than something like coding, and you see immediate improvement with every new thing you figure out

fringe plume
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btw, my game is a movement shooter that will have maps with different artstyles (for example one cartoon one 8bit and so on) and with each map i will release a set of weapons with that graphic style and effects
i think this hasnt been done before lol

the idea came from pixelgun3d which has thousands of guns,
anyway i played the pc version and it had reflections and global illumination, but this didn't help the game because it looks pretty bad, its a mobile game after all. especially the lighting. which created the idea of finally making a "fun" shooter with good lighting and effects like a lot of glowing stuff that you saw on the screenshot, and i thought hdrp would be a great idea for that

deft fiber
fringe plume
deft fiber
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It's best to explore the styles with art tests to see what it's like before you commit to making the whole project in HDRP

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Cartoon shaders are non-physical custom lighting which you may run into issues with

fringe plume
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but i think there are already assets out there for hdrp if i want to prevent a headache for me

vital wren
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Is there a way to get a list of lights that are casting light on a specific renderer? I know I can do distance checks, but that would not take into account obstacles.

deft fiber
vital wren
deft fiber
vital wren
deft fiber
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If the bounds of a renderer component intersect with the bounds of a light component, the renderer executes light calculations
It may be possible to access the list of each of those intersections but it doesn't seem to be available with any existing renderer class method

deft fiber
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It's basically a camera, which also does not have that kind of information without a separate occlusion culling system

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The resulting shadowmap is just plain depth data, there's no information for any pixel which object it belongs to

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So in other words your only option is to make your own occlusion detection script that aligns with the light, but otherwise works entirely separately from it

vital wren
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Thanks for the answer. Trying to piece it together in my mind.

deft fiber
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All rendering calculations happen on the GPU anyway, so even if they were useful they'd be very cumbersome to try to access in CPU side scripts

vital wren
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In pic 2, would the shadow for the unity ball still get drawn?

deft fiber
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No, but the light doesn't "know" whether the ball is occluded or not
It only knows that it's one among the objects it will process for rendering

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But since it fails the depth test against the wall, drawing it is skipped

vital wren
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ok, so would it draw the shadow for each object in depth order, furthest to nearest?

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ahh

deft fiber
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It draws the depth buffer, using each object's vertex information

#

A shadowmap is basically just a depth buffer so there's nothing to do after that I believe

#

What is your original goal?

vital wren
#

ok, so i took the default Unity HDRP Indoor scene and disabled all lights except that spotlight. It appears it still renders the shadow map for the ball. but likely because it got batched with the other geometry.

#

My goal is to implement a mechanic related to how much light is hitting the player. My original plan involves raycasting from a set of detection points on the player to lights within range, which works, but just wanted to see if there was another way.

deft fiber
vital wren
#

I understand that it's per light. But aren't they getting drawn as a batch?

vital wren
#

Fair enough. i'm happy with the raycasting and it performs well.

deft fiber
#

It doesn't affect that determination itself

jagged jungle
#

hi guys, i have a scene in unity HDRP that supposed to have a physically based sky which is a global volume, and a directional light that acts like a moon, in the first picture you can see that in the viewport the sky is visible, however ingame the stars and the moon disc is not visible at all,
what could be the possible issue?

p.s

  • i have changed both the player and camera scene render clipping planes to 300000 but still doesnt work
    -i have volumetric fog in my scene but i tried to switched them off during runtime but it still doesnt work

thank you for your assistance,

vital wren
#

Another thing you can do is open Window > Analysis > Rendering Debugger. Click on Volume at the bottom left. Set Camera to Main Camera. Under Component select Sky > Visual Environment. The Sky Type under the Result column should be 4 (Physically Based Sky).

#

If it's not, this should show what is setting the Visual Environment.

jagged jungle
jagged jungle
#

i have a seperate camera for the player it self

vital wren
#

you're using two Cameras in HDRP? or do you mean a Cinemachine camera?

jagged jungle
vital wren
#

You could try adding an Exposure override to your volume to see if that could be the issue

#

if it's set to specific modes, it could turn everything very dark

jagged jungle
vital wren
#

Ok, suggest reviewing the Exposure override first

jagged jungle
vital wren
#

looks fine

#

do you have any other volumes in the scene?

jagged jungle
#

yep and it looks fine enough in the viewport scene

#

i do have other volume and its an empty using a volume component to mimic a fog

#

but when i turned it off it still doesnt show the sky nor the moon disc

#

this is my global volume setting

vital wren
#

hmm.. if you type "t: volume" in the Hierarchy search, can you confirm how many volumes you have?

vital wren
#

If it were me, I would probably start disabling things one at a time until I figured out why it was not appearing. or i might use the frame debugger to see if the moon disc ever gets rendered and possibly gets drawn over by something.

jagged jungle
#

here can be seen that the cube is clipping with the distance

#

the cube is supposed to be longer

#

i chaged the camera in the scene to render 400k clipping plane and also the player prefab but doesnt seem to work 😵‍💫

glossy pike
#

lightmap looking like someone did something.. what did i do wrong?

opal mist
deft fiber
opal mist
deft fiber
#

Yes

opal mist
#

this is the sprite sheet

#

(havent done the other sprites yet)

#

oh! i figured it out

#

i needed to deselect sRGB color texture

deft fiber
#

Right
Usually you import normal maps as type: normal map

deft fiber
#

so with a very close clipping distance the sky should appear more, not less

opal mist
deft fiber
#

@jagged jungle I wonder how you are stacking your multiple cameras

HDRP only supports a single Camera setup by default. If you need to use more than one camera at the same time, use one the following alternatives:
Custom Passes
Graphics Compositor

glossy pike
glossy pike
jagged jungle
#

but somehow the lights from global volume and the directional light still managed to get through

#

as for the "stacking camera" im not sure, i have at least 1 default camera on each scene i make and i cannot remove them otherwise my Playercamera would show no display rendering

glossy pike
#

and the spotlights i set onto mixed + static arent being included in the bake?

glossy pike
#

it was above the lamppost model

#

I FIXED THE LIGHTING BUGS

#

im proud of myself

vital wren
vital moat
#

Hi all, running into an issue where an emissive material isn't casting any light. I've checked all the standard stuff (it's static, contributing to GI, all that stuff) but it's still not playing nice. Are there any other possible causes for this issue that I haven't checked?

#

For further info: the lighting worked perfectly fine when the bulbs were exported as individual meshes from blender, but after joining all of the bulbs together with the wire into a single object, it stopped working.

deft fiber
#

As HDRP opposes camera stacking, you wouldn't use a second camera for UI or viewmodels

#

@fringe plume btw this camera stacking limitation is another example of those typical HDRP stumbling stones
Stacking cameras for UI and viewmodels is a very common technique, but HDRP has technical reasons not to support it directly which by themselves are not good or bad, just the way they've built the system with its own tradeoffs

#

And even if camera stacking may be the most popular method, it's not necessarily the best just because of that

#

Like for example in my opinion manipulating viewmodel scale and position gives you much less problems with shadows and rendering, a more convincing depth effect and exactly the same forced perspective illusion

fringe plume
deft fiber
fringe plume
#

i personally think it's more important to make common workflows easy than realism

#

but yes, yes then switch to urp, i know

rough spire
#

Unity keeps crashing when I bake lighting with adaptive probe volumes with this city asset in the scene. After it creates probe volume bricks, it stops for a while then closes.

vital wren
rough spire
pine trail
#

could anyone help me figure out what's causing these diamond shapes shadows on my terrain material? It's using just a basic URP lit shader from shader graph. I can't afford to increase the mesh density, but I was hoping there was something else I could do to at least blend things better

vital wren
rough spire
#

ill try that

rough spire
vital wren
rough spire
#

yeah

vital wren
#

Hmm. You could try going back a few versions of Unity and see if it works normally there.

#

certainly could be a bug.. there were baking issues in a few versions around 6000.2x

rough spire
#

aight thanks

south dragon
#

somethings up with my lighting, ive tried alot to fix it and nothing worked, i genuinely dont know whats wrong with it, its a minecraft model i ripped using mineways

deft fiber
south dragon
#

what are apvs?

boreal vault
#

Hello, I need help for some optimisation / have a better light / shadow, and faster import, etc…

So my game uses magica voxel .obj model, so they are in voxel.
My question is, what are the best settings for voxel objects ?

Like what are the best option for the obj lightmapping settings, for the general light / shadow etc...
I really lost in all of thoses options :/

Thanks :)

crisp pond
#

The lighting in my project went real weird out of nowhere. I switched pc's and when I booted up the project I only get these hard shadows. I'm not using a light map and I am in unity 6000.0.29f1

#

Oh and I am getting a bunch of SerializedObjectNotCreatableExceptions comming from UnityEditor.Rendering.Universal.BloomEditor.OnEnable () and UnityEditor.Rendering.Universal.ShadowsMidtonesHighlightsEditor.OnEnable ()

deft fiber
deft fiber
#

A more accurate and probably also efficient method is to use APVs instead of lightmaps

#

Lightmaps are spread across surface area, and broken up by seams
Voxel meshes have both in abundance, so a lot of lightmaps are required, a lot of padding is required and lighting is often discontinuous

vital moat
#

Quick question, other than an increase in baking time, is there any major downside I should be aware of with having this many static baked point lights in a scene, and in such a tight cluster?

boreal vault
#

Ok thanks I will check with APVs :)

tacit minnow
#

with shader graph, is there a way to apply shadow differently to an object? or perhaps even to just get the shadow information at a given pixel?
or do I need to write something for that?

deft fiber
deft fiber
tacit minnow
deft fiber
#

Node custom lit specifically
Node lit is a separate example that already exists, which includes all the properties and texture calculations but no lighting calculations
Both should be included templates, not downloadable examples

stiff kite
#

Hey guys, I have this realtime spot light going through the walls. My light settings are set to default and walls have lightmap UVs. What is the probable cause?

stiff kite
deft fiber
#

Is it realtime, baked or mixed type light
And do you mean to use baked lightmaps

stiff kite
#

Its realtime. I do use baked lights in the scene but not this light.

deft fiber
#

Then lightmap UVs or Lighting Settings are not related to this issue

#

You would instead look into that your URP settings also allow shadows, and don't cut them off by distance too early

stiff kite
#

URP settings are also set to default. Changing depth bias or normal bias won't do nothing.

deft fiber
#

Meshes also need shadow casting enabled
For testing I'd make a new scene with default unity cubes and a new light, enable shadows and see if they appear

#

You should show the URP asset's inspector, and verify it's the asset that's in use in your project's quality settings

#

By default there are multiple, and iirc the lower graphics levels have URP assets that don't have shadows

stiff kite
#

Its still going through.

deft fiber
stiff kite
#

here is with default mesh

vital moat
#

Does the light have shadows enabled?

stiff kite
#

It does

deft fiber
# stiff kite here is with default mesh

That's not a good test
Custom shaders might disable shadow receiving (and renderers might disable shadow casting)
So you should have multiple default cubes in a positioned so they should be occluding the light from each other

stiff kite
#

Oh wait. It worked on test scene but don't work on my scene ??

vital moat
#

Could you send a screenshot of the mesh object's settings?

stiff kite
#

but there is still leakage here

deft fiber
vital moat
#

The actual object placed in the scene

stiff kite
#

They are all same.

vital moat
#

This stuff

#

Not the mesh

stiff kite
deft fiber
stiff kite
#

It still doesn't work on my scene but that is too.

vital moat
#

Have you tried restarting Unity and then checking your scene? Sometimes something gets stuck behind the scenes and needs a kick.

deft fiber
#

I'd just swap to a new scene and not bother worrying
There's nothing that I can think of that's scene specific and should affect realtime lights, with the possible exception of Lighting Data if the light is not actually of realtime type
Or indeed restart first

stiff kite
deft fiber
#

Did you ever show the specific light's properties

vital moat
#

Could it be that you've accidentally set the light in your scene to be baked?

stiff kite
#

Here is everything. You have my light settings too.

deft fiber
#

I see nothing weird here
One possible option is that you have too many shadowcasting lights

#

When that's the case lights randomly lose shadows
In another scene it might randomly pick a different set of lights to keep their shadows when culling them

stiff kite
#

I dont use directional light and all i have these emissive cealing materials whice are baked.

deft fiber
#

Directional light's shadow on a separate limit from additional light shadows
Emissive materials have no realtime shadows at all

#

So it'd be only up to number of light components with shadows on them

stiff kite
#

I will use limited realtime lights on this project. Any light that not moving will be baked.

deft fiber
stiff kite
#

That's the only light i have, rest of'em just emissive materials.

deft fiber
#

So not really a workable theory
If you can get rid of the issue by swapping everything over to a new scene, that really seems like the most preferable option to me

#

Don't have to know what the issue was if it stays away
Sometimes things just break in an untraceable ways in scenes, lighting cache, URP assets, whole projects even

stiff kite
#

;// Thanks anyway, Ill try it but i think it will occur again.

deft fiber
#

I'd keep an eye out if it seems to occur with baking specifically

#

Seems to be the only clue we have

#

In the new scene too I mean

#

If it does I'd just fire up a new project, move the scene there and see if it breaks there too
Sometimes (often) all you can practically do is a process of elimination just to understand what affects the issue

#

Using that info hopefully either figure out what it is, or at least how to avoid it

#

A long shot but in my experience upgrading a project from 2022 version to Unity 6 breaks a lot of random things in weird ways

#

Happened more than once, and library deletion didn't fix it so I had no choice but to move assets into a new project

boreal vault
deft fiber
boreal vault
#

hummm, and is it available for unity 2022.3.3 ?

deft fiber
boreal vault
#

oh... rip then x)

#

because the thing that i'm using for the multiplayer only work in unity 2022 :/

#

Thanks anyways :)

#

And quick last question, to optimize the object, and to not take 1h to import, what are the best settings for this object ?

Specifically the Lightmap UV's settings

#

like which checkbox to check, and what values for the lightmap settings

deft fiber
hushed vale
#

Hey pretty people, anyone can link me a good tuto that explains why (on URP) directional light penetrates objects and how to make dark environments (like caves) get the correct lights.

Also, can I reach light zero some how? Even with no directional lights, my char still getting some kind of light

deft fiber
#

What is not lit by any light source is lit by the scene's ambient light, which you can configure in Lighting window

#

Smooth and metallic materials also get ambient reflections from the sky, or nearby reflection probes

#

To have ambient light outside but darkness inside in occluded areas in the same scene, it's expected to generate either realtime or baked GI lightmaps (and do everything those workflows require)

hushed vale
#

That sounds scary @deft fiber! Do you have any sources that I can learn those proccess to point out to me?

I thought that those things were simple and commom on game dev, it is weird the it doesnt have eaiser solutions

deft fiber
#

If you do need local darkness, you will also need baked lighting
It's a complex system and there isn't really a way to make it simple, so be prepared for that
The official video tutorial will give an idea what the process is like
https://youtu.be/KJ4fl-KBDR8

tardy pagoda
#

how do i fix baked lighting artifacts like this? I am using HDRP, the main Lighting settings are included also.

#

The lights in my scene are all Mixed lighting and I am using APVs if that helps.

#

My geometry is ProBuilder and is essentially perfectly grid aligned.

strong python
#

Why, using shadowmask baking mode everything, that is beyond realtime shadow distance, become shaded (dark)? I have been using this mode for a long time and changing distance from the objects did not change any lightning in the scene. No matter if the object is 10 or 500m it was being lit and shaded properly by mix directional light but not anymore
Update: disabling Render Graph solves the problem but not recommended by Unity. What is it?

vivid holly
#

Hi, I have this problem where shadows on edges look blurry and spotty like this, has anyone ever had this issue before?

#

I feel like it has something to with my lighting settings

deft fiber
strong python
flint berry
#

where is the light probe editing tool? tutorials doesn't show where to find them too.
the tutorials, including one by unity, already had the editing tools in the inspector, it doesn't exist on mine

deft fiber
lunar pendant
#

Hello! Am i supposed to rebuild lighting after every single change i do to a lighting object? Say i build the lighting and then move a point object set to "mixed", do i have to rebuild it? I dont quite understand it? Thanks

restive gust
#

Hi, could someone help me out with lightmapping?
The first image shows what my scene looks like with realtime lighting, the only thing that's missing, are shadows all the way at the back because the shadow draw distance is too short for them to show.
I want to bake a lightmap to solve this issue. I set my directional light to mixed so that my stadium uses the lightmap, and the players can cast realtime shadows. Baking results in the second image, which looks all washed out and it doesn't cast any shadows for the static objects.
The third image is the scene with the lightmap on and the directional light off, which I find odd, because if I understand lightmaps correctly, the entire point of it is to bake the information in your UVs, making the light redundant for static objects (unless I am completely misunderstanding lightmaps)
Thanks

past forge
#

Hello there! Sorry for the sizeable post, but I've been struggling for a long time with how to manage lights in a dynamic open world game, and I just want to check if my current plan is good or if I'm missing something. Is the following correct?

My scene:
I have a dynamic night/day/weather system as well as many smaller lights which can be turned on or off by the player.

My approach:
I'm using the Shadowmask lighting mode with baked Global Illumination enabled.

The sun and moon are mixed directional lights, and I've baked their indirect light with an APV, and I'm transitioning between several baked lighting scenarios to update the indirect lighting along with the time of day and weather during gameplay.

All lights in the scene which can be moved or turned on and off are Mixed and using Shadowmask Distance. They all have their Indirect Multiplier set to 0 as to not contribute indirect lighting. This should allow them to be turned on or off without shadows or indirect light still remaining when off.

Only lights that never turn off and which stay relatively stationary should contribute indirect lighting.

Since I use an APV, all renderers in the game have Receive Global Illumination set to Light Probes. This setting has no effect on how shadows are baked.

Am I missing anything? Would this work? Thanks a bunch in advance.

tacit minnow
deft fiber
fallen moat
#

Hey guys When I am trying to bake my lights "Light baking failed with error code 2 ('LoadShaders' failed with exit code: 3).

this error is showing how can i fix it?

tacit minnow
jovial jungle
#

How do I fix it?

sinful axle
#

how do i make the shadow caster receive the sorting order

undone blaze
#

My lighting keeps baking like this does anyone know a fix, theres no overlapping uvs

undone blaze
#

ok ill look at that

undone blaze
deft fiber
undone blaze
#

i dont know what that is

deft fiber
#

They would be in a different UV channel, so the texture UV's don't matter

deft fiber
undone blaze
#

mesh import settings

deft fiber
#

Generally your lightmaps would be even worse than that if you don't have lightmap UV generation enabled

#

But it's nonetheless important to have lightmap UVs in some way

severe sandal
#

Hi there, can anyone tell me why the Reflection probs field (realtime, every frame) is affecting my Enviroment Lighting? I'm totally new to Unity💀 👽

#

I want to save Enviroment Lighting and realtime reflectionsUnityChanwow

deft fiber
#

Your scene's environment lighting (magenta) is not related to reflections or reflection probes, but it would be overridden by the light probe group, if the light probe group has been baked

#

Reflection probes and scene's own reflection probe store specular environment lighting
Light probes and scene's own ambient probe store diffuse environment lighting

#

Nonmetallic materials are lit by diffuse lighting, as well as specular lighting if they're smoother than fully rough
Metallic materials are lit only by specular lighting

severe sandal
tame stump
#

So i've got a custom 3D model of a hallway and I am experimenting with baked lighting by creating a emission material and putting it in gameobjects to try out, Why does it look off ? I've turned on generate uv lightmaps for my gameobject

icy elbow
#

why are shadows showing up when i turned shows off on that object

deft fiber
jovial jungle
icy elbow
#

I’m using recroom studio unity but in unity theres a no shadow but in the game there is a shadow

tame mural
#

the 2nd image is what my lighting looks like when first opening my project. the 1st image is what the same area looks like after spending some time in the editor with no lighting modifications made. what's causing it to look different on its own?

surreal dragon
#

Hi guys ! I have a question regarding 2D URP lighting:
If I have a 2D Light + 2D Shadow caster on the same object, is it possible to prevent that I cast a shadow form my "own" shadow caster ?
In the pic the Light Source is at (L), the shadows on the other objects are ok but not the one in front of the Golem. You see the Capsule collider which is used for the shadow form.
(all objects need to be on the same sorting layer, because this is a 2.5D game with custom sorting vector)

Any clever ideas how to fix this ? nichiAYAYA

deft fiber
# icy elbow

What setting did you use to disable the shadow? Are your editor and build target using the same quality level?

deft fiber
#

I don't think it's self shadowing in your image
Maybe I misunderstand what you are asking

deft fiber
deft fiber
# jovial jungle Hey, help guys

First determine what's causing it
Use the Debug Probe Sampling in Rendering Debugger to determine where the lighting is coming from

#

It could be leaking from the outside, or it could be noise due to not enough samples

#

APVs need a lot of samples
Also, it helps to set Sampling Noise to 0 temporarily via the Adaptive Probe Volumes Options volume override so you can more clearly see the contribution of each probe

surreal dragon
# deft fiber I don't think it's self shadowing in your image Maybe I misunderstand what you a...

Yes right, this is not a self-shadowing problem. You can see the shadow caster component on the right: self-shadow is not selected only "cast shadow".
The problem is not that the Golem appears to dark (that would happen with self shadow) the problem is, that:

  • He has a 2D light source on his head (crystal horns)
  • a shadow caster on his root element (using his capsule collider as casting source)
    and that he how casts a shadow from his own "feet" - the shadow that goes towards the viewer. It will always stay and move around with him.
    Goal: make HIS light + shadow caster ignore each other, but still interact with all other creatures.
    If I move the light further down, inside the volume that casts the shadow, the light is completely blocked. Would also be a solution to STOP shadow casters globally from "swallowing" light sources.
    So 2 possible solutions - but how to implement them ?
#

I can barely imagine, that the Unity6 2D URP pipeline is so extremely limited totsSadunny

deft fiber
#

Normally all light rendering has to work on generic sets of data like layers to keep things efficient for GPU calculations

deft fiber
surreal dragon
deft fiber
kind harness
deft fiber
#

In my experience probes inside walls may get invalidated and duplicate the light from the outside

#

Seemed fairly random
I guess technically it should be fixed by invalidating the probes on the outside, but in my case a better solution ended up being to apply a virtual offset to probes inside the geometry so they were moved to a valid location, into the room interior space specifically

jovial jungle
#

Hey guys, How do I use Adaptive Probe Volume to make day night like in the video from Unity?

#

where can I get one of these?

jovial jungle
# deft fiber Which video?

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

▶ Play video
deft fiber
jovial jungle
deft fiber
#

The part of the video where they get to that component they mention using Azude dynamic skybox, it's possible the script is from it

#

Or perhaps since they're using a proprietary asset with the script they didn't think it necessary to include

jovial jungle
#

Cool, so unity is making some vids on other people's paid assets?

#

cringe

#

there are 0 videos on the net on how to fine tune it

deft fiber
jovial jungle
#

I don't understand how to fix this white little artifacts.

boreal heath
#

Hi there.
I am trying to understand why in, Unity 2020, everytime I save a scene it generates some .lightning asset.
The scene is just some UI button and image to test some small functionality, it needs no lightninh

deft fiber
boreal heath
deft fiber
#

Pre-Unity6 the editor used to generate temporary scene lighting just for preview purposes

boreal heath
#

Doesn´t look Temp to me, it's a Lightning Settings Asset, saved next to the scene I just saved, and with the same name ending in Settings.lighting.
I save SampleScene.scene, it generates SampleSceneSettings.lighting

slim harness
#

why is this light so bright on 0.001 instensity?

boreal heath
past forge
#

Hello!

I use HDRP and Shadowmask mode, and when I try to bake lighting for my scene, some mixed lights get the error message that too many mixed lights are affecting the same mesh, and some mixed lights are therefore overriden to baked mode. I understand that part. However, these overriden lights appear completely dark, not casting light of any kind. The geometry around them is static. I've sort of reproduced this both in my main scene and my test scene, although in the test scene the overriden lights aren't completely dark, but merely darker. I tested baking with an indirect intensity of 0, but it seemingly made no difference (perhaps the albedo boost still ensures there is indirect light)

Can anybody help me understand what'sm going on here? The main issue is that overriden mixed lights don't cast the same light as they're supposed to, and in my main scene, they're completely dark.

#

Actually: Even non-overridden baked lights are dark in my main scene. Like this:

jovial jungle
#

Hai, please help to set up the lighting in the store

vital wren
jovial jungle
deft fiber
#

A pretty involved topic, not really something we can simply tell you how to

slate ocean
#

What are my options for getting my hair to shadow my character's head/face in URP? It seems to be a light bias thing, but no matter what I try, I can't really get anything going.

Besides adding the shadow detail directly to my textures, is there any other options I can do to get this working?

deft fiber
#

If the hair is very close to the head, to get the hair's shadow appearing between them is quite tricky if possible at all

slate ocean
deft fiber
slate ocean
#

I'll have to post it later unfortunately. Leaving for work now!

vital wren
#

Can URP do decals? Maybe that would work.

timber roost
#

URP, APV: Anybody that knows when using APV how the Display cells are chosen. For some reason they don't update, resulting in only an area loading it's probes. Also, not using the GPU Streaming option for probes.

timber roost
#

I guess just too little memory:

Max Memory Budget for Adaptive Probe Volumes has been reached, but there is still more data to load. Consider either increasing the Memory Budget, enabling GPU Streaming, or reducing the probe count.
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,UnityEngine.Object,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
#

but that seems improbable to me as it show my baking set to be 120 MB

timber roost
#

Does anybody have any opinions on going full APV vs combining lightmaps and APV? I feel like I really want APV either way because of the soft lighting on the characters. Would be cool to do it all in APV but it takes longer to bake and looks like the Display Cell algo is either bugged or I don't understand something/

timber roost
deft fiber
# timber roost Does anybody have any opinions on going full APV vs combining lightmaps and APV?...

APVs excel with complex static meshes where lightmapping would fail due to UVs or geometry density
Lightmaps excel with expansive surfaces in cases where APVs keep suffering from sampling noise
They can be used at the same time just fine, as APVs replace Light Probe Groups
But APV specific features like sky occlusion or lighting scenarios are unavailable for lightmaps, so lightmapped surfaces would not have to be involved with those

timber roost
deft fiber
timber roost
#

It's weird, seems like that is the default behaviour. I thought that the streaming option would enable it

#

but I had that disabled but I still got the cells like in the screenshot above

#

The probes only get loaded in the green zones

deft fiber
#

Really helps indicating whether it's a user error in the workflow, errors in your scene or project setup, or something deeper

timber roost
#

Yeah, it works fine on smaller volumes, I'll just have to take a closer look at it. Thanks for the help either way :)

timber roost
#

anybody knows what thse black squares could be next to the light? they appear when lookin at a certain angle. I am starting to think this is because of light maps.

wary rock
#

Hey , does anyone know why my shaddows look like this? The solution is not hard/soft shaddows

timber roost
#

Is that supposed to be a flat surface (green)?

wary rock
#

yes

wary rock
#

(i think)

#

when i turn up the shadow resolution it looks like this

timber roost
#

What kind of shadows do you want?

wary rock
timber roost
#

Do they become better if you put your camera closer?

wary rock
#

oh yeah they do

timber roost
#

There's a component where you can play around with the shadow quality based on distance

wary rock
#

awesome thanks

deft fiber
deft fiber
#

Is the square arbitrary, or is it a whole mesh that gets dark at a time

timber roost
wary rock
deft fiber
#

mixed is a light that's both rendered as realtime and baked

#

In shadowmask mode there's maby also some limitations like distance shadowmask's light overlap, but I don't think those appear or disappear like that

sinful axle
#

how can i make the pillar shadow behind the other pillar

wispy willow
#

hey guys, has anyone runned Adaptive Probe Volumes inside a Quest 3 build, for some reason, everything works fine in the Editor, but they don't seem to work in build. Using Unity 6.0.41 + Meta SDK 72.0, normal Light Probes seems to work just fine? 🥺

tight seal
#

how can i stop this from happening, shadows dissapering in random places

misty dirge
#

Hey guys, is someone where who knows his way around 2d sprites and normal maps? I really don't know where else to look, I searched the web to no avail 😐

tight seal
scarlet geyser
tight seal
#

where is it?

#

oh i got it thanks

bleak ocean
#

Anybody help me? 😦 - Progressive GPU baking . HDRP 17.0.4 Unity6
Light baking failed with error code 2 ('LoadShaders' failed with exit code: 3).

vital wren
bleak ocean
#

i have CUDA libraries, RTX 4070 super, but this shit still not works ... CPU progressive is too slooooow

slim harness
#

why is this brighter than the sun? bloom is barely on, it's this one pitch black face that isn't the proper texture only when not rotated, if I rotate it even by 0.001 degrees it isn't black and isn't super bright, anyone know why this happens?

polar wadi
#

Hello, using HDRP and Unity 6, I'm having a hard time to figure out why I can't fully light up a 10x10x4 enclosed room with a single ceiling light after baking. Isn't HDRP supposed to simulate real life and a single ceiling light should be able to lit up the whole room evenly. Here, the corners and ceiling edges are really dark compared to what it would be in a real life room. I've tried playing with all the lighting settings but nothing appears to affect the corner really well, maybe light it up a but still dark. If I put a character with a bent forward position for example, the front of the body will be extremely dark which makes no sense either. And increasing the ceiling light intensity makes the character right under the light super white if I go too high while still dark when in the corner for either side not directly exposed to the main light. Any tips to fix these issues?

#

Here is what I mean by being too dark. The bottom of the cube should be also quite brightly lit since light bounce off the walls in every directions. How could I have a bright bottom too ?

storm raft
#

Are weaker gpus physically incapable of raytracing? Like if there's just a few raytraced shadows and they're all at the lowest possible quality for maximum sharpness, every other fancy rendering aspect of HDRP is turned off, and all of the rendering is forwards besides the raytracing, would it be able to run on weaker mid range computers?

polar wadi
jovial jungle
#

who use Adaptive Probe Volume ?

languid cove
vestal cloud
#

not sure if this is the right place but, anyone know why my 2d sprite normal maps are doing this. The line in the middle has a solid 128,128,255 rgb normal but the lighting gets cut off like that and im not sure why.

peak brook
#

Hey So could someone help me out so when I actually go into vr i see that my shadows like move with my camera would someone know why and also if i change max distance in the urp settings from 80 to 2 it will stop this from happening but the shadows dont look very good after and also in the camera settings if i change the near to 0.06 then no shadows appear if i change this to a lower one what your seeing in the video happens and if higher its still disappears the shadows any help? https://cdn.discordapp.com/attachments/497874524549808128/1356762731348234392/2025-04-01_23-46-26.mp4?ex=67ee6802&is=67ed1682&hm=8f8557585ba0f9c8c0a330c410c0d3e0376031af8a3bbcad53fe977e0b803d4e&

#

and also all my objects are static in this scene

scarlet geyser
peak brook
elder spear
#

Hey all,
What do you suggest for achieving day/night cycle on mobile devices ?
I know my question is petty general but I want at least to know where I should start on. I've researched about that but I'm a little confused.

cunning thicket
#

Hi, uh might be a stupid question, but I swapped my build profile to android, then swapped it back,
but now a lot of textures have a purple glow to it? And I'm not sure what I've done wrong 😭
Any help would really be appreciated!

cedar quail
#

Hello there guys , Today , I just wanted ask on how to fix this issue in unity when I was trying to add some ray tracing inspired lighting and shadows to my game and suddenly this happened : Reduced additional punctual light shadows resolution by 4 to make 18 shadow maps fit in the 2048x2048 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&)

pine atlas
native belfry
#

Hello! I'm currently messing around with a scene trying to get familiar with lighting and I ran into some things I want to ask about.

I have a scene with a simple cube with a red material casting a glow and I added some light probes.
in the left picture, when I have the light probes on, my character is receiving the glow from far away. no matter how far away it is from the red cube, it receives the glow as long as it's around the red cube in a Z position.

In the second image I'm receiving the light from the wrong position, so it doesn't seem to be updating in real time.

Any help would be appreciated, let me know if you need any more info about my settings or additional screenshots

peak brook
deft fiber
#

It's easy to mix up whether you're baking Realtime GI or Baked GI

deft fiber
deft fiber
native belfry
# deft fiber You'd have to show the light probes, looks like they're not positioned around th...

Here's my light probes, I just put them in front of the object. I wonder if they're just casting the light out to everything on the X axis?

There's also no light being casted without the light probes so I'm curious if I just didn't use the right settings somewhere (my lightmapper is progressive GPU, my directional light is mixed with soft shadows and only the red cube's material is emissive)

tired oasis
#

Has anyone here had a chance to play around with radiance cascades in 3D?

#

I'm thinking of using them for my project's lighting

deft fiber
#

Are you trying to use Realtime GI or Baked GI

#

Those options have their respective checkboxes in Lighting Settings

native belfry
#

Realtime GI

cedar quail
tired oasis
#

Hello

#

If I click bake, it idles on this forever

#

If I cancel, the editor freezes indefinitely with no crash warning.

#

CPU bake works. What gives?

deft fiber
tired oasis
#

Already did

deft fiber
tired oasis
#

This sucks.

deft fiber
#

Hardware/OS/driver incompatibilities are rarely something we can help with, since they're so random and hard to track down even if the engineer had your machine in their hands

tired oasis
#

I only have 7 shadow casting lights, and it's already giving me the too many shadow lights warning. What the hell?

#

I switched my renderer to forward+, that fixed the lights being culled completely. Not the shadows though.

radiant spade
#

Hello, I ran into an issue with 2d lights and I have the following question : would it be possible for 2d lights to render on top of or behind objects using a transparency sort axis via the y axis?

#

I have this flashlight that goes on top of the wall

#

but when I go behind the wall, the light 2d still renders ._.

deft fiber
tired oasis
# deft fiber If it's the message about shadowmaps fitting on a shadow atlas, it's not a warni...

err no.

There are too many shadowed additional punctual lights active at the same time, URP will not render all the shadows. To ensure all shadows are rendered, reduce the number of shadowed additional lights in the scene ; make sure they are not active at the same time ; or replace point lights by spot lights (spot lights use less shadow maps than point lights).
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /home/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:219)

deft fiber
#

I see
Each shadowmap is a rendered image, which must all fit into the shadow atlas texture defined in your settings
Normally the resolution per light is reduced automatically to ensure that happens, but you can do that manually per light or by changing the shadow atlas size

#

I'd guess in this case it's not possible to automatically reduce them, due to low shadow atlas resolution possibly combined with high shadowmap resolutions

#

Point light shadows have to render six shadowmaps compared to just one in case of spot lights

tired oasis
#

...I also don't want to reduce them

#

Is there a reason why the engine struggles to make 8 shadow casting lights in year 2025?

deft fiber
#

I'd try making sure the shadowmap resolution tiers in graphics settings go sufficiently low and try increasing shadow atlas resolution

#

Since your lights are in relatively enclosed spaces, you could cull them by camera's position in the area which might be the most effective option

#

@tired oasis Which unity version by the way?

tired oasis
#

6.0.40f1

deft fiber
#

I'm not certain these suggestions will help because I haven't encountered this issue

#

and I can't seem to recreate it either, also using URP and Unity 6

tired oasis
tired oasis
deft fiber
tired oasis
#

ohh

deft fiber
#

Still, no different from mine

#

The lights are all "high"

tired oasis
#

bizzare

deft fiber
#

Well, I was one light away from going above 4K shadowmaps, so making one more drops the lights to "medium" effectively

#

Frame debugger can tell you what's actually being rendered on the shadow atlas

tired oasis
deft fiber
#

I'll have to make a new one to try
My test project is upgraded from 6's alpha version aka 2023 so it may not be fully empirical

tired oasis
#

It would be one thing if the resolution was taking a hit, but they're just disappearing. No shadows.

deft fiber
#

For me it just keeps reducing them

#

Worth to note that with default settings of 2K shadow atlas and 1K shadowmap, even just one point light exceeds the shadow atlas on its own

tired oasis
#

Doesn't seem to be full at all

#

Wait what the fuck

#

I just switched to vulkan to use the frame debugger now the issue is gone

#

I can get up to 40 point lights without running into the problem

tired oasis
#

Holy moly

tired oasis
#

I am on Linux

deft fiber
#

Ah right

tired oasis
#

And if I switch back...

#

What the hell?

#

Why does switching to Vulkan make it work?

deft fiber
tired oasis
#

So do I just swap to Vulkan?

deft fiber
#

I think so, unless you have a reason not to

tired oasis
#

I like Vulkan. Not sure if there's any adverse effects of this, so I guess.

deft fiber
#

Most devices/platforms support vulcan now
Probably not WebGL though

deft fiber
#

I think it'll be hard to find many modern, particularly high fidelity graphics games that have more than one or two, or none, shadowcasting lights

#

GPUs, graphics APIs and engines have gotten a lot of optimizations for rendering a lot of stuff, and doing a lot of things with the rendered perspective, but expense for rendering multiple perspectives which shadowmaps are has not gone down

tired oasis
deft fiber
#

It's ultimately up to arbitrary priorities of graphics engineers high up in the industry at which direction the shared architecture is developed
But with the right expertise it's definitely possible to improve those rendering features that don't get much love

tired oasis
#

Is there a way to make fog that doesn't magically light up in the dark?

#

I don't want to make it black, I want it go glow grey in the light (this is good)

#

Also, if you ignore that there's basically nothing in the scene, how can I improve the lighting?

#

I am going for a gritty look, it's in an old bunker complex

deft fiber
#

There's some creative tricks with shaders and/or particles that can be used, but not any one I could recommend as a very straightforward option

tired oasis
#

Yeah I've come to know that default game fog kind of sucks. So my option is to use volumetrics?

deft fiber
#

Simplest might be some lightly varied fog particles with Soft Particles and Camera Fade enabled on the material

deft fiber
tired oasis
#

I was going to take a crack at volumetrics at some point anyway. I'm aware it's not built in.

deft fiber
#

A closed indoor space is ideal for hiding limitations of the technique

deft fiber
# tired oasis Also, if you ignore that there's basically nothing in the scene, how can I impro...

By far the biggest part of how a light looks is how the objects and materials that it's lighting up look, alone it does very little
However it's also important to consider the light physically and ensure it emits light in a way that's correct for its shape and type
I'd point to light cookies as an underrated detail
https://docs.unity3d.com/2019.3/Documentation/uploads/ExpertGuides/Create_High-Quality_Light_Fixtures_in_Unity.pdf
This ebook includes good examples

tired oasis
#

Cookies, hmm yes. I was just looking at Tarkov promo material and noticed it.

#

My scene actually doesn't look too far off from this. It just doesn't have anything in it.

#

Which I guess is the point

#

I'll model up some fixtures and put it in, thanks for the idea.

deft fiber
#

To my eye your concrete may be too smooth, if it's meant to be unpainted
The materials are basically what reflects the light so they contribute the most to its appearance

#

But those are up to you to tweak

#

Additionally you may spot that in the Tarkov images the corners are padded or otherwise covered
Rather cheekily even, if you start focusing on it

#

Perfectly sharp corners are one thing that subconsciously reveal to us that the place is not real

tired oasis
#

oh I see that

deft fiber
#

I like how that random plank just happened to fall there to perfectly cover up the intersection of the floor and wall

#

It also would appear that most objects in the examples are not casting shadows at all

#

Which you might assume is something that sticks out immediately

tired oasis
tired oasis
#

I can't tell if it looks better with ACES or not

deft fiber
radiant spade
#

how to render 2d light with transparency sort axis on y axis plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

deft fiber
#

Normal maps may help a bit

hoary plaza
#

can someone help me on this?

in the distance the shadows dissapear

#

someone?

night shell
#

to solve the very problem you are seeing

#

with the fog color being too consistent and not reflecting the neviornment around it

#

I made a volumetrics solutio na while back

#

its only for BIRP but it can be ported for other SRPs

#

although keep in mind its a fully baked solution, but if your environment lights don't change or whatnot then you should be fine

hoary plaza
deft fiber
#

In quality settings

lament schooner
#

Hey is there someone who can help me setup ambient occlusion for my project? I am making an vr experience about plant life, but I cant seem to get it setup correctly ping pls

lament schooner
timber lichen
lament schooner
timber lichen
lament schooner
timber lichen
lament schooner
#

Sorry, I dont mean to be a burden, but I just have alot of problem with creating that heavinly feeling. this is just a test, but my best attempt

deft fiber
#

The design of the room also has an effect, the reference's room is very tall, and it has objects around the floor to create some soft shadows
Note that it also has a big brightly lit hole on the ceiling that directs a lot of soft light into the room

#

You can also try SSAO or lightmapper's AO option to exaggerate the shadows in occluded areas

timber lichen
#

Also post processing is likely involved

deft fiber
#

The excessive bloom as mentioned
Looks like it could be all low dynamic range, since the bright areas are so blown out
So no tonemapping and/or gamma color space rather than linear

#

But whether that heightens the dreamy feeling is subjective

lament schooner
#

Is there any tutorial or documentation to guide me through this?

#

This is the first time reslly focusing on light and these are all new terms for me

deft fiber
#

I guess you'd first pick one of those as an angle of approach

tame mural
#

i just waited 10 mins for my scene lighting to finish baking, but after it finished, i realized that all of my enabled lights were marked realtime. what was baking during this process? do disabled lights still bake?

deft fiber
tame mural
deft fiber
tame mural
#

how is this the case if i only have one light in my scene

deft fiber
#

No crossposting please

deft fiber
thin jolt
#

sorry, I meant to delete it when I realized that the halo existing without light sources meant it was a rendering thing and not a lighting thing, and wanted to movei t

tame mural
deft fiber
tame mural
tame mural
thin jolt
#

What would be the best way to simulate, in 2d space, the light cast on a room from a lightbulb hanging on a string? I struggle with the fact that stuff too close to the source ends up too bright when I make the entire space a lit and usable amount of light

deft fiber
stuck cave
#

Trying to figure out why my particles are lit from different directions?

Using URP unity 6 6000.44f1

icy tundra
# stuck cave

Is the lighting baked into the particle texture and the particles randomly rotated?

stuck cave
#

Using a normal map on the material

stuck cave
#

but uhh yes they are randomly rotated, does rotating them break or something?

deft fiber
tacit minnow
#

I'm trying to mimic the translucency effect of paper, and the global illumination effects that you see with it, in real-time (in URP)
I'm looking for resources where this or similar things have been done before, or other ideas that could help with creating something for this

Our game is mostly in need of relatively local GI, there are only a few things affecting far-away objects. So, one thing I considered was to create a kind of "translucency probe" that goes with the objects; basically a set of light probes that store the light at various locations for several angles of incoming light.

I can't be the first to want to tackle a problem like this 😄

deft fiber
#

But to my knowledge there are no solutions like it

tacit minnow
#

🤔 the search goes on

#

I feel like light probes are so close to something that could do the job, but there doesn't seem to be a good way to update (a part of) the probes during gameplay

#

of course I don't know if there's a way to make them work well with translucency or even transparency (they work with transparency)

deft fiber
tacit minnow
#

Yeah, their limitations make them impractical for what we want

#

maybe I'll end up writing some ray tracing to create and update the information I need at runtime

deft fiber
#

During baking the lightmapper can easily determine what kind of light each probe is receiving, even from a translucent material nearby
But at realtime that's a huge problem

#

In URP the translucent material will need custom light calculations

#

But that's technically a separate detail

#

The biggest hurdle may be that the light under the surface depends on light on top of the surface

#

Which is an issue because during realtime rendering everything is rendered by GPU in parallel without knowledge of adjacent things, and promptly discarded when the next frame is rendered

#

And the surface may not be in frame at all to be rendered, yet the soft light under it would have to respond to changes in lighting conditions above it

tacit minnow
#

indeed, I don't think there are many alternatives to some form of ray tracing to deal with this

#

but the information resulting from the ray tracing doesn't need to be recomputed all the time

#

and I think the geometry may be heavily simplified to get good results

deft fiber
#

It's either that, or some approximate CPU based light detector

#

Both have drawbacks

#

For applying the light I'm thinking that a light component would be more practical, since they work in a local way

#

As shaders get nearby light components in a loop, there's no need for it to be a global data structure

tacit minnow
#

well, im considering objects like tiny houses, through which the light enters by scattering, then just a light won't do right

deft fiber
#

A punctual light that's modified to have a lot of softness might look good, similar to HDRP's light size parameter

#

But ultimately a light component is just a point with some information about it, you could also interpolate it similar to light probes to get something even softer

#

But both of those would probably require modifying URP quite deeply

#

If you'd be already doing raycasting calculations for the incoming light, it may be an option to also use it for outgoing

#

But then you'd be reimplementing HDRP's RTGI pretty much

#

Which might defeat the point of using URP

#

If I were making it, I'd probably move the goalposts closer to settle with something less or try to fake it more

tame mural
#

i am at a loss as to why this is happening after baking. ive added a few notes in the pic, but i'll try to explain as best as i can.

starting from the far left at the gate, the lighting is normal. the red brick unit also seems to be normal.
however, the middle unit has completely messed up lighting, even though it shares the same material of the 3rd unit.
the lighting of the 3rd unit seems to be fine except for the fact that there is no overhead shadow (there should be an overhead shadow similar to the 1st unit).
it is also a bit hard to see, but there is nothing lighting up the inside of the 2nd unit, so it is completely dark when it shouldnt be.

any ideas why this is happening?

deft fiber
#

Maybe modifying invidual colors values of specific light probes is viable, so if the objects don't move and you can predetermine how the lighting changes, you can store those changes per probe in color gradients

deft fiber
tame mural
#

yes, just one baked directional light

deft fiber
#

Lightmaps are drawn on textures that require their own UVs
As they have repeating or overlapping UVs the lighting appears repeated and in incorrect places

tame mural
deft fiber
#

At any rate it seems there's a distinct wall of something blocking the light

tame mural
#

actually, it seems that the problem is with the floors and walls themselves since the lighting on the gate wall is fine

tame mural
tacit minnow
#

URP translucency + GI

deft fiber
tame mural
deft fiber
#

First Contributors/Receivers view

#

Could check baked lightmap view though it probably won't help
Always good to check Texel Validity and UV overlap even if they don't look to be the direct issue here

tame mural
#

hmm, it seems that the lightmap should be showing the light on the floor, but something is blocking it

#

texel invalidity and UV overlap do occur somewhat, but not on the floor at all

deft fiber
#

Could be two overlapping floors

tame mural
#

the only overlap is of this floor and the default plane

#

of which, the inside floor is obviously on top

#

tried baking again with the default plane disabled, but i still get the same result

deft fiber
#

The floor mesh itself could have duplicated geometry, even if it's just one object

tame mural
deft fiber
#

When lightmapping avoid any overlapping objects

#

Even when it causes no issues, it wastes a lot of lightmap space

tame mural
deft fiber
#

It wouldn't reveal it for sure

tame mural
#

how can i check? would i have to open it up in blender?

deft fiber
#

You'd only truly know it when moving individual vertices to see what's underneath in a modeling tool
Or looking at the baked lightmap UV chart to figure out if there's too much surface area

tame mural
#

oh my god the problem is with the material

#

the floor looks perfect when i use a different material

deft fiber
#

What material was it?

tame mural
#

these are the settings

#

no idea why this wouldnt let light show

tame mural
#

metallic vs specular workflow modes

#

any idea why this is the case?

#

the metallic map itself does not seem to be the issue

deft fiber
#

Metals do not receive any diffuse light at all, only specular

tame mural
deft fiber
tame mural
#

oh nvm, its because the metallic slider was at 1 too

deft fiber
#

Speaking of which you also need a reflection probe inside the room for the lighting to be correct, otherwise the interior is reflecting the sky, hence the pale sheen

#

Additionally you need to bake light probes if you have non-lightmapped or non-static objects that need to respond to baked lighting conditions

tame mural
#

thanks for the info. ive never used light probes before, do you know of any good guides on how to get started?

deft fiber
#

There are always more advanced guides for everything elsewhere, but for most topics there's a good introduction there

stuck cave
deft fiber
muted heath
#

Migrating a BIRP project to URP that uses a lot of code-only shaders I want to keep code-only (they're not rendering traditional meshes.) The awesome new "Getting started with URP" book has a text-only example up to lambert shading, but it's less obvious how to call the PBR functions in Lighting.hlsl (looks like you need to setup a struct first.) Is there a simple-ish example there?

stuck cave
#

Two different versions too. One known to work and one for testing.

#

One from blender is quite good but I need to flip the camera or something

icy tundra
#

And to work with rotation, you'll want tangent space normals usually.

stuck cave
#

Tried many, URP lit, simple lit, particles lit, quibli, some diy stuff,not sure what to do to crack it.

having this at 360 - 0 rotates the particle as well as its shading.

I'm thinking of doing two sprite sheets, one base animated evaporating plume. Then one spinning animated evaporating plume

#

Tried setting the renderer to quad, and I used a script on the quad to face the camera, still wasn't lit correctly.

deft fiber
final anchor
#

Is it normal for the lightmap object scale on all of my objects to be set to 100? I'm having this issue where every model in my project has overlapping UVs. I even checked in Blender and the UVs were fine but when I import it and bake the lighting the UVs overlap

deft fiber
final anchor
#

changing that doesn't seem to help though. I also turned off convert units in the import settings

deft fiber
#

The issue may be that the Min Lightmap Resolution is calculated before you compensate for the scale, so the margins end up totally wrong

#

(Or more preciselyt the space reserved for lightmap padding is wrong in the generated lightmap UVs)

graceful canyon
#

Can anyone point me in the right direction? I have been sitting with my project for almost a month now, trying to fix the lights. I have like a office with 7 different rooms, all with the equal height to the roof, and a couple of lights in the roof.

I have fiddeled with the settings, i have watched a couple of videos. I tried indirect baking and gets alot of fireflies, tried different kind of filteringmethods. I even tried to swap out every lightsource for a realtime light, but that pretty much blew up the PC.

So, im stuck. I dont know what to do, and this is more or less the final thing i need to "Fix" before my masterpiece will be released to the closes family :D.

Point me in the right direction:

  • What kind of lights is best to be used as a "roof lamp", to light up a room.
  • Mixed, Realtime, baked?
  • How big should the lightmap resolution, and do the direct/Indirect samples matter that much?
final anchor
# deft fiber Better option may be to change the scale factor in import settings instead, or e...

when I changed the scale factor in the import settings to 100 and then put down the fbx file and then reapplied the materials to it and set it's scale to 1 it worked!!!! It does say something about it being the max size for like the atlas or something now though. I feel like this really shouldn't be happening. it's so weird that it happens with every single model I import. is there a way I can apply that to all my assets because this same issue happens to literally every model I import. or idk

sterile blade
#

I have a huge problem regarding my game: enemies and players use torches to light their view but this is costly with 5 enemies. I searched on the internet and stumbled Upon these solutions: 1) use deferred rendering, the problem I'm using is an orthographic camera and I don't know if it works, 2) fake light using decals

#

and right now I'm using brp so I should probably change to urp

tame mural
#

is there a way that i can easily test an area light (or any light) without baking? area lights dont support realtime, but i hate tweaking the settings a little and then having to wait for the baking process each time just to see the results

deft fiber
#

Especially with GPU baking

dawn pawn
sterile blade
#

maybe I can use a shader that uses the dot product between camera to pixel position and decal direction

dawn pawn
#

Or place the decals with raycasts or something like that

glossy pike
#

how do i make a realtime light have long range but kinda clamp the brightness so it doesnt get unfathomably bright when close to a surface

sterile blade
glossy pike
thin jolt
#

I get two very different looks with this attempt at using normal maps

in the program I used to create the normal map, the light is illuminating pixel-by-pixel, but in unity, the light is rendering at the screen-level resolution

Trying to puzzle out the best way to resolve this, whether that means uppign the contrast on the normal maps or pixelizing the light in some way, not sure how to pull off either solution

icy tundra
deft fiber
#

Pixel perfect camera component can match sprite resolution, screen resolution and so light resolution as well

deft fiber
trim glen
#

i want to achieve lighting shine effect on my 3D design I get proper shine effect on black designs like little grey at corners but when choose different color design it looks flat coloured, is there any way to achieve same shine effect on all colours like in black?

tired oasis
#

Would this specific scene benefit more from better lighting or better models/textures?

timber lichen
#

if you're trying to go for realism, highly recommend using textures that have them (pbr textures)

#

it makes the lighting react more realistically

scenic beacon
tired oasis
timber lichen
#

I don't think the lighting would be the issue, if you've baked it all properly

#

you could watch a tutorial on lighting in case

#

try and swap the textures with ones from the internet that have all the maps, see if that makes it look any better

#

polyhaven is a good website for free high quality textures and models

#

@tired oasis

tired oasis
#

I haven't baked yet

#

I did get these from polyhaven, maybe I misconfigured it

#

Just wanted to know from which aspect the scene suffers more, lighting or texturing

timber lichen
#

bake

supple kelp
tired oasis
#

Alright, thanks

timber lichen
tired oasis
# timber lichen bake

I will once I'm back on Windows. Linux Unity likes to shit itself when using my GPU.

timber lichen
#

oh you use linux?

#

you can set the sample count to low

#

i think thats what its called

#

the passes

#

itll make everything look better

tired oasis
#

It would take 20 seconds with my GPU. I will do it later.

thin jolt
#

I'm experiencing jittering with a moving light source, where the normals seem to bounce up and down by one pixel

Given it's a pixel art style with a 64x64 tiled texture, one pixel is really noticeable

thin jolt
#

when the background moves, everythign works as expected

When the light itself moves, I get jittering of the normals

thin jolt
#

can also confirm the issue does not happen with camera movement

static igloo
static igloo
#

anyone?

dawn pawn
#

Maybe some baked solution or a screen space GI solution. APV might be a decent solution for baking this maybe?

dawn pawn
dawn pawn
#

And what kind of jittering? Got a video?

thin jolt
# dawn pawn How do you move them?

issue occurred both when moving lights using transform tool in editor, and when the light was simulated. Desired object is a lamp hanging from a string that moves when knocked or ground tremors outside happen

dawn pawn
#

Transform tools are not in-game, so should not be used to test this.
About the light being 'simulated', share the code

Also make sure real time stuff like SSAO is turned off btw

thin jolt
#

game was running, light was moving becasue it was attached to a string of sprites connected with joints to simulate a rope

#

no scripts involved

#

SSAO? Elaborate?

dawn pawn
dawn pawn
thin jolt
#

I'll look into that

#

it's 11 at night here, not at my programming rig

thin jolt
thin jolt
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this is also a pixel art game, half a pixel is signifigant

dawn pawn
#

A didn't know it was 2D
I have very little 2D experience

runic root
#

how do i fix the lightning i have disabled all light sorces and still nothing changes its like i cant see the lights idk nothing changes at all

quaint totem
#

Shadows only show when the camera is near them. Know why this could be happening?

sterile blade
#

I need a quick response, is deferred rendering not possible while using orthographic cameras, both in urp and brp

desert dawn
deft fiber
deft fiber
deft fiber
deft fiber
runic root
#

how do i fix that?