#archived-lighting

1 messages · Page 41 of 1

deft fiber
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Which one? I think we first need a few more clues about what we're looking at

runic root
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materials are using unlit shaders

deft fiber
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Yeah, that means no lighting
They'd have to be using lit shaders

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Each render pipeline has their own variety of lit shaders

quaint totem
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Yep, figured that out a bit ago. Thanks though

heavy cave
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Light rendering issue

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How to fix this problem

deft fiber
heavy cave
# deft fiber Can you describe it in specific terms

(URP). In my game, one side of the objects is bright (lit properly), but the other side is completely black (no light showing). I want all sides of my objects to be visible and lit. How can I fix this problem?

deft fiber
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Lighting Settings should not be necessary

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(nor Realtime GI or Baked GI)

heavy cave
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@deft fiber thank you very much 👍 is fixed

sterile blade
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that's good to know thanks.

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Btw I'm currently trying to make a shader that discards pixels with a certain brightness level, so it becomes visible only near light sources, since currently I'm in brp, and the forward rendering for light is composed by many passes, I thought that I could achieve this by somehow rendering the model yet again with just a white shader to capture received lights and use it as a mask for the real model

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but I could come out only with using a second camera which renders walls etc shadow only

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isn't there a better way, I tried the command buffer method "Drawrenderer ' but it excludes lights

unborn oriole
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Is it possible to create a shadow catcher in unity? Something that is entirely invisible but still receives shadows?

pallid grotto
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How can i fix this blur blue color reflection on walls after backing?

stuck crane
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Hey folks, not sure what other channel to put this in

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Does Unity support per-triangle culling? I know I can cull object out of frame, but I have several large high poly models that take up the entire scene. I'd really like for a way to render only those polygons of the object that are visible on screen

deft fiber
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To know which triangles to cull would require evaluating those triangles, defeating the point of doing that in the first place
Or require a clever solution that solves that very complicated dilemma
Or alternatively split the meshes into parts for a trivially simple workaround

deft fiber
vale mural
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Hello, I have a shadow issue that pixelate the grass when it's shadowed by another object.
The grass is made of few triangles with an alpha clip in the material, it also has a world normal of (0,1,0).
I've found that the issue comes from the grass normals, I made some test with no normals set (no problem) and a world normal of (0,1,0) and the problem occurs. What is causing this ? Is there a setting to tweak to fix that (I'm using HDRP) ?

Edit: Apparently it's the ambient occlusion that is causing this, any way to disable it only on the grass?

pallid gorge
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Hello, did anyone encounter this window when baking light? I've never seen it and it takes literal ages to generate... something... I've baked light on this scene before (yes, with APV) and it never appeared, but now it pops up every time I try to bake light

tame mural
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any ideas on what causes these artifacts?

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it seems that these artifacts persist after baking with no lights enabled in the scene

thin jolt
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I managed to screen record the jittering

hollow falcon
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how do i change the light source to color, i dont see the option to change in in the environment section of the lighting menu

bitter shell
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Anyone know why my shadows look so bad?
jagged and edges dont line up?

pallid gorge
timber lichen
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hey guys, im trying to figure out lighting methods for a cockpit simulator project in URP, currently I have an exterior environment with baked lighting and the cockpit interior real-time lighting

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currently im using a point light for the cockpit, though I really dont like how the lighting is

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ive tried baking both individually, but the global lighting keeps showing in the cockpit baked even with the cockpits layers culled

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is there some sort of general practise to this? similar to if you were to light a house, and a houses exterior?

deft fiber
deft fiber
# thin jolt

This seems totally unfamiliar so I'd report a bug

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For that process you would want to try to do a minimal repro in different unity versions, which is a process that often helps you find clues that lead to solutions even before reporting

thin jolt
# deft fiber This seems totally unfamiliar so I'd report a bug

update; I was able to track it down to the lighting rendering scale setting in the 2D renderer's properties

it specifically only occurs when lighting scale is exactly 0.5, every value I tested from 0.1 to 0.499999 to 0.51 to the maximum all eliminated the issue completely

deft fiber
deft fiber
thin jolt
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Is there a way to make text with normal maps? I'd like to make text appear on pixel art assets, but the lighting looks wierd

thin jolt
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The shadow caster casts as if the rectangle is a box jutting out a few feet from the wall, is there a way to shorten it so it only casts a small shadow as if it were a few inches?

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it's a plate bolted to the wall, so no shadow looks wrong but this is much more wrong

deft fiber
thin jolt
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Well, that's very unfortunate... Any known workarounds?

deft fiber
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3D lighting, third party 2D lighting, or maybe implementing some kind of fake or custom non-infinite shadows via the custom sprite lit shader graph

radiant kettle
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I'm trying to duplicate the default skybox shader to change some colors. Some debug properties are not the same. How can I get a 1:1 replica?

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The base material is in "Resources/unity_builtin_extra" and not quite sure how to access it to properly duplicate it

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ended up just manually editing it in debug mode to get 1:1

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didn't find another way

deft fiber
radiant kettle
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wanted to have it look like the default but with some tweaks

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and just creating it from shader didn't seem to be 1:1 either

deft fiber
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A material asset will remember every property you've changed, so if you have edited the properties previously and then assign the shader, it will not reset properties to defaults

radiant kettle
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hmm okay might've done something wrong then

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right now i'm experiencing a different issue, in my code i enable fog and set it to linear with a start and end distance. then, i try to switch back to mode ExponentialSquared, but it's like the settings are not properly applied, or atleast that the start and end distance are still taken into account.

even if i disable, modify, then re-enable

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also tried modifying the value at runtime (with inspector) and getting the same issue

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RenderSettings.fog = false;

// RenderSettings.fogStartDistance = 99999f;
// RenderSettings.fogEndDistance = 0f;

RenderSettings.fogMode = FogMode.ExponentialSquared;
RenderSettings.fogDensity = GSU.GFX_FOG_DENSITY;
RenderSettings.fog = true;
deft fiber
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Or at least it's not intended to use anything besides Density

radiant kettle
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Seems like it does, was currently experimenting with making a fog that hides everything, using only start and end, then switching to exponentialSqr: does not restore visibility.

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Restoring the previous start and end values to 0 and 300 seems to fix it, but i'm not sure it's actual ExponentialSquared fog at this point, even if editor/code says it is

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does seem like it is though

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weird behavior

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i mean.. not quite, the density setting does nothing after that

deft fiber
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So it's probably linear?

radiant kettle
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unless it can't be changed at runtime

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something is off, wondering if it could be an issue with my unity version at this point

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2022.3.50f1

deft fiber
radiant kettle
deft fiber
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I'd do a sanity test and try it again in a fresh project

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Maybe with other LTS versions too for a wide coverage

radiant kettle
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hmm, works just fine in another project

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seems like it has to do with scene loading

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also the right scene is the active one so shouldn't be an issue

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the mystery still is, why could i change the settings as long as they are linear in the loaded scene

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and can't with expSqr

deft fiber
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Could be a bug too, hard to say from here

jagged jungle
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hey guys i have a scene in unity that spawns multiple prefabs with realtime lights i think in total theres 30 to 40 realtime lights.

during runtime i notice some of the lights turns off despite having them turned on in the prefab, could this be because of hdrp realtime light limit?

proud wyvern
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wierd lightning bugg, I am using the unity toon shader for all materials. someone that knows why it might be happening?

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shouldent the shadow fill everything in the area that the line shows on the picture down bellow:

hollow falcon
deft fiber
ocean arrow
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I'm tearing my hair out over here trying to figure out why lightmaps disappear in play mode

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I'm on Unity 6000.0.44f1m URP

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Googling turns up a bunch of forum threads about prior major Unity versions, which all seem to just claim it eventually stops happening, but I've tried copying everything into a new scene, restarting the editor, creating new lighting settings, and nada

ocean arrow
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I'm also not loading other scenes or anything like that. This is just, one scene.
Has anyone dealt with this? Searching in this Discord hasn't turned up working solutions yet :(

keen minnow
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leaves material looks fine without baked lights but with baked lights , its white? how do i fix , in unity the leaves look fine

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thats the photo in unity

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engine

proud wyvern
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backside have the same problem

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everythin cylinderish is getting that shadow thing'

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maybe when using toon I dont need to cast shadows...

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emoving casting it looks like this

timber roost
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light-baking resulting in these dark areas. The scene is modularly build from prefabs. Anyone that knows what can result in this?

timber roost
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damn, did it with progressive CPU, which has much better results

quaint echo
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anyonje run into this issue when trying to bake Adaptive Probe Volumes

Baking Set-Default.CellProbeOcclusionData.bytes' does not exist

agile mortar
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Hello light conoisseurs.
How would you make light for a tiny room like this?

agile mortar
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THe more I touch it it seems the worse it gets lol

dense citrus
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Hey! Do i have to bake the lightmap for lights set to "baked" to work properly?

agile mortar
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Closer to what I want lol

supple nacelle
stark tulip
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How can I stop from these edges bleeding?
-Using realtime/mixed directional light (it's solved when I use baked lighting but I do not want baked lighting for my scnerio)
-The walls have thickness
-Shadow cast is on, on the object and the light source
-URP
-Unity 6

supple nacelle
stark tulip
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It is my lightmap? or do I understand the concept wrong?

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I either wanna use mixed or realtime (prefferabbly mixed)

supple nacelle
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Unless its your texture atlas?

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Is each plank supposed to be one color? In which case do you have multiple UVs on your model and its using the wrong one?

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What are you expecting that wall to look like?

stark tulip
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Sorry for the little amount of information:

  1. It is atlas kinda, and the UV mapping is done on Blender so there is no UV overlappin.
  2. Each plank is supposed to have different textures, and done according to my UV mapping. Model's do have one singular UV tho, one for the Door and one for the Room. They are seperate objetcs.
  3. It's a closed room, so I would assume everything to be under shadow
barren gate
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hi, i am in a bit of a pinch with how to get this to work. Currently, i am working on a night scene for which i want to light a stadium with some spot lights. so for the area around the field im using a variety of lights. i bake the whole scene with these lights. now the main problem i am facing is I need a real time shadow that moves with the player in the field for which i have a directional light it again lights the scene and makes it brighter. is there any other workaround for this?

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Sorry for the little amount of

tame mural
barren gate
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because there are objects in the scene that is using the directional light to have real time lighting

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it is making the character dimmer

barren gate
barren gate
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oh thank you. i was looking for something like light linking in blender. hope this is that. thank you 🙂

quaint river
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Hey! I am trying to get that good'ol PlayStaiton one liging going, but first, When I bake I get these super weird artifacts

agile mortar
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I had a lot of progress in lighting my scene, with an area light. Now, I need to find a way to make the light of the player match the light of my scene. Not sure how to approach this, anyone has suggestions?

I would prefer that the plaayer had a very consistent color. Not much affected by the surrounding light

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The way it is right now the player is too dark

agile mortar
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Turns out I just had to bake the player. Not sure if this is the best approach

agile mortar
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Now I don't know what to do about the light, because players should be able to edit the scene in edit mode, but the light will never match, so going back to play mode will look very different from edit mode.
I need some way to mimc the area light in realtime so it looks kinda similar

supple nacelle
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If the scene needs to be built by players you won't be able to prebake it. You may need an asset for something like that (I am not the right person to say). Like https://github.com/sonicether/SEGI

hearty rune
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Any tips on how I can make this look better? This is for a VRChat world i'm working on. (I'm new with lighting and semi new with unity so I don't know what most of the tools are, etc.)

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I want it to be atleast more realistic like real life.

deft fiber
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Light probes or APVs aren't runtime dynamic

deft fiber
hearty rune
deft fiber
quaint river
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This should be a PDF pinned to this channel . Pretty exensive !

hearty rune
deft fiber
hearty rune
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Ok, thank you.

hearty rune
deft fiber
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In the Scene tab

hearty rune
deft fiber
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Presumably because you didn't disable Baked GI, and your light is Baked type, but your meshes aren't set up for baked lightmapping that explains why the shadows are unable to appear

hearty rune
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Ohhhhhh

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Yea I think I see.

deft fiber
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Disable Baked GI there, make sure Realtime Lighting category doesn't have Realtime GI enabled also, set your Light component's type to Realtime from Baked, and Generate again

hearty rune
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I've been told that Realtime doesn't work well with VRC, but i'll do that.

deft fiber
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It can be more expensive to render, and you may very likely want to use Baked GI anyway
But you should move one step at a time

hearty rune
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Def will do, thank you for the help. Cause VR renders everything twice, it gets quite hard on the GPU.

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I'm running an RX6600 which is decent for VR, not the best nor what most people run, but it's perfect for me to be able to get a good average.

deft fiber
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The Lighting window is ambigous about what really is generated when you "Generate", as it depends on those settings

hearty rune
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Ah alright.

deft fiber
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WIth realtime lighting you only have to generate the scene's ambient light that's used globally
If Baked GI or Realtime GI are enabled, Generate starts a whole raycasting process of calculating light and storing it into textures

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Which will not work unless you've also done every step required to prepare lights and meshes for either Baked GI or Realtime GI

hearty rune
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Ah alright. well shados have returned and everything looks alot better and isn't as bland as it used to be.

deft fiber
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So it can be confusing because the settings are easy to get wrong

hearty rune
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Thanks for the help.

deft fiber
hearty rune
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I will take a look, thank you very much.

deft fiber
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Then increase the complexity of the task from there
There's about two dozen things that can easily go wrong when you get into lightmapping so there isn't really such a thing as proceeding too carefully

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Without experience it's difficult to tell where one issue ends and another begins

hearty rune
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Thank you.

livid dirge
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Hey! I’m working on a small MMO and I could really use some feedback on the lighting, visuals, and VFX.
Right now I’m trying to balance performance with visual clarity, and I’m not sure if things look too dark, noisy, or just not clear enough.

If anything stands out or feels off, feel free to let me know — I’m still tweaking things and open to suggestions!

supple nacelle
supple nacelle
deft fiber
livid dirge
supple nacelle
livid dirge
supple nacelle
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Is this the server or a client?

livid dirge
supple nacelle
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You wrote your own networking library?

deft fiber
supple nacelle
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Its a discussion for not here either way. The networking issues should be asked in the networking chan, but that seems to be the bulk of the issues

livid dirge
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I'm using websockets. And when a message comes I use events to proliferate the message thru the subscribed objects.

supple nacelle
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your animators and transform sync seem to not be interpolating correctly

livid dirge
deft fiber
supple nacelle
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I would also strongly recommend AGAINST an MMO in any form for your first game dev attempts. They require a certain level of success to even have a remote change of success, and unless you have a large budget and you are really gaming Steam on how to promote your game well in advance of release, MMOs all face plant.

deft fiber
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Ideally you'd have a document with color palettes meant for environments, enemies, NPCs, players, effects, which you would tweak texture colors to fit categorically

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This way you create strong visual associations that implicitly tell the player what to expect when they see any object, and speeds up the visual recognition process when function can be understood at a glance

livid dirge
placid obsidian
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guys any one used light mapper in linux? i get stuck at 5% not sure if this common bug

deft fiber
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So for example if enemies or spiders in particular are always moving dark objects on the screen, you immediately know that a dark moving object is a particular kind of threat
Now the shadows of the birds share that category

livid dirge
supple nacelle
deft fiber
livid dirge
placid obsidian
past forge
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Hello! I'm having a couple of issues when trying to bake light. I'm using HDRP, Baked GI and Shadowmask mode. Since I'm planning on using APV's later, I'm at this time mostly just trying to bake direct light and shadows to save performance.

The first is that when using mixed lights with shadowmask distance, many of those lights get overridden to Baked during the bake process, because appearently more than 4 mixed lights overlap on the same object/texel. The issue with this is that this happens even in spots where I cannot for the life of me understand why - there simply aren't more than 4 mixed lights close enough together to cause this. Am I missing some important aspect of how and when this overlap can occur?

The second issue is much more serious, and it is that when mixed lights get overridden to baked, they don't get baked at all, and emit no light whatsoever. These lights won't begin to function again no matter what, unless I clear all baked lighting data. Also, none of my intentionally Baked lights get baked either. They are similarly just not emitting any light.

I thought I'd solved it when I saw that a bug describing this had been solved in a future Unity version, but after updating to the very latest LTS (which is after the version with the fix), the problem still persists.

Please, if anyone has any insight or any idea at all of where to look for answers, I could really use the help. I'm kind of at my wit's end with this one.

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Here are my lighting settings if it helps:

jaunty skiff
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Hello, is there any way to get the value of incoming lights for a point on a surface in hdrp?

jaunty kettle
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Hi, i get like that problem when i bake. What can cause the problem?

supple nacelle
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Be sure to give your models a second UV, or on the mesh importer tell it to generate the second UV

jaunty kettle
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I checked, it is not a problem

supple nacelle
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That or its just a REALLY spotty lightmap you have that just makes it look like that

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what are your lightmapping settings in the lighting panel?

supple nacelle
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It doesn't seem like the square patterns repeat, so probably not a wrong UV issue. That makes it look like a REALLY low sample setting or something instead maybe

desert dawn
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how do you make a light that follows only the player

tired vortex
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how to cast shadows and light on viewmodels?

proper horizon
supple nacelle
proper horizon
stark tulip
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I kind of do not understand the Light resolution settings. I have a scene where a room sometimes bleeds light through the walls. However if I make this room really big, this problem sceses to exist, and the lighting/shadows works perfectly in the room. So I assume this had something to do with the resolution/batches of the lighting. However changes in them did not really ammount to something. So what should I change in order to make the lighting work while keeping it small?

frozen meadow
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Hey so i have setup a room with some point light and an area light the thing is the area light don't light up the roof and i don't wana change the other lighting cause they are perfectly setup so the roof just look really dark compare to the world, any way i could fix that?

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Also i disabled the wall so it easier to see

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Also forgot to mention but all of them are baked light

supple nacelle
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Any light on the ceiling will have to bounce off of other surfaces as part of the GI baking

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In real life embedded ceiling lights like that don't cast light on the ceiling, its all indirect.

supple nacelle
supple nacelle
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Area Lights are directional

frozen meadow
supple nacelle
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they are baked only, so they HAVE to bounce off the ground as part of your baking process

frozen meadow
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Or well any surface but you know what i mean

supple nacelle
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What color is your floor?

frozen meadow
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And i tried multiple thing in the settings but well it not of much help

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wait i'm gonna take a screen

supple nacelle
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If you cranked the light multiplier way up, still no light bouncing?

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And your lights are like to far into the ceiling, so they aren't getting blocked by the ceiling mesh?

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they are lighting the floor?

frozen meadow
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Well i can't actualy show like it was before cause i forgot i made a seconde area light on the ground as temporary fix to it's light the ceiling up

supple nacelle
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If they are lighting the floor, they should be bouncing up to the ceiling. Your ceiling looks partially lit in your screenshot, is that not from that bounced light?

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I would start your test with just the most basic materials and all, just to try and get the baking working

frozen meadow
supple nacelle
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I would get rid of that for now, and just start with some very basic geometry and default lit materials until you get the light working

frozen meadow
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Well with both area light the place look like i want it to

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What i did is just put an other area light on the ground and divided the strengh of the light by 2 so it's not too bright

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using 2 area light cost a lot of performance?

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My guess would be no since they are baked

supple nacelle
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Your geometry is all set to static right?

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A light on the ground will look pretty unnatural, and yeah its an expense. I would just figure out how to bake correctly before committing to some really hacky workarounds

frozen meadow
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Yep all geometry set to static and my point mostly is to make the area light to have a kind of backroom like feeling

supple nacelle
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Just a quick test in URP, no issues

frozen meadow
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but i'm gonna try to fix it

supple nacelle
supple nacelle
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this is URP as well

frozen meadow
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i'm gonna try multiple things don't worry

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it just that i'm looking for a light that do that

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So there is as much light on the ground than on the ceiling

supple nacelle
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its not realistic for the celing to be light as well as the floor, if your have only ceiling lights

frozen meadow
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yeah i know

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but my point is not really realistic just liminal

supple nacelle
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If your surfaces are mostly white, then you will get close though

frozen meadow
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backroom like feel

supple nacelle
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Washed out rooms require white walls, which is probably what backrooms uses

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you can also turn up the indirect multipler to fake it

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But once you get into unnatural, its easy for lights to get out of control

frozen meadow
frozen meadow
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i mean i also have post processing that handle the other part so it don't look too wrong but just wrong enough

supple nacelle
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messing with unnautral indirect values you can run into overlit walls, etc

frozen meadow
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tho i think i might need a nap first before figuring this out it's been 2 day i didn't sleep and honestly i'm tired as ***

supple nacelle
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For context, escape has realistic lighting in this regard

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the ceilngs aren't being magically overlit

frozen meadow
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Yeah i see

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I guess this could be done without any area light and just point light but yeah just need to sleep first

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or i might not wake up until 2 day has passed

supple nacelle
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At the distance from the floor your points lights are at, would likely give a similar outcome

frozen meadow
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Thanks for the advice tho it's really helpfull ^^

supple nacelle
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point lights with shadows though will be a real problem

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I don't recommend it

frozen meadow
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Yeah but that would be i would need a lot of area light then

supple nacelle
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wide spotlights we be preferable, and again just letting the baking light the ceilings

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Area lights have no cost though

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once you bake light, its a fixed cost

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you can have 3000 of them, won't affect player performance

frozen meadow
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Yeah but i can use point light as baked light so might not even be a problem

supple nacelle
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I wouldn't recommend it, but there is value in trying to see what happens - so I would give it a shot

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You kind of have to try, to find out why you don't want to do it

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Looking at backrooms screenshots, I am guessing they are using mixed mode spotlights

frozen meadow
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Okay well then i will figure this tomorrow cause i have a lot of hours of sleep i need to catch up since i have so many different project i'm doing at the same time. Again thanks mate you help me up a tone and have an amazing night or day idk what time it is for you but thanks

supple nacelle
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They used Unreal I think (depending on the actual backrooms game) so not a one to one exactly

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gl

frozen meadow
supple nacelle
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The lighting theory used by both is the same,

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game engines generally handle lights the same way, its all pretty industry standard

frozen meadow
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Just one last thing before i go Is there a way to bake lightning on procedural maps? like having a prefabs with light bake into them that i can just place like skyrim do? cause i know there is an addon but i was wondering if there was an other way?

supple nacelle
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The procedural part of is the texture I assume, not the material shader itself

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If its a custom shader, it needs to be written in a way that works correctly with baking I think, but anything based on the Lit Shader should work as far as I know

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I am not that knowledgeable about shaders in unity sorry

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But I have procedural textures on my stuff and it works with my light maps

frozen meadow
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No what i mean is like a map that just expand the further you go in. imagine i have like a dungeon and each part is a prefab with lighting inside each prefabs

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How would i do to load the baked light of the specific prefab?

supple nacelle
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Lightmaps are stored with scenes, if you are using scene loads additively I think that should work

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I use Prefab Baker for what I am doing

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I have room segments that can be added in realtime, so I bake them with that

frozen meadow
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Okay

supple nacelle
frozen meadow
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But using multiple scene in one isn't like heavy on performance?

supple nacelle
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That lets me save the segments as prefabs, and I just load the prefabs and I don't use Scenes

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No idea, I dont use scenes

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I don't know what its doing for Scenes, so I just handle it myself with loads/unloads of my segments

frozen meadow
supple nacelle
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There are other assets on the store I think for it. But this works for me.

frozen meadow
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Okay well again thanks mate have a nice day/night and take care

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i'm off to be gone for 32h i think

supple nacelle
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np, gl

frozen meadow
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Thanks ^^

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you too

heady hedge
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Hey everyone! I've posted this on #💻┃unity-talk but i couldn't find an answer. Why is this happening on some meshes? These artifacts appear when moving and standing still

heady hedge
upper fable
heady hedge
upper fable
heady hedge
heady veldt
crude wind
eager rivet
#

hey, I got a point light with a brown colour. The light is not active unless you touch a trigger. It works fine on editor and build but when I play it on other computers the light will be white.

#

how can I fix this?

mental linden
#

i'm confused, is this a lighting issue?

#

my metal map looks horrid in unity

#

fine in blender/SP

#

skybox intensity i guess. nvm

deft fiber
# mental linden skybox intensity i guess. nvm

Metallic materials / parts of a material are lit by specular lighting only, so only skybox and other reflections
Nonmetallic materials are lit mainly by diffuse and some specular
So, environment reflection intensity specifically should generally remain untouched, so that diffuse and specular environment lighting are equally bright and the same color

mental linden
#

is this just a bad skybox?

#

i have no idea what i'm looking for here

deft fiber
#

The clouds we see are the skybox?

mental linden
#

yea

#

its always too dark, or like the light sources just blast the texture to hell

deft fiber
mental linden
#

built in

deft fiber
#

Right
I would make sure to test lighting and materials separately
So have default spheres or capsules next to your object as references, and give them a smooth (like 0.75) metallic and nonmetallic material each with the standard shader

#

Rough ones too if you want the best insight

#

After you've changed the environment lighting settings, press the Generate lighting button to make sure it's saved into scene reflection probe and ambient light probe
Realtime GI or Baked GI do not need to be enabled in scene lighting settings for this

mental linden
#

sun source doesn't seem to do anything

deft fiber
#

It practically doesn't I believe

mental linden
#

ok, generating lighting did something

deft fiber
#

To my eye it looks consistent

mental linden
#

its very uh... sparkly

#

but still very dark

#

i just lowered the directional light intensity back to 1. thats a bit better but still dark

deft fiber
#

Your directional light is extremely bright
But your ship's body is metallic, rough and dark in color so it absorbs the light very heavily

mental linden
#

it looked pretty good in substance

deft fiber
#

The blender screenshot has a HDRi that's brighter and more evenly lit than the one you have in Unity

mental linden
#

yeah. i imagine SP does too

deft fiber
#

Furthermore by default Blender (and maybe SP) have HDR tonemapping and linear color space

mental linden
#

i'm in linear already

deft fiber
#

HDR tonemapping at least needs to be configured separately

mental linden
#

is that HDRP?

deft fiber
#

No, it's a graphics setting + post processing

mental linden
#

could i fix it with post processing you think?

#

ah, some post exposure and color grading

deft fiber
#

Fix is a loaded term since the sky and its lighting are different from the other programs
But if you enable HDR and then set a tonemapping profile and optionally tweak the brightness with other post processing effects, you will get a result more like them

mental linden
#

hmm.. not seeing tonemapping profile

#

unless you mean Custom (where its set to Neutral)

deft fiber
#

Neutral is one
ACES and Filmic might be given as options

mental linden
#

no filmic

deft fiber
#

It may be simplest to bake the albedo texture with a lighter shade of blue

mental linden
#

probably

deft fiber
#

The reflections and ambient light, post processing and the PBR maps of the materials form a triangle of moving goalposts

#

And each can have their respective issues to pin down

mental linden
#

boosting saturation helps a bit

#

but the rest of it looks goofy

deft fiber
#

It's important to understand them all to know how they affect each other before you can really get the precise outcomes you plan
But before reaching that it's best to get as solid as possible understanding of one of the three categories and use that as a benchmark to tweak the others

mental linden
#

i see

#

besides color grading what other post processing effects might help?

deft fiber
#

YRGB Curves possibly

mental linden
#

is there such a thing as a world shader?

#

completely forgot about that too

deft fiber
#

World shader?

mental linden
#

like global shader

#

affects everything

deft fiber
#

Post processing effects are shaders that affect the rendered image

#

If you want to get a better understanding of HDR tonemapping, you could add your sky to your Blender scene, and tweak Blender's tonemapping settings to see when they seem to match more what you're seeing in Unity
SP might have those options exposed too

#

Or if you want to understand materials instead, you could have a test scene with unchanging lighting and post processing (like one of Unity's example scenes they provide for different purposes) and create different materials in it to see what kind of colors and surfaces you can achieve

#

Or do a similar process for lighting and create different lighting setups in a scene where the materials and post processing don't change
That mainly helps to learn to catch diffuse/specular mismatching and other errors

mental linden
#

i feel like i need a crash course on this from the ground up

deft fiber
#

But if you want to only get an acceptable result, it's an option to just tweak all three until it seems to work out
But then it'll be pretty difficult to keep a track of what's affecting what, and to be sure that more than one part at a time isn't set up incorrectly

mental linden
#

so you saying it could just be i picked too dark a shade of blue also?

#

this is close ish

#

added auto exposure also

deft fiber
mental linden
#

well i got a lot to research i guess. trying to find my game's "look" mainly. i put it off too long

deft fiber
mental linden
#

the spaghetti method's gotten me through 30 years of most things mokokoHmmm

#

so skyboxes do have something to do with environment lighting?

supple nacelle
#

If you aren't baking here though, they shouldn't be. They WILL though be what is reflected by default if you have no reflection probes

#

You are definitely getting some reflections of those clouds it looks like, which will act as a form of lighting

deft fiber
# mental linden so skyboxes do have something to do with environment lighting?

If your environment light and reflection source is the skybox, then yes
Generating lighting is a necessary step to bake the sky itself into a reflection probe and a light probe that'll be used across the scene
Though that is a type of baking the terms are ambiguous, that process is not usually referred to as "baked lighting" which commonly indicates Realtime GI or Baked GI you see in the Scene tab of lighting window

supple nacelle
#

This is a prefab, so I don't think it will have any baking unles he is specifically using like Prefab Baker. But the reflections will definitely be that environment

deft fiber
supple nacelle
heady veldt
deft fiber
supple nacelle
#

Ah

toxic rover
#

How would I go about disabling everything I can to make my map entirely dark? (URP)

supple nacelle
toxic rover
#

Thanks

tame mural
#

is it ok to have my normal bias set to 0? my shadows look best like this, but are there any unintended effects of having this set to 0?

storm raft
young bison
#

Hello guys, how i can fix this leon lines ?

supple nacelle
#

Not sure how you are defining your UV maps

young bison
#

I cant watch UV maps

supple nacelle
#

If you increase your lightmap size does it proportionally affect those lines?

#

I don't know much about how probuilider generates its UVs

#

Seems there is an editor option for UVs

#

Did you scale that ceiling tile using the transform's scaling? Like was it a box that you stretched?

#

I am not even sure its the UV, but that is the first that that comes to mind seeing that

#

I assume your darkened corners are coming from Ambient Occlusion an aren't baked into the lightmap?

#

The other shadows look right, so that makes it being a UV problem less likely.

#

In which case, you might just need higher settings for the lightmapping of indirect light?

young bison
supple nacelle
#

Have you tried cranking up the indirect/direct samples next?

young bison
supple nacelle
#

resolution 150? Not sure what that number means? Resolution will be a power of 2... like 256x256 or 1024x1024

young bison
#

150 it's test

supple nacelle
#

Pro Builder but stretched it myself
Stretched how?

#

If you scaled the Transform it may be an issue

young bison
#

It's most likely because of this

supple nacelle
#

I haven't used Pro Builder, but scaling like that seems like it would work against its built in UV mapping

#

You will be stretching out a small UV map area

young bison
#

I have an option that I will try to create another ceiling but with the help of pro builder

#

Can this help?

supple nacelle
#

Its worth a try, you need to eliminate possible causes

#

But stretching with scale is definitely not something I would recommend when using pro-builder. Unless it is smart enough to factor that in

#

Which I doubt

young bison
#

Probably the best solution now would be to try to rebuild the room only with a builder

#

Thanks for pushing me to think, if the same problem remains I will let you know

supple nacelle
#

Gl

proud rover
#

Hey! Been studying lighting as a complete noob. Anybody has any idea why lighting the scene with lightmaps looks good, but lighting it purely via light probes looks so bad? I have tweaked a bunch of settings to the max but I can't find what is causing these shadows to look so poor. (Unity 6000.0.37f1)

#

As a reference, I've done the exact same process in the URP 3D Sample Project and it doesn't look half as bad

supple nacelle
#

Light probes aren't really meant to be casting shadows on static objects. They are used so dynamic objects can still can some approximation of shadows at runtime when you have baked your static shadows.

#

Did you set your static objects to Static?

#

@proud rover

proud rover
supple nacelle
#

But are your static objects set to static?

#

And I don't think you want them to be light probes

proud rover
#

Sorry, I left it out of my image, yes

supple nacelle
#

That is for dynamic objects, not static ones

proud rover
supple nacelle
#

I don't know the exact setup, since I haven't had a project that can really use light probes, but my understanding of them is that they are not meant to be your primary shadow handling. They are just a way of dealing with mixed lighting.

#

You probably want to do some kind of lightmap switching for day to night

#

There is an asset on sale atm I think that handles that

proud rover
supple nacelle
#

If you are trying to swap lightmaps for as massive scene, probably a bit spendy - or at the very least memory intensive, dunno. Doing time of day effects in realtime on mobile isn't something I would even be considering personally.

#

Lightprobes won't save you here I don't think. You just have an ambitious requirement

#

Swapping light probes in realtime would also be tricky, I have no idea how that would even be done

proud rover
supple nacelle
#

Do Light Sceneros cover light probes? I haven't worked with them at all

proud rover
supple nacelle
#

Its also HDRP only no?

proud rover
#

Nope, it exists in URP as well. There's this guy who used it for the same purpose I'm trying to use: https://www.youtube.com/watch?v=oL6oGMkhJwQ

Thank you to the sponsor of this video, Southern New Hampshire University!
For more information about their Game Degree program - https://snhu.edu/shrimp

Today, we're going over how to use Adaptive Probe Volume in Unity 6 to create a Day and Night cycle. Its surprisingly easy to do now that we have Adaptive Probe Volumes. In less than 20 minut...

▶ Play video
supple nacelle
#

Looks like URP as well yeah

proud rover
#

It's just that the URP 3D Sample scene has so many assets and lights that "it just works", but I did basically the same process

supple nacelle
#

That definitely seems like a good place to start

#

I assume in theirs they baked statics, where you are not?

proud rover
#

Nope, we both baked all static objects with GI being handled by light probes

supple nacelle
#

If the sample is all probes only, then seems like they would be using a higher density of probes than you are?

proud rover
#

Mayhaps. I copied everything to the T but I guess I'll keep trying. I tweaked the probe density a bunch and saw no difference unfortunately. I'm starting to think that light probes require additional lights spread around to create a good effect, that's the only difference I see

#

Whereas in my scene I only have a single directional light

karmic dagger
#

(I’m using HDRP as my render pipeline.)

Hello, I was aiming for a slightly dark, stormy, and heavily overcast atmosphere in my game. Once I started building out the map, I noticed the scene was way too bright, so I bumped the exposure from 1.5 up to 4.5. That definitely brought the overall brightness down to where I wanted it, but it also caused my Directional Light to disappear. I tried cranking its intensity back up, but it just looked fake, so I settled on 44 lux—which wasn’t perfect, but it was manageable.

When I added a roof to the map, I saw that even areas with no direct lights were getting some stray illumination. To fix that, I added an Indirect Lighting Controller to my Global Volume and set Indirect Diffuse Lighting to 6.38, Reflection Lighting Multiplier to 0.24, and Reflection Probe intensity to 1.75. The scene tightened up nicely, and truly unlit indoor spaces went pitch black—exactly what I wanted.

However, after installing windows in my map, I discovered that the light from the Directional Light doesn’t scatter through them and just looks awful (see attached photo). How can I get my Directional Light to behave properly?

(I’ve included screenshots of my Global Volume and Directional Light settings. I’m still pretty new to lighting, so my values might be off, but everything looks solid now—except for that stubborn directional light. Also, all models in the scene are marked static, and I’m only using an Adaptive Probe Volume—no traditional reflection probes.)

supple nacelle
#

All of your light currently is basic white, so there is no distinction between what is coming from your ceiling panels (which should probably be fluorescent or incandescent in color), so its all just a homogenous gray

supple nacelle
#

What does your directional light represent? Sun, Moon, Street lamps?

#

It needs to be colored appropriately, and needs its intensity to be in the right scale to be that source. The brightness feels about right in relation to your ceiling lights for moon, but the color is definitely wrong

#

And what are your walls using for material?

karmic dagger
supple nacelle
#

How they reflect will be entirly based on your material

#

Sunlight is blocked, then you shouldn't have a direct light

#

that is not going to ever make sense to the eye

#

blocked sunlight will be fully diffuse

#

And you should just rely on a skybox wth an HDR texture for that

karmic dagger
supple nacelle
#

You can use real color temps btw rather than guessing for that

karmic dagger
#

i will fix it

supple nacelle
#

Are you using Built In or URP?

#

Get a good HDR cloudly sky map

karmic dagger
supple nacelle
#

then I would strongly recommend using realistic light settings, using temp

#

Little diff in URP, but similar

#

They have presets for different light types so you don't get too out of whack guessing colors

karmic dagger
supple nacelle
#

That is a spot, but directional use the same color options

karmic dagger
#

hm okay thanks

supple nacelle
#

Use Filter and Temp rather than color

#

You don't have to, but it keeps you from getting all jacked up with unnatural colors for lights

karmic dagger
supple nacelle
#

I would start with lights off and your skymap

#

And get your scene rendering looking realistic for just having outdoor skylight coming in throught the windows just using baked lighting

#

Then add your indoor lights to that base

#

HDRP has auto-exposure stuff, so its easy to get your lighting intensity crazy out of whack

#

Keep in mind too that using natural light temps, you may find your scene looks very orange... because in real life indoor lighting is very orange to sickly green

#

And our eyes white balance that for us.... so you can adjust the final output with some post processing to put the final result closer to a white balanced outcome

#

The goal being to keep everything realistic

karmic dagger
#

Thanks, really appreciate it!

stone kestrel
#

👋

#

How can I not have these kind of fully view blocking shadows?

karmic dagger
#

Actually, I was going to turn off the directional light, but I'll leave it for now.

#

This is what I based it on

supple nacelle
supple nacelle
karmic dagger
supple nacelle
#

White is usually some kind of gray, so depends how white

#

true white is rare and nearly impossible

#

I don't know how HDRP translates its white to black into real world refractivity. But if you are getting too much light in areas without direct line of sight to the windows, that would indicate that your white is too white.

#

Try something a bit more gray and see what happens.

karmic dagger
#

I guess it can’t really be done in Unity

supple nacelle
#

I am not sure what I am looking at. The white in the left picture is the environment itself, but the walls are all black

#

"Everything" is still bright... the only thing that is brignt to me is the actual skybox, which is of course bright - its your skybox

supple nacelle
#

It can act like a global lighting effect, because all surfaces will reflect based on the reflection probes in the scene. If there are none that can be using the skybox as the fallback reflection probe

#

You can test for that by setting your Occlusion to a black texture, that will stop all reflectivity of your material. That or just use a test material with reflections disabled

karmic dagger
karmic dagger
#

and yes i dont have any reflection probe in scene

supple nacelle
#

Oh, you are adjusting the exposure compensation of Post? Yeah, that is a master brightness control

supple nacelle
#

Reflections are always a pain to get right when it comes to baking, I always have to futz with the settings endlessly to figure out how to stop them from messing things up still myself

karmic dagger
supple nacelle
#

But once I get them, the lighting does what it is supposed to

karmic dagger
#

So, is this happening because there’s no reflection probe in my scene?

supple nacelle
#

Required a reflection probe centered on that sphere, and then some futzing

#

I would assume, that is usally what screws with things for me

#

The primarly environmental reflection gets into everything, and will reflect the skybox off of everything if you get it wrong

supple nacelle
#

meaning inside objects will reflect as if they are outside

#

Setting the probe to realtime had better results than setting the probe to baked, for whatever reason

karmic dagger
#

Thanks for helping me for such a long time :)

supple nacelle
#

There is a constant chicken/egg issue with probes and baking as to which affects the other

supple nacelle
#

Just a little tweaking and getting the reflection probes to not pollute things, it looks pretty correct. This is nothing but skybox - no lights at all. @karmic dagger

hoary fossil
young bison
#

🤔

#

Maybe this is the best result.

supple nacelle
#

Lightmaps will always be a little noisy. It's that not good enough? Texture maps will hide the noise. Unless you are unhappy with some other aspects of it?

young bison
supple nacelle
#

I'm not seeing the stripes in the latest one, unless I am looking at the wrong thing

#

I see some aliasing, if you are talking about that ring gradient being somewhat visible?

karmic dagger
supple nacelle
#

Unreal for a Backrooms clone probably makes more sense

deep wren
#

Hey, Im using unity 6000 HDRP and im experimenting with light cookies. It seems to not work though. I made a very contrasty flashlight texture to see if it works but besides lowering the strength of the entire light a little bit, nothing seems to happen. I tried changing the texture to "cookie" but then it gives me the warning that in HDRP you are supposed to use Default. Anybody has a idea why its not working? Also i was wondering if anybody knows if its possible to plug maps with colors or only black and white? thank you in advance

supple nacelle
#

Can't recall with HDRP, but in URP you will also need to have the Light Cookies option enabled in the Render Pipeline asset

deep wren
hoary fossil
obsidian ravine
#

i need help the with lighting issue on this part. When i turn my camera the spot light doesnt show but at that angle (picture 2) its in when it shows

obsidian ravine
pallid grotto
#

Can anybody share a tutorial video for baking adaptive prob volume in additive scene loadings. As if I bake every other scene in single mode, when the next scene is loaded it doesn't have proper light the objects just look black. And if I bake all the scenes in one bake set that is also not working properly. Can somebody suggest something in this case.

stone kestrel
#

👋

#

I've built a room that isn't exposed to the sky in any way. How can I make it so that only a directional light in that room is lighting there and nothing else?

#

So the room by itself should be dark, and in the room there should be a light object (it most likely will be directional light, but it might be something else too) which will light the room

#

This is how my Lighting>Environment tab looks like

#

And this is how inside the room looks like

supple nacelle
#

You probably either need to add a reflection probes to the room, out disable the wood as the reflection

deft fiber
supple nacelle
#

That is clearly the default skybox reflecting in this case

deft fiber
#

Yes, to exclude environmental light from the room you indeed need a reflection probe baked inside it
That only takes care of the specular lighting though, for the diffuse ambient lighting there would have to be baked light probes, which requires baked GI

#

If the scene only has that room, then probes or baked GI aren't entirely necessary, as you can just disable environmental lighting from the whole scene

#

(It's also technically possible to create light probes for local darkenss without baked GI, like you can with reflection probes, but unity has no tools for it)

stone kestrel
#

And I want the light to start from there and light up the room only

stone kestrel
#

Somehow the lightbulb doesn't reflect any light but the rest does

deft fiber
stone kestrel
#

Yeah now the room is dark

#

To create a lightbulb effect I must use spot light, right?

deft fiber
#

Light from shadow casting lights does not pass through shadow casting walls

#

Baked GI can stop light from going through walls without the need for realtime shadow casting
Though baked GI is a whole workflow

stone kestrel
#

👋

#

I've set up my interior lighting like this (3 lamps and 3 point lights)

jagged kayak
#

How to use post processing for horror games?

stone kestrel
#

But the room still seems dark and the lighting seems way too unnatural. How can I fix this?

stone kestrel
jagged kayak
stone kestrel
#

Then in your main camera, make sure to check Post Processing

#

With Post Processing

jagged kayak
#

I'll test it!

stone kestrel
#

Without Post Processing

jagged kayak
#

Im making a hotrot game too

#

Horror

stone kestrel
#

A dark ambient isn't exactly fully based off post processing tho

#

Keep that in mind

jagged kayak
#

Depends

jagged kayak
#

Appreciatee uûuuuuu

deft fiber
deft fiber
#

There could also be a problem with your wall materials
Make sure they have a metallic value of 0 and no texture map giving them any metallicness, assuming they're not meant to be metal

stone kestrel
#

Looks way better now

#

But I don't like the fact that the top of the room is fully dark, what approach should I follow for that?

deft fiber
# stone kestrel But I don't like the fact that the top of the room is fully dark, what approach ...

There are several options
Baked lightmaps are one, since they simulate bounce lighting from the walls to the ceiling
Downside is it's only for static surfaces and a complicated process that may take quite some learning when you get into it
A simple one is to have weaker shadowless extra spot lights below the lamps pointing up to mimic bounce lighting
Downside is with more lights you reach the light limit quicker, if that's a concern in your case, and if objects can get between the lamp and the fake bounce light it'll look pretty weird
Third option is to use point lights instead of spot lights, but control the angle of the light with a 3D light cookie which lets some light through behind the light
Downside is 3D cookies require special tools to create, and can be tough to wrap your head around if you're not familiar with cubemap textures to begin with

stone kestrel
#

Which one would be best?

deft fiber
# stone kestrel Which one would be best?

There's no "best", how bad the downsides are varies by developer, by project and even by room
Light limits can be worked around, or avoided with deferred and forward+ rendering

#

Baked lighting is perhaps the most "correct" solution, but it's a lot more work than option 2, and will not always produce perfect results either

jagged kayak
#

Post processing wont wooooooork

deft fiber
jagged kayak
#

Oh ok

south dragon
#

is it possible to manually assign lightmaps? i have a single lightmap that was used for a project and contains every lightmap for that project but how do i assign it?

livid stump
#

How can I avoid these dark spaces? I only use 1 light, and this is already baked. I also added post-process, or is there a specific setting in post-process to resolve this?

#

Do I really have to use low intensity baked light sources at certain spots?

supple nacelle
#

Are you sure your UV map is correct and doesn't have overlapping faces? If you have overlapping faces on your second UV you can get some really odd outcomes

#

@livid stump

livid stump
#

Yes, I already have that. What I did for now is to put a counter direction light without a shadow. and it slightly works

#

not really sure if it is optimized for mobile tho haha

supple nacelle
#

Hard to tell from that screenshot what the issue actually so, but if adding lights to the bake helps - you can do that. Just be aware that if they are mixed you will have to account for the extra lights adding to your rendering costs at runtime

livid stump
#

aight, thanks

supple nacelle
#

But realistically, the inside of a cave is going to be pretty dark - because that is realistic

livid stump
#

Yeah. I'm just wondering if there are any tricks.

supple nacelle
#

There may be, but I am not familiar enough with any of them to say. Sounds like you want to make certain areas have an indirect light multiplier that is higher than the rest of the scene

#

Increasing bounces might help get some more light into the darker areas, but it will still be limited to realistic indirect lighting

#

You probably aren't going full HDR so you can't really have your shadows be massivley darker in the cave. In a realistic HDRP type setup it can be dealt with realistically, which is that the cave is just that much darker, but it still has lighting detail. And when you enter you just crank up the exposure of the camera when you go into the cave.

#

But you are using URP probably it sounds like, or BIRP - so you likely just want to hand light things so that you don't get extreme dark/light areas

#

You will have to sort out how non-static objects are going to be lit though in those areas out of the sun

livid stump
#

Thanks for the infos!

deft fiber
#

The rocks appear to have considerably darker shadows than the tree bark, which doesn't seem consistent

#

Depending on to what extent the light is baked, it could be an issue with that such as incorrect lightmap UVs causing ambient light occlusion where it's not supposed to

supple nacelle
#

Also, be sure that your static objects are set to static, so that the baking is happening for them @livid stump

#

I do see spots of light on your cave rocks, which suggest that it is baking though. Really hard to tell from one static picture though.

sinful thunder
supple nacelle
#

I am not sure what you are seeing is your shadows appearing or disappering. I think that might be the result of the volume fog being additive

#

And its bringing your barely visible darks into the visible range

#

Hard to say for sure from just that clip though

sinful thunder
#

When i disable fog it happens even faster well i think its somethink with light because when sun isnt on screen the shadows become more dark

#

Solved exposure setting broke it when i updated unity idk how but now when disabled its better

supple nacelle
#

That seems a bit backwards with the auto-exposure

#

Normally when the sun is exposed that should clamp the auto-exposure down, not up

livid stump
supple nacelle
#

The gradient will still act as a skybox in regards to reflections, unless you explicitly tell it to use black its going to show up in your reflections

graceful canyon
#

Hello hello! Im sorry to just jump in straight here, but i am getting bald from trying to make a decent office-lighting but there is always something that is wrong.

What kind of lightsources should i use? At the moment, the office is filled with 80(ish) that has the following (Picture 1) settings
And the result at the moment is this (Picture 2). I mean, its decent but it feels so "clutterish", but the MAIN problem is this.

When rendering the light, i have baked indirect mode and some nice settings, but Unity is making "Combined meshes" in my scene, and therefore when im trying to highlight an object in the scene, another object in the same combined mesh gets the same treatment. What do you think? You think (picture2) seems clutterish? And how can i avoid the Combined Mesh?

supple nacelle
#

Easy enough to rule it out by just setting all of the environment stuff to none and black

#

And how can i avoid the Combined Mesh?
Is this something that happens auto? I thought you had to be very specific to make combining happen at all

graceful canyon
#

Oh, and btw, here is two example of things that dosen't work. The yellow is "the same combined mesh items getting highlighted" and the black desk is supposed to be blueish.

graceful canyon
supple nacelle
#

Had never noticed that happening, but possibly I just never looked in the right place

#

Baked lightmaps can merge multiple objects into a shared lightmap texture, that I have seen often. But never noticed meshes being combined

graceful canyon
#

Looks something like this for me, but i dont want that 😄

#

But Emotitorn, what do you think about the look and lighting in my second picture above, dosen't it look "to clutterish" for you? Or have i actually managed to do something with my lighting?

supple nacelle
#

Not sure I follow the question @graceful canyon Can you elaborate on "clutterish"?

#

I see aliasing in your fine lines and in the shadows, but not sure if you mean that

graceful canyon
#

In a little room, where the picture above is, i got 6 lights -> Spot to cover the room with light. Is there like a best practise for what kind of light source you want to use for a simple room with objects in it?

supple nacelle
#

Those are baked shadows or realtime? If you disable the lights, the walls should stay lit and the shadows remain if they are baked. If they are not, it might be that you are using Distance ShadowMap and they are realtime shadows as a result.

graceful canyon
#

Everything is baked, i disabled the lightsource and everything is still lit 🙂

supple nacelle
#

Feels a bit messy yeah. I would try messing with the lightmap size, and the render settings for direct and indirect to see if any of those push it into looking tighter. Your light falloff also looks a bit unnatural, like its not following inverse square

graceful canyon
#

Aight, thanks for the pointers! Lightmap Size, REnder settings for direct/Indirect lights and Light Falloff (Never heard of it).

supple nacelle
#

You also might want to make more use of Area Lights, as they will give more natural shadows

graceful canyon
#

Ohh, Area lights, will experiment with it aswell

supple nacelle
#

Also, start with your key light, turn off the other lights

#

Get your primary light or handful of lights right first, then add in the supplemental lights. Don't try to debug the look of a scene with 20 lights all enabled

deft fiber
deft fiber
# sinful thunder Solved exposure setting broke it when i updated unity idk how but now when disab...

HDRP requires an exposure override to render light values correctly
If you disable all exposure overrides in the scene, a default one from the default HDRP settings asset will be used
A bit puzzling why disabling the override seems to be a fix, normally adaptive exposure makes the screen darker when the camera views something bright, not brighter
It mostly looks like SSGI that's not working correctly but it's hard to say

sinful thunder
#

Thanks

livid stump
astral frost
#

guys this type of pattern happend with me while baking that the ground get this gradient looking bake

deft fiber
# astral frost

Your meshes don't have lightmap UVs
Make sure to follow all steps required for baked lightmapping

atomic cypress
#

I am working in a scene with baked lighting only. I am trying to light these cabinet doors with light probes, since they can be opened and closed. However, for some reason the left door keeps appearing darker than the right one. Ive tried changing indirect lighting intensity settings, adding more light probes, use light probe proxy volumes and giving the left door more light probes, but nothing seems to fix the issue. Does anyone know how I can fix this?

deft fiber
# atomic cypress I am working in a scene with baked lighting only. I am trying to light these cab...

Proxy volume generally should help, since it improves the accuracy of probe lighting in general, it's only for BiRP though
More probes make this problem worse, as the cause of the issue is that they're sampling different probes and getting too different lighting because of it, so having just one probe near the doors could solve it
But perhaps most importantly mesh renderers have the Anchor Override setting under Probes, that allows you to specify a position of a Transform as the point where they sample probes instead of the mesh origin

#

If they share the transform, they always have the same ambient lighting
Since they're dynamic that means the lighting will not change when they move, so an alternative is to parent an empty as anchor override to each door so that the empties overlap when in closed position but follow the doors when opened
So the lighting would be equal when the doors are closed but react when each of them is opened

atomic cypress
#

The project is in URP and from what I read, proxy volumes cannot be used in URP right? The other solutions I will definitely have a look at! Thank you for the help!

prime sedge
#

Howdy Folks, Trying to make the 'emission' of this lamp object go dark so it doesn't look out of place when the light flashes


    void Start()
    {
        emissiveMaterial = objectToChange.GetComponent<Renderer>().material; objectToChange = null;
        timer = Random.Range(minTime, maxTime);

    }
    void LightsFlickering()
    {
        if (timer > 0)
            timer -= Time.deltaTime;

        if (timer <= 0)
        {
            lightOB.enabled = !lightOB.enabled;
            emissiveMaterial.DisableKeyword(keyword: "EMISSION");
            timer = Random.Range(minTime, maxTime);
        }

The light stays 'lit' but the light flashess

prisma ferry
#

question though.. is that your code, or CGPT?

prime sedge
prisma ferry
#

yes

prime sedge
#

It's my code lmao why?

prisma ferry
#

ok. just looks odd to me, so i was wondering. no worries

prime sedge
#

Using CGPT for coding is a hillarious concept to me lol

#

I got the emissiveMaterial.DisableKeyword(keyword: "EMISSION"); from reading unity threads though

prisma ferry
#

you may end up in the code room at the end, but the people here should be able to shed some light 😁

gray turtle
#

for example this is what I use to toggle my lights

if (Enabled)
{
    Light.enabled = true;
    material.EnableKeyword("_EMISSION");
}
else
{
    Light.enabled = false;
    material.DisableKeyword("_EMISSION");
}
deft fiber
#

"More like hd" is very vague
You could read about baked lightmapping and practice it, that likely is the technique that'll help you the most for a balance of visuals and performance

graceful canyon
#

Anyone know what could be the problem here? In the picture, i have a outline-script from the Unity Asset Store (Free) to just outline-highlight an object. When im far away, everything flickers on the object, when i get closer, the gameobject next to it starts to flicker, and when i get superclose, the outline dissapears 😮

lost glacier
#

Hello !
I'm trying to bake my lights, have done a separate UV map for them, also tried to generate one via Unity in case I did something wrong but the result is the same (the picture). Did I do something wrong ?

I just didn't do any UV for the part that are still blockout and are supposed to be deleted after I've modeled them

(Is is possible to just bake my light in Blender and importe the texture ? Because even without this error my scene is not very pretty is since almost everything is static...)

Thank you so much in advance!

supple nacelle
#

The spotting aspect is usually from too low settings. The light leakage usually is an issue with your mesh, either actual gaps or your normals are wrong - if that is what you mean?

lost glacier
#

I on ultra settings! And yeah I didn't place my mesh right so there is light leakage you're totally right I'm going to fix this! But I don't know if it was the entire issue because not baked it look like this ! It's just a test but It's weird that it goes so wrong

deft fiber
# lost glacier Hello ! I'm trying to bake my lights, have done a separate UV map for them, also...

Possible to bake lighting in blender but not worth the trouble because Unity automates the whole process, and you couldn't use the same lights either
Don't make your lightmap UVs, generate them automatically from mesh import settings
Unless you know precisely how to do it manually and why, automatic generation is faster and more reliable
Also, don't try to lightmap everything, set small and complex objects to receive GI from light probes instead (and place the light probes)

#

More tips too like don't have your lights too close to any geometry, and don't have walls too thin especially if your floor covers both indoor and outdoor lit areas

lost glacier
lost glacier
deft fiber
#

You'll also need a reflection probe

deft fiber
supple nacelle
#

Yea, in game engines you are doing all kind of trickery to try and make these things possible in realtime. There is a lot of overlap in the techniques, but game engines have to do all kinds of baking and caching trickery

#

Unity doesn't get unlimited time to render each frame, so a large part of learning shaders and lighting and all is learning what tools are available and how they work behind the scenes

#

Blender on the other hand can just render with pure brute force

deft fiber
limpid warren
deft fiber
limpid warren
#

I just feel like my placement for the light might be off? because its way too shiny on the wall or im not sure tbh

deft fiber
limpid warren
#
private IEnumerator PulseRoutine()
{
    float timer = 0f;
    while (isPulsing)
    {
        timer += Time.deltaTime;
        if (timer > pulseInterval) timer -= pulseInterval;

        // Light Range Pulse
        float t = Mathf.Sin((timer / pulseInterval) * Mathf.PI);
        _light.range = Mathf.Lerp(minRange, maxRange, t);

        // Emissive Color Pulse
        for (int i = 0; i < _emissiveMats.Count; i++)
        {
            Color c = _origEmissiveColors[i] * t;
            _emissiveMats[i].SetColor("_EmissionColor", c);
        }

        yield return null;
    }
}```

I wouldve thought maybe some other settings are wrong but this is working fine for pulsing it just looks a bit off
deft fiber
limpid warren
#

hmm let me try that

deft fiber
#

Range is a maximum limit for the light, which means when the range is decreased it cuts off the falloff of the light and it gets relatively brighter, and with an unnaturally sharp edge

limpid warren
#

is this better?

#

does that look like how its supposed to? because for me the really bright part is throwing me off but i just might be wrong

supple nacelle
#

Inverse Square Law is likely in effect here. You just notice it more in 3D because of the lack of realtime indirect bouncing of light

limpid warren
supple nacelle
#

Its likely not helping that your room is already very dark, so your baked lighting is not creating much in the way of ambient lighting

#

Is that even baked?

limpid warren
#

nope

#

i only have 3 lights so i just did direct lighting

supple nacelle
#

Direct lighting is always going to look extremely contrasty, because of the lack of indirect bounce

limpid warren
#

im a total lighting beginner, what should I do then?

supple nacelle
#

Baking will at least give the room some ambient light, though the issue with baking is that the indirect lighting will still be painted on the walls when the lights are turned off, but that can often look fine

supple nacelle
limpid warren
#

alright thanks for your help!

deft fiber
# limpid warren https://gyazo.com/137d4224f5a8a377a9bb7335c0c6680f

It looks better
Two things are still off about it
The physical light is much less emissive than what the amount of light would suggest, and the light is illuminating the base of the lamp where light would not be able to reach as much
Fixing the first one is very simple, just increase the emission intensity of the material at the height of the wave
The second one is tougher as it would require a cubemap cookie, which are tough to make because there aren't many tools out there to do it https://docs.unity3d.com/2019.3/Documentation/uploads/ExpertGuides/Create_High-Quality_Light_Fixtures_in_Unity.pdf
It's not what makes or breaks the "realism" for this scene though, because honestly 80% of how your lighting looks is what your materials and meshes look like

#

PBR materials with proper textures are a must if you want to have a shot at visual realism

#

Personally I don't think baked GI is a practical option here, since your lights are fading to full darkness it might be pretty obvious that indirect lighting is not fading out
Realtime GI however would be

supple nacelle
#

You can also do lightmap switching, but not for fades. I don't think lightmap crossfades are supported, but there are assets that can do that

#

Realtime GI isn't something I have seen much off. I suspect because of the cpu/gpu costs

limpid warren
rancid lava
#

I'm making a game using unity dots, and when I make a build, my shadows are gone (actually they are here If I zoom out a lot), anybody knows why or how I could fix that?

finite zinc
#

guys i put in my player model and it's black and i dont know why. it looks normal without lighting but idk..

finite zinc
#

nevermind

#

fixed it

finite zinc
#

how do i fix the lightmaps on walls? I just imported the wall model from blender and idk what happened. How do i fix this???

supple nacelle
mental linden
#

am i tripping or is URP's lighting just way better by default?

#

i had to do an awful lot of work to get it right in BIRP - like everything was so dark, i just popped my model in on URP and it looks great with no work

#

compare and contrast (pun!)

deft fiber
#

URP projects start out with HDR tonemapping enabled, and I think it only depends on Unity version whether new projects use gamma or linear color space but worth checking anyway

#

Linear is the better one

mental linden
#

yeah that was in linear space but BIRP

#

it does seem the HDR tonemapping is very obvious at first glance. it was very dark at the beginning scene too in BIRP

craggy birch
#

I tried light mapping but I didn't really like it, now I want to switch back to real time and this is the issue, objects look really dark and I've tried everything but it won't go back to normal
This is how the scene looks without shadows

supple nacelle
#

You also probably want a primary light, even if this is a night scene - usually a single Directional light with shadows enabled to simulate the moon

#

Without a primary shadow of some kind, nothing is going to look attached to the ground

#

What did "normal" look like?

deft fiber
supple nacelle
#

Is this normally a daytime scene?

little prism
#

Is environment lightning applied when baking lights? I'm trying to set a base lightning level for indoors and cannot make environment lightning work after baking.
I'm using URP. I've created a new scene, with four cubes acting as walls to create a closed room. Environment lightning source is set to color and by changing the color I can see the changes in the editor, but after baking the interior looks completely dark.

deft fiber
little prism
#

I just tried to disable realtime GI, baked GI, and both disabled. But baking in each case doesn't change anything. Is there something else I could look into? (I've created a new URP project so most of the settings for lightning/rendering are the default)

deft fiber
#

And what the scene's sky is like if you're using it as an ambient source, and whether you're using light probes or not

little prism
#

Yes, having both disabled the environment lightning appears (I'm not using a skybox). But disabling Baked GI says all mixed/baked lights are overriden to realtime.

little prism
#

So, is there a way to provide a uniform base lightning to interiors when using baked lights?

deft fiber
#

Not "baked lights"
"Environment lighting", which has to be baked by generating lighting
But not by "baked GI"

#

Crystal ball running out of juice so anything you can show would help

little prism
#

Here's the lightning settings, the "room" from outside and from inside

dreamy talon
#

Is there a way to adjust the shadow bias of a light on a per object basis?

#

(in URP)

deft fiber
deft fiber
thorny osprey
#

Check out this gif I made for Reddit showcasing my Sky AO implementation

umbral juniper
umbral juniper
#

Cool!

small fulcrum
#

Is it a known issue that a Shadergraph in 2D Unity 6 will have its normal maps break if the material has GPU instancing enabled? Is there a workaround beyond disabling the instancing?

night shell
# thorny osprey

nice, I've done something very similar on some projects in the past before, people forget how important skylight ao/shadowing is. In outdoor scenes it's so important to have its not even funny

chilly kettle
#

Anyone got an idea why my decal projectors only work after turning them OFF and then ON again? 😄

dreamy talon
deft fiber
tired siren
#

Does anyone have experience with Unity 6? This may not be specific to this version but I've never had this issue on any other version to date.

I have a scene that is just ALWAYS lit. I have disabled all lights, removed the skybox and ambient lighting as far as I can tell. Nothing I do has any effect on the scene lighting and I'm stuck.

deft fiber
tired siren
#

I've tried generating lighting, but it doesn't have an effect
Tried with both a light in the scene and without.

#

There's a setting somewhere that I'm not seeing that has some sort of "default light everything" going on and I cannot find it for the life of me.

deft fiber
#

It's not per scene though

tired siren
#

I'm pretty experienced with Unity that's why I'm stuck, because there is nothing anywhere that I can tell that would cause this. The skybox changes the background, but the assets stay lit at the same light levels regardless of what I do.

#

I can change every setting that has to do with light, and it does nothing...

deft fiber
#

and show lighting window too

tired siren
deft fiber
tired siren
#

Basically ALL assets in the scene are lit and no lighting affects them in any way shape or form At all.

#

Even with all of these settings enabled, no change.

deft fiber
tired siren
#

Their materials are Sprite/Default

#

But that's the only thing I can think of, its the materials.

deft fiber
tired siren
#

Any thoughts on how to fix their materials?

#

Nvm I think I know how.

deft fiber
#

If you're not using sprite renderers you wouldn't be using sprite shaders anyway but the Standard shader

tired siren
#

So they're either on, or they're off.

deft fiber
tired siren
#

It's a 2D game, with the environment tiles and characters cut from a sprite sheet.

#

Everything is technically a sprite.

deft fiber
tired siren
#

I think I need to read up on how to light a 2d game. All my previous games have been 3D and this is gonna require a rethink of renderers.

deft fiber
#

URP has a 2D sprite lighting system

tired siren
primal owl
#

Does anyone know why this happens with my shadows?

When the camera gets closer to the player it seems like shadow resolution gets worse? The shadows also just change so drastically within a small area. I'm not sure what I'm doing wrong or how to prevent this.

chilly kettle
deft fiber
primal owl
deft fiber
#

All light shadow resolution can be reduced at once if that's what's necessary to make the shadowmaps fit onto the shadow atlas
A point light with shadows coming into view will add 6 whole shadowmaps to the atlas

#

If the movement of the camera that causes the issue to occur does not correspond to more lights entering the camera's view then it's more of a mystery to me

#

If you disable all lights but that one then the issue should stop occurring which would prove it one way or the other

#

Also the console should tell you when that happens and the frame debugger should show you how that happens

tropic tulip
#

Hey, guys! Why it takes so much time to bake lighting?

arctic isle
# tropic tulip Hey, guys! Why it takes so much time to bake lighting?

It's a computationally expensive operation called path tracing. The runtime depends on the number of samples and bounces, the size, resolution and number of lightmaps you have, the post-processing (denoising) that you are doing to the lightmaps and of course your hardware. It can be much faster using a GPU.

#

APV and probes in general can be faster.

tropic tulip
arctic isle
mental linden
#

is there no way to configure where baked lighting data ends up? i'd prefer to be able to have it generate to a dedicated "lighting" folder or something instead of cluttering up my scenes folder

abstract saddle
mental linden
abstract saddle
#

Dang, that is frustrating. At least the lighting data creates a folder so that the data is someone visually separate from your scene files, since folders are sorted first in the inspector

supple nacelle
#

You might need to make use of the scene menu instead of digging through the folder to open scenes

#

or make use of the filter. Not ideal but if the folder is unusable you have those options to help

#

Though is it not baking into subfolders inside of scene? That shouldn't be making it unusable

distant yew
#

but also check your atlas settings and make sure additional lights are set to per-pixel

vestal tendon
#

is there any way to get 2D lights to respect the sprite sort order such that the light is masked when "behind" a sprite?

primal owl
serene glen
#

Hey people, I've been banging my head for several hours on that one. I have a big circular room and a realtime spotlight against the wall. When looking at the wall from afar, no issue. But when the player is inside the spotlight cone, it randomly culls parts of the light with a stair like effect.
There's no other lights on this scene. Only this spotlight.
Any idea ?

#

I noticed changing the near clip of the camera affects it. If I let the camera still at a place and rotation where the bug happens, and change the near plane, the bug is fixed, but it happens again if I move a bit or rotate the camera.
I tried Light.useBoundingSphereOverride = true and changed the radius of the Bounding sphere but no changes. The light just disappear when I set a radius too low, and the bug is still happening when setting a higher radius

#

Also tried disabling occlusion culling completely but it didn't helped

#

I'm on URP forward +

serene glen
#

Ah, it's now fixed. It was a known issue with spotlight + forward+ on Unity 6000.0.2*. Fixed on 6000.0.30

desert dawn
#

how do you make a spotlight that looks like a disco which moves around like left and right then have this volumetric effect?

rancid lava
#

Hi, I have shadows when I play my game in the editor, but not when I build, any ideas?

timber lichen
#

did u set up ur key?

#

and other stuff?

rancid lava
#

my key?

tropic tulip
#

Hey, guys! I have a small issue with my lightmaps. So, they dont look fine at all. Can you recognize the issue?

#

I see these on my lightmaps

#

Maybe I have to increase samples

#

Check here another detail

#

from the perspective of the house

#

It has to do with baking artifacts probably

supple nacelle
tropic tulip
#

Probably bad looking baked artifacts

#

I have searched for it in unity forums

#

Now playing with the lightmapping settings

#

I just dont want to bake all the time adjusting the values and then I will generate because it takes so much time to bake lighting because I am using CPU instead of GPU and my GPU has crashes when generate lighting no memory.

supple nacelle
agile mesa
#

(hopefully) quick thing, would anyone know how i can disable the blurring/texture filtering at the edges of my shadows? I'm trying to get low-res point filtering with the lights. Also this is in the standard rendering pipeline, unity 6 .46f1

thorny osprey
supple nacelle
#

I also wouldn't expect much in the way of quality if you have a spotlight with a 180 degree angle like that. That creates a LOT of area for a shadow map to cover.

tropic tulip
#

Hey, guys! I still have this issue with lightmap settings. Really not sure what causing it. Check how everything looks like isn't it bad?

tired oasis
#

uh, is this normal?

#

My settings are absolutely minimal. The resolution here is 4

#

At this rate, bake will be done in 4 hours

#

And that's just with this room... i've disabled the props and lights in every other room

#

What the hell?

#

I'm baking with an RX 7900 XTX

#

Highest performace setting

agile mesa
# thorny osprey it looks like your spot attenuation, not shadows for the built-in pipeline, I'd ...

yeah i tried making a cookie in Krita and turning the resolution waay down, kinda like it but not exactly what i'm trying to go for. However, when the spotlight's at 90 degrees it looks almost exactly like what i was going for without all the distortions. I wonder if i can write a compute shader to generate the cookies on the fly, so for example i can offset the edges with a noise algorithm. Problem with that is it's data going from the gpu to the cpu and back to the gpu which is not good for performance

thorny osprey
#

then you can modify the spot light attenuation function to have hard edges

#

I assume you want them all to have it

tired oasis
#

Hey how come adaptive probe volumes don't get baked but the rest of the scene does? It keeps giving me this, even though I very much have baked.

#

On a different note, I have seen people constantly dunking on Unity's lightmapper and suggesting Bakery instead. It indeed looks far better than Unity's

#

But I do not have an nvidia GPU. Am I just screwed then?

fallen island
#

Hi, I have a problem, bc I built my game and in the editor everything is fine, but when I open my game, than lights start flickering and it looks like there is per object limit set to 1 but I have it set to 8. I tried everything and I have no idea what to do anymore.

#

I'm using URP btw

supple nacelle
#

Esp if they seem to flicker as your rotate your camera

supple nacelle
#

yeah, near clipping planes below 0.6 in my current project start producing light flickering

fallen island
#

Ok, I'll change it to 1 and tell you if it worked

supple nacelle
#

The lower the value, the more pronounced

fallen island
#

I changed it to 1 and it doesnt seem to be working.

supple nacelle
#

Probably something else then

fallen island
#

I can be correct

#

But what tho

#

its happening only in build so must be in build setting smth

#

I dont even know anymore

supple nacelle
#

Someone might have some ideas where to look. Whenever I run into that stuff I end up scrutinizing my editor graphics settings to make sure they match the build. And also start stripping things out of the scene to try and reduce the problem down to a very small set of variables.

fallen island
#

Ok, thanks for trying to help.

tropic tulip
#

@tired oasis

#

Have you checked my messages above

fallen island
#

I don't know if it makes sense

#

But smth like this

#

And I think I know how to fix it

#

but I would have to remove control over graphics

#

That shouldn't be a big deal

supple nacelle
#

Ahh, makes sense

fallen island
#

ok nice fixed it

#

Im kinda sad I cant have graphics settings in game but I don't understand urp so no big deal ig

#

Wait

#

no I didnt

#

light is still getting a stroke in the build

#

I was so happy bruh

#

I'll see what happens if I delete urp

#

So I can't not have urp

#

bc everything turns pink

#

tho it's making my game look bad

supple nacelle
#

You can go back to the Built-In renderer, but yeah you will need to rebuild all your textures unless you have them backed up in your git from before the change to URP

fallen island
#

I switched to hdrp but I dont know what to do with this

supple nacelle
#

Anything using the built-in renderer shaders is going to show as magenta, which indicates missing. Cyan means "still compiling"

supple nacelle
#

Yeah, if that didn't get it, you may have to manually rework whatever material that object is using

fallen island
#

so from the start I have to do this yeah?

supple nacelle
#

If that is the shader selected for the material, then it should be showing up

fallen island
#

the problem is I have triplantar shader and it doesnt work so I would have to remake it?

supple nacelle
#

Might be something that has no HDMI equivalent so it couldn't auto-upgrade. Not sure, I am not an expert in any of this

#

But that shader if custom is likely written for BIRP

#

and won't work for URP

fallen island
#

:/

#

I have too much materials

#

I think Ill switch back to the urp

#

and try to solve this another way

#

my triplantar borke

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nvm works just had to save it and add it to the material again

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Im gonna try one more thing - opening scene without the menu so I know if its menu thing

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not menu thing btw

south sonnet
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yea i have the same problem

fallen island
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Later Ill try to change from auto to other rendering thingy and see if that works

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If not - Im gonna give up on this issue for now and try to find if sb had the same issue.

tropic tulip
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Hey, guys! Do you know why the lightmapper doesn't bake any texel at this point?

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What it could be?

hasty condor
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Anyone know why my baked lightmaps disappear when I enter playmode?
It only happens if I'm using light probes. To bake, I'm using Bakery. Render pipeline URP. Unity version 6000.0.47f1

fallen island
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urp is stupid I don't understand what devs were smoking hope sb will help you

supple nacelle
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If BIRP was working for you and you don't need an URP feature... why are you using URP though?

fallen island
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idk it was by default I think or I just know it the most

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btw I tried now changing every setting in quality, graphics, urp assets and camera and nothing

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Too bad I won't be able to test my theories for the next five days

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My theories are: there could be a setting that makes light bounce of of the walls and it makes more lights on one object; there are really more than 8 light sources on one block so I have to make a script that hides every light source that is covered by the wall or is further than fog (but I dont know if its gonna work).

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The last thing can be that range of my lights are too big and its just too much lights in one place.

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But I have no idea why in editor everything is fine.

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Thats twisted.

hasty condor
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otherwise is there like some alternative to light probes cuz i feel like this could be a unity bug
its the same for all scenes even without bakery

deft fiber
# tired oasis

"Create Geometry" step iirc is a part of Enlighten's bake process, which indicates you've enabled Realtime GI which always bakes on the CPU
The workload of a bake mostly depends on how much geometry surface area you've set as Contribute GI, and to receive GI from lightmaps especially
That means small and complex geometry should be set to use probes instead of lightmaps whenever possible, and preferably to not contribute to GI at all
Usually their contribution would be insignificant, and/or they would not get clean lightmaps anyway

deft fiber
# tired oasis On a different note, I have seen people constantly dunking on Unity's lightmappe...

The quality is about the same ever since Unity revamped its lightmapper some years back, before that the choice was clear
What it does have is loads more control and features, but unless you've exhausted the potential of Unity's lightmapper, they're more likely to be overwhelming than useful
Bakery can't bake APVs afaik, but it has its own "bakery volume" lighting system that works on the same principle

deft fiber
fallen island
deft fiber
# fallen island Still I tried I think everything to fix it and I just can't find a solution

Well, seems like many different things could be going on so it's hard to focus on any one
You can have in game graphics settings menu in URP, and the render pipeline assets are a tool to do that
Regardless whether you have the in-game settings or not, the render pipeline asset is definitely not expected to change on its own upon switching a scene, so something in your project or likely scripts is doing that
Assuming you've confirmed that's really happening

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If you feel lost using URP, definitely do not swap to HDRP

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Use version control before mass upgrading assets of your project(s), so you can revert the change as tools to "downgrade" assets are not provided

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Shader Graphs can be manually converted to different render pipelines by adding a render pipeline to "active target" in graph settings