#archived-lighting

1 messages ยท Page 48 of 1

covert stirrup
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You're just not displaying it in the scene view

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Unless it's also gone from your game view

modest bone
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OOOOOOO

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now if I move my directional light around, it doesnt change the lighting of the scene

covert stirrup
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Is it set to realtime?

modest bone
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I looked at every option since yesterday but I can't find that option anymore

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this?

covert stirrup
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no, your directional light

modest bone
covert stirrup
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When you select your light, you see its properties in the inspector

modest bone
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oh right yeah sorry, getting a bit tired, yes its on realtime

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but it still doesnt do anything

covert stirrup
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Did you rotate it or just move it?

modest bone
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I moved it in all directions

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still no shadows moving

covert stirrup
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The position of a directional light does not matter, as it has no real position - the rays only have a direction

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Try rotating it instead

modest bone
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once again you are a hero

tired horizon
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its now all one object, but i still get some ugly parts here.
@timber lichen it looks like you need to correct the surface normals of your polygons, and unstress some uvs. and maybe there are even overlapping polygons

upbeat fern
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@timid oracle you need custom shader, that will lerp parameters

timber lichen
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@tired horizon yeah, i figured it out by not using bools but removing polys manually. Looks pretty clean now. Thanks.

tired horizon
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glad to hear

versed ember
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@cold pasture get Bakery on the assetstore while it's on sale if you can

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it's way better than unity lightmapper

cold pasture
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@timber lichen all my objects are static and any the lighthouse is set, @timber lichen it looks fine when I play test it without exporting it but ill give it a try. And ill check it out @versed ember thanks

native robin
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Hey guys. Anybody got any luck replacing the LightmapSettings.lightProbes (https://docs.unity3d.com/ScriptReference/LightmapSettings-lightProbes.html) object at runtime? I'm dynamically switching between sets of lightmaps including light probes, but in 2019.3 the light probes remain null after I set the object. Not sure if it's intended behavior, probably a bug. Just wanted to ask whether I'm alone and should change my implementation.

Saving the LightProbes object was way easier to implement than to rip it apart, store all the coefficients and then put it all back together when needed. But I even tried that to no avail. The lightProbes variable in LightmapSettings doesn't want to be set, but it also doesn't drop an error.

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The project won't break from remaining on 2019.2 where it's working without a hitch, but the quality of life improvements in the editor would be nice to have. ๐Ÿ™‚

craggy jolt
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Hey, does anyone else has the problem that in the urp in 2019.3 the environment lighting is not working?

cold pasture
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@versed ember does bakery work if i dont have a NVIDIA GPU? It keeps giving me an error abotu it

versed ember
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@cold pasture says in the description of the assets that requires Nvidia x_x

left chasm
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Have you guys got any quick pointers for how to do interior lighting (room without windows, think office bathroom) for the URP/LWRP? I'm looking for a solution that uses at least some real time lights (or clever uses of light probes etc.) as I'm working on a VR game and things not casting shadows believably is kind of a no-go... Everything I try either results in rooms with very dark corners or the use of lights that do not support real-time shadows. Any workflow tips?

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I have seen the pinned post, but I was just wondering if anyone had some tips more specific to my situation

edgy geode
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ive read aobut the types of lighting and the mixed and baked and realtime, but what is realtime vs baked in "static emissives" under "global illumination" in the lighting tab?

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if you set it to baked does that mean going nearby an emmisive won't emit that light onto the dynamic object? whereas realtime means it will? does setting these to baked have as much impact on performance as setting actual light sources to baked ?

modest bone
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I just can't get anything to look nice no matter what asset I download, graphics are maxed, searched every youtube video to get better visual quality and still no positive effects

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and on top of that now my window fog effect (enabled or disabled) creates this abstract eyesore

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the sun rays are absolutely pixelated, everything is pixelated ๐Ÿ˜‚

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I just wanna sleep but I'm the type to stay up until everything is fixed, its driving me insane๐Ÿ˜‚

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what a view ๐Ÿ˜‚ ๐Ÿ˜‚

mystic dew
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@modest bone what is your targeting PC?

timber lichen
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I'm trying to make somewhat convincing dust particles, does anyone know of a way to make a standard particle system to respond to light hitting it? Right now I have these white dust particles that look like snow in dark areas or just when something black is behind them

granite musk
stark temple
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turn up the ambient lighting in the Lighting Settings (window/rendering/lighting). Environment Lighting.

versed ember
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usually when it's black like that it means you haven't done the first bake of light in the level

granite musk
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ok ๐Ÿ˜„

modest bone
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@mystic dew hey, my targeting PC? Never heard that term before and google didnt seem to find adequate info for me either, in fact it gives me multiple different info all from the same wording

versed ember
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I think he probably meant what would be recommended system specs you are targeting. That defines how much you can push certain aspects of rendering

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but I don't think that would help you with the specific issues you're having

modest bone
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@versed ember oh thx man, well I don't mind getting 10 fps, it's more for scenic pictures and stop motion

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I got a 1080ti with an i5 9600k

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32gb of ram

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so I need it to look as good as possible

versed ember
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getting good lighting is quite tricky honestly

modest bone
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yeah, Ive seen๐Ÿ˜‚

versed ember
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I can see if I can give you some pointers, but probably later today ๐Ÿ˜„

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I think I got a decent grasp on it

modest bone
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that would be outstanding

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have you seen the pictures I posted just 1 page above?

versed ember
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I did yeah, I use Aura aswell ๐Ÿ˜„

modest bone
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sweet, cause when I disable aura, all seems to be stable for my windows again, but it just doesn't look as good unfortunately

versed ember
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ah yeah I see

timber lichen
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@modest bone if it is for scenic pictures use and learn a 3d modelling program, blender is for free. A game engine is not really for your purpose.

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In a 3d prog you don't have all the overhead from a game engine and way better results with lightning

modest bone
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@timber lichen If I can just get my windows to not have such contrast I have everything I need with unity, I have the aesthetics I require, everything else would be extra bacon

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Once the windows are fixed, I require nothing else, I am so close yet so far to completion

timber lichen
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Did you use reflection probes and set them to static?

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You can place them in front of the window as cubics and play around with the intensity.

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Also just double check if the windows are set to static and if there is a check mark on UV light maps in the model.

versed ember
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the problem is most likely that the shader isn't working with Aura

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this is especially true if being window they have any kind of transparency

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I had the same issue at some point

versed ember
modest bone
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how do you make it look so good on unity, what are your assets??

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thats my asset I try to create my scene with

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@timber lichen So I looked at the reflection probes and I cant seem to put them on static. I even tried deleting them and it had no effect on the windows even though they reflect

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in the search I cant even find the word window ๐Ÿ˜‚

versed ember
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the assets themselves are from the Polygon fantasy kingdom pack. For lighting I use Aura2, post processing is done with Beautify 2 and light is baked with Bakery

river fractal
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can there be more than 1 global light in a 2d scene?

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I want different lighting for my background as compared to my enemies. Every time i set up 2, one stops working

timber lichen
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heya guys, regarding reflection probes, when I bake it it just reflects the sky instead of the room it's in, this could be because I havent set the environment elements as reflection static, but what if the environment is completely destructable and has a chance to fall apart? will that mess things up? I tried using real-time (which gives me the correct reflections) but I get spammed in the console with the error below while I have the probe selected:

NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Rendering.HighDefinition.HDCubemapInspector.GetInfoString ()

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using HDRP by the way

rain veldt
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Hi everyone. I've just started to learn Unity. I have a huge scene and I use baked GI. It takes some 40 minutes to bake. The problem is that every time I start a new session, Unity bakes the GI from the beginning and this takes 40 minutes every time. Is that normal? Shouldn't there be an already loaded Baked Lightmap somewhere which Unity could just 'load'?

covert stirrup
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Shouldn't update unless you change something, however this shouldn't happen if you untick "automatic bake" under lighting settings

rain veldt
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Thanks

versed ember
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@rain veldt also if you have an Nvidia card I recommend getting Bakery

covert stirrup
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Yeah I just got it today and holy moly!!

versed ember
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right? It's phenomenal

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takes me one minute to bake a scene that unity default lightmapper would need an hour to bake at the same quality

obtuse warren
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spotlight is a child to player since it's going to function as a field of view

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but the cube doesn't seem to light up, this works with other lights such as directional light

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the cube itself is in the spotlight as well

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nevermind it's working, it was only lighting up one side of the cube i'm just dumb

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although bumping up the intensity a bit does help

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you_think_about_that trying to get a sort of flashlight system for a 2d isometric game and this doesn't really seem to work

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the way i'm supposing this would work is if the lighting originates from "up above" in a sense, instead of from the player itself

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apparently, positioning the light like so gives the general impression of what i'm going after but i dont know if it's the best way to handle this

charred dune
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Im having an Issue in with lighting using URP and wondering if anyone here could guide me in the right direction.
The lighting when building to android just get completely destroyed

tired horizon
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is this realtime lights or bake?

charred dune
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mixed

tired horizon
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1 directional?

charred dune
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yup

tired horizon
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after the lightbake you get the lightmap loaded?

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in the light tab

charred dune
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in engine yea

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is there a way to see that on android

tired horizon
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but you did hit the render button not automatic lightbake

charred dune
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i press it my self

tired horizon
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and you did use the right gamma space for your android?

charred dune
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where can i check that?

tired horizon
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settings player

charred dune
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i believe so

tired horizon
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can it be that the missing light comes from ambient light?

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maybe you must trial and error turn of each light and test wich one gets turned of

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either some of your light get turned off, or a post effect is not working, or your lightmap ist not stored correctly.

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also check the renderer settings mabye you forgot something there

rain veldt
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@versed ember what is Bakery? I do have an Nvidia card

versed ember
rain veldt
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@versed ember I don't know if I'm truly doing right when my scene start bake every time I open Unity

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Wow tx @versed ember

versed ember
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yeah you should disable that in the lighting window.

rain veldt
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Tx!

versed ember
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no problem!

zinc nexus
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As soon as i increase the range it goes ok

versed ember
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is that realtime?

zinc nexus
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Yep, mixed

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But for now the lightmap is empty

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looks like the falloff is hard clamped and just cuts off the light

versed ember
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that's pretty weird, have you tried the same thing in a new scene with just some cubes?

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just to see if you can replicate the issue consistently

zinc nexus
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Not really, i'll try soon and let you know!

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I saw upwards that you are using the Synty Kingdom Pack, i'm using the dungeon one over there ๐Ÿ™‚

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Well done with the scene!

fiery berry
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Hi, I made car in Blender, then i exported it as .FBX, in Unity it is too bright when it is close to Directional light, and if I move it a bit it is too dark. What is problem?

summer aspen
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@fiery berry You want to use directional light with some ambient lighting to simulate some daylight scatter.

versed ember
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@zinc nexus thanks ๐Ÿ˜„

velvet flare
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is there any way add lens flares to URP?

dusk fern
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What's the best way to get "decent" lighting while editing the terrain in real time? Right now I'm getting pretty terrible results lol

dim bluff
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does anyone know how to use Open Image Denoise light mapper

versed ember
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@dusk fern seems likle you haven't done the first light bake in the scene

dusk fern
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@versed ember I've clicked the "Generate Lighting" button a couple of times and it's run all the jobs.. If that is what you mean.

timber lichen
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Can anyody point me in a directoin why the top of my terrain like the top of hills /mountains render dark basically black? Using Gaia 2, CTS 2019

vagrant lagoon
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Will this prevent the object from being affected by lightning?

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(If I always want it to stay white)

covert stirrup
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If you want it to not be affected by lighting you should change it to one of the unlit shaders @vagrant lagoon

vagrant lagoon
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Thanks, another thing:

covert stirrup
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Yes you probably want your light to be more intense than the ambient light

vagrant lagoon
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How can I make the other cubes immune to other light than the flashlight?

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And how can I generally improove the lightning here?

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Im totally new to this

timber lichen
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@vagrant lagoon You might have a directional light still active, disable it just to check it's not that

cinder siren
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Does anyone know if it is possible to make the camera capture a GameObject's shadow but not capture the GameObject's mesh?

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Oh nvm

vague rivet
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Getting an issue when baking light onto this desk here. Any idea?

vagrant lagoon
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@timber lichen no its not

timber lichen
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@vagrant lagoon it could be previously baked light, go to Window - Lighting, then select the arrow next to Generate Lighting and click "clear baked data"

vagrant lagoon
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The green lights are spot lights above the green cubes

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I just generally want to improve the lighting.

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To make it look even better, maybe have a little gloom, but I don't know how to add gloom to the camera...

versed ember
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if you mean bloom, you need to add post processing effects. Ether PP Stacks v2 if you're not using urp, or whatever URP replaced that with

vagrant lagoon
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what PP stacks v2

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and urp

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They both cost money

versed ember
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those are not it

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URP is just the new universal rendering pipeline

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which unless you have enabled

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you shouldn't have active

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if you go into the package manager you can find Post Processing Stack v2 to download

vagrant lagoon
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what

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where is that

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I'm new

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@versed ember Where is the package manager

versed ember
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@vagrant lagoon Window -> Package manager. In the top bar

vagrant lagoon
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This one?

versed ember
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yep!

vagrant lagoon
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@versed ember Does it look too much

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I suck at lightning

versed ember
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it's a bit much yeah, don't beat yourself too hard though, Lighting is really hard to get looking nice

supple fulcrum
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If I'm making a top down/isometric game where dynamic/real-time lighting and shadows plays a major role, would I be better off using 3D objects and renderer with a "2D view" or a 2D one using sprites?
I have a 2D project so far and while the shadows do look just like I want them, they don't really take direction into account so I always illuminate the full sprites regardless if I stand in front of or behind them

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Using the new/experimental 2D lighting renderer atm

vagrant lagoon
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What can I do to make the lighting look amazing ?

modest bone
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alright so I put another type of window from the asset store

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and it's still doing that reflection glitch, any way to just disable them all?

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Yes I've tried disabling reflection probes and it did nothing it's driving me insane

pallid osprey
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hi all

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is proper light emission from textures only possible with RTX cards?

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realtime shadows generated by emissive textures i mean

oak torrent
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yeah, that is only possible with raytracing

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baked shadows are possible, and you can also fake it by using an area light with a cookie

mystic dew
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@modest bone its a problem between aura and your glass shader

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if you want nice looking graphic, where are graphic features won't conflict between each others - use HDRP render

pallid osprey
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i ended up faking it with directional light and some scripts to randomize the intensity @oak torrent - fake enough but will check what a cookie is. Would be sweet to assign some pixel or area of a an animated texture to drive values of a light

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ah the cutout thing! will check it again..didn't have good results before but should revisit...or get an RTX card...

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trying to remember the issue..was something like it didn't affect diffuse lighting anymore or something weird

zinc nexus
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@versed ember regarding the lighting issue, it went away alone ๐Ÿ˜… guess it was just an artifact coming from Unity scene viewer.
I wan't to ask you something else tho, how better is bakery compared to GPU lightmapper of Unity?

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Wanna buy it coz it got 50% discount

versed ember
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If you have a nvidia gpu I'd recommend it, it's probably worth it even without the discount

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better quality and a lot faster

zinc nexus
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Got an 1060 ye

versed ember
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honestly for the default unity one I didn't find the gpu to be any better than the cpu

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maybe cause it's still wip

zinc nexus
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It's just that if i bake low quality i get artifacts and if i don't it take SOOO LONG

versed ember
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yeah exactly

zinc nexus
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I'll definitely give it a try, the price looks honest

versed ember
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took 1 minute

pallid osprey
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beautiful

versed ember
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4k lightmaps, 5 bounces

zinc nexus
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1 minute?

versed ember
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ye

zinc nexus
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GPU used?

versed ember
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RTX 2080ti

pallid osprey
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๐Ÿ˜ฎ

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want

zinc nexus
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well that's an hell of a cannon

versed ember
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haha yeah, but it should still be pretty fast even with a 1060

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and ofc you can tweak the parameters

pallid osprey
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i only do live stuff and the new rtx features are super nice

zinc nexus
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I will for sure, still learning bout lighting, i'm a pure programmer

pallid osprey
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i assume there is no way to adjust specular and diffuse strength of a light right?

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or do you just use 2 lights and some grouping tricks..

oak torrent
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if you're using hdrp you can go on indirect lighting controller and do it

versed ember
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I'm the reverse ๐Ÿ˜„ I'm a 2D artist mostly, altho at work I learned a lot about many other subjects

pallid osprey
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i keep getting blown away by unity..wish i started like 10 years ago

zinc nexus
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Creation of aesthetics in games always intrigued me somehow, I like to put my hands in the jam so I'm giving it a try with Synty assets

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@pallid osprey same, they keep on providing new features with lot of old stuff that is still not working as expected..

pallid osprey
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thank you @oak torrent will research now. Trying it with simply disabling specular and emissive mesh..and the light has to be cranked up to insane intensity to get the diffuse i want on the objects..and the fall off is weird.. doesn't seem like the route

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i only started because i saw keijiro's stuff..and in retrospect it was a pretty terrible time to join in...during the whole hdrp pipeline introduction 2018-2019..whew.. and i sucked at github too

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but pretty hardened now

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lately went into webgl and thats a whole different unity even

pallid osprey
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@oak torrent checking it out now. might be a bit different in HDRP 8.0.1 that I have loaded up now. Maybe it def needs a trigger gameobject. Didn't work by simply throwing it onto a hdrp profile

oak torrent
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i think your lighting needs to be baked for it to work, though idrk

pallid osprey
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description does say realtime also

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fighting with it now.. should test it on a blank project or something

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sheesh... these HDRP settings are a whole universe

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also a bunch in the project settings aaa

pallid osprey
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works in a new HDRP template..so must have exploded something in this old Keijiro project. Will try to recover it for science and report

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thanks for the tip @oak torrent - nice intro to expand on whats possible with hdrp

pallid osprey
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very difficult..

pallid osprey
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i was defeated by it

versed ember
pallid osprey
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looks great

vague rivet
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For some reason these couches arent having light baked on them

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I cleared my bake cache, the room is full of light probes

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they are static

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and they look lit up in unity

pallid osprey
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trying to wrap my mind around this stuff right now too. Was messing around with the HDRP template and couldn't get it to remove all past light info..insane

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now cant figure out why Area Lights are missing the render emissive mesh option

pallid osprey
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what the...are rgb cookies a new thing

next plume
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how do I make the faded trees draw over the ocean?

mystic dew
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@next plume render queue?

next plume
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where's that?

mystic dew
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in materials settings

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you will see somethign like render queue

next plume
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I'm extremely new to Unity

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where are the materials settings

mystic dew
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so if trees will has 2000 and ocean 2100, the trees will be rendered first, then ocean

next plume
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I see

pallid osprey
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still no idea how to get the indirect override to work correctly though

high jackal
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Hi I'm developing my first game in Unity and for some reason the light from the light points doesn't spread to other objects, does anyone know how to fix this ?

next plume
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@mystic dew where are the material settings?

mystic dew
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you must watch youtube tutorials

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unity for beginers ๐Ÿ˜„

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click on material

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and you will see that in inspector

pallid osprey
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dont forget to make a new material too, because you can't edit the defaults

next plume
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ah

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found it

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doesn't work

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I set the water's rendering queue to 5000 and it still doesn't draw the trees over it

pallid osprey
versed ember
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those are some slick reflections!

pallid osprey
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cant believe it works. had shadow map at wrong settings but this is with live video on the texture getting fed from KodeLife. pretty sweet. And those are Clayxels which somehow also work

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thought i needed RTX..

vague rivet
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Is there a way to make it so my cube walls dont glow?

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like that

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I want them completely matte

pallid osprey
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is it a single object?

fathom yoke
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is there a reason in the mesh renderer that "recieve shadows" is greyed out. And how can I make that not greyed out

pallid osprey
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what version of unity is that. im looking at 2020 and its Receive Global Illumination now

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and looks like it needs a light probe

pallid osprey
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really confusing how to fight the editor vs built player. As if reflection probes are auto generated in editor game play vs player building

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can get area light with animated livevideo cookie and reflections in editor on play. and pretty much nothing in built player

pallid osprey
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oh man i got it to work

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was so random

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had to use Custom Render texture and not render texture..ffs

old falcon
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Hi i need help in cookies on box lights. I want to use it as a projector where the image is animated and movable.
So far I've got a seperate compute shader that does the moving. A C# script then passes the shader the current frame, dispatches it, and applies the result render as the light cookie:

shader.SetTexture(kernelID, "Result", render); shader.SetTexture(kernelID, "Pattern", currentFrame); shader.SetVector("Offset", offset); shader.SetFloat("Size", textureSize); shader.SetInt("PatternResolution", currentFrame.width); shader.Dispatch(kernelID, resolution/8, resolution/8, 1); projector.cookie = render;

This part is in Update().

So what happens however, is:

  1. in the first frame, the compute shader creates the offsetted image which is then applied to the light component
  2. in the game, I can see the cookie being projected by the light
  3. as the game continues, nothing else happens to the light cookie. No animation, no offset
  4. when I double click the cookie rendertexture from the light's inspector, I can see the image animating in the rendertexture inspector

Am I missing something? btw I'm using Unity 2019.3.9 HDRP 7.3.1

drifting cedar
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Can I tell a mixed light at runtime to become realtime only?

versed ember
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why would you do that anyway?

zinc nexus
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@versed ember playing with Bakery, the result is worth every penny

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It's faster and most important gets insanely better results

cosmic breach
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This is more of a design question I suppose, but should cloud shadows be the same intensity as โ€œregularโ€ shadows, or less intense since theyโ€™re not necessarily solid objects?

All of my google searches are bringing up computing cloud products or assets that โ€œgiveโ€ cloud shadows with a slider.

zinc nexus
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I think the shadow should be more "rounded" but for the distance light-object-shadow projection not for the transparency

versed ember
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@zinc nexus glad to hear that ๐Ÿ˜„ yeah it's really good

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@cosmic breach that depends on many things, mostly on distance from plane where the shadows are projected. In real life, light travels through the atmosphere, hits the clouds and some gets scattered (how much depending on the density of the cloud) making the cloud project the shadow, the fact is that the further away the object is, the softer the shadows will be, allowing for more of the environment light to influence and brighten them

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obviously if you had a tiny clouds and a solid object under a lamp, the shadow of the cloud would still be lighter, cause being translucent things they allow light to travel through them

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where the shadow is fairly bright, partially because of ambient lighting but also because the object itself lets more light through it

cosmic breach
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I appreciate it, I think I know what Iโ€™m after now. conveniently I had clouds cover the sun outside and could actually see it.

timber lichen
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Hi guys, just started adding emissive materials in my project, seeing as Unity is working on a realtime GI replacement, should I be checking the "emission" box on these materials in case that will still be necessary when the new solution drops?

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assuming I need the material so actually cast light, that is.

versed ember
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I mean, you can wait and see? Unless you have tons of materials, but even then

pale walrus
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Hello guys. I have a problem. https://youtu.be/Jhkw_a9WSsc
Any ideas on how to fix the lighting? I know of a few like ambient lighting but that is not where the problem lies... When I added buildings the light that came from the skylight became weaker what makes sense but what is the best way to go around it? My post processing is not helping a lot either ๐Ÿ‘€
Any ideas?

I have added a few new changes to the game. Hopefully, you'll like them!
Link for download: https://www.mediafire.com/file/ltri387p9yqs308/OVER-EDGE.zip/file

โ–ถ Play video
versed ember
#

uh pretty hard without knowing the setup. Do you even have a lightsource though?

#

cause that looks like there's only light from the skybox

timber lichen
#

if your using a directional light just increase the intensity slightly

#

if not, you can increase the exposure of the skybox cubemap?

#

or add a directional light on top?

pale walrus
#

cause that looks like there's only light from the skybox
@versed ember That's precisely it! Is there a way of making it clearer without having do make lampposts with emissive materials?

#

or add a directional light on top?
@timber lichen Do you mean having 2 skyboxes ?

timber lichen
#

no, create - light - directional light

versed ember
#

have you baked your light?

pale walrus
#

I tried baking it so I could get reflections but then I closed unity and It didnt save

#

I thought If I had reflections my lighting would fix itself xd

versed ember
#

well yeah, you need to have your light baked there so you can control ambient light intensity

pale walrus
#

ok should I choose what objects to make static first?

#

ty for you help and patience btw

versed ember
#

yep! Also make sure to reduce scale in lightmap and tweak some settings in your lightmapper

#

like texels per unit

#

and size of lightmap

#

otherwise it will take ages to bake

pale walrus
#

I got some of what you said... Do you know of a, form the top of your head, video tutorial on this topic?

versed ember
pale walrus
#

Thank you my man

#

may God bless u

versed ember
#

no problem ๐Ÿ™‚

vague rivet
#

What should I set reflections to so I have reflections but so the skybox stars and stuff doesnt reflect off everything?

vague rivet
#

welp unity keeps crashing every time I try to bake my lighting. lovely.

versed ember
#

@vague rivet try to switch from Enlighten to progressive CPU

stark temple
#

It doesn't look like you're using reflection probes

#

That should fix a bunch of issues

smoky river
#

Hi

timber lichen
#

Anyone know how to make a light flicker, like a candle?

vague rivet
#

im trying to use bakery and when I render the scene I get an ftrace error

#

unknown error 5510

smoky river
#

Hi

trim elk
#

hi what is the correct light intensity/range ratio in normal conditions?

versed ember
#

@trim elk it's a bit hard to answer your question. What kind of light? What do you mean with "normal conditions"? Cause for one, directional lights have no range (since it represents the sun)

trim elk
#

i mean clean air and light like ralistic light that gets stronger by the amount of distance ^2

#

weaker not stronger

#

in blender you have only intensity, becouse the range is a result of intensity and air conditions

versed ember
#

yeah, the inverse square law of light, so i assume you're talking about point Light. Tbh it's pretty hard to establish what would be "correct" I'm pretty sure unity light already abide by that rule, intensity and range are more artistic controls that allows you to get the look you want. Especially as in real life you get different types of lamps so it depends which one you're trying to mimick

trim elk
#

but all lamps follow this rule

#

even the sunlight

#

sun is just very far away so the falloff does not matter

versed ember
#

yeah ofc

#

what I meant is

#

a candle flame is a point light too

#

a light bulb is the same

#

a photographer lamp is a light too

trim elk
#

spot light the same all the same

versed ember
#

but they all would need different settings

#

to be realistic

trim elk
#

no all the same setting just different power and size

versed ember
#

power and size are settings

#

which is what range and intensity are

trim elk
#

how to convert size to range?

#

i do not think that intensity and range are like power and size, the first both makes sense to me in a phisical world

#

range could be some sort of mix of size and airdensity

versed ember
#

well yeah, it's not like unity simulates air scattering of light

#

but I think you'd have better luck playing around with the parameters rather than trying to come up with any kind of measure conversion. Not even sure that would be possible

trim elk
#

hmm this does not sound reliable

#

unitypeople must have a table how to convert size to range at zero air pollution at least

#

after looking closer to the effects of changing intensity and range setting in unity, there is no way to set up the setting to get realistic light, the light seem to decrease linear and the range just cuts off the light after a distance, which in both parts looks shit

tired horizon
#

in HDRP you have the air scatter effect and there are a few Assets from Assetstore that can do it on their own way to in most renderer integrations of most unity versions.
If you know how this stuff work in theory you could do it yourself also.

rain meadow
#

Thought about just normal mapping noise on plain textures but I think that would add the noise to everything rather than just the edges of shadows/highlights

trim elk
#

but missing air scatter is not the problem if the light without air looks wrong

#

air scatter is just cosmetics

versed ember
#

@rain meadow you need a custom shader to deal with that

rain meadow
#

Like a shader graph or?

versed ember
#

well, that's one tool ๐Ÿ˜„ you can also just code them

#

there are some interesting articles online about it, mostly dealing with code though

#

but I'm sure you can find something already made you can buy

#

I wanted to make something like that as a post process effect but absolutely failed at it lol

#

and the guys from Amplify suggested to try and use per object shaders rather than image effect shaders

tranquil roost
#

Is there a way to change a mesh's shadow to a different mesh's shadow?

#

for example, I want to change this bomb to a donut's shadow

austere canopy
#

@tranquil roost You can turn shadow casting off for the visable object and have a shadow casting only object for the shadow

tranquil roost
#

thanks a lot ๐Ÿ™‚ ill look into that

hollow tundra
#

Whenever I bake my lighting, it comes out like this: is this because the building is a single mesh?

tranquil rose
#

what's your goal? is it supposed to be dark? and is that the actual wall texture or is that the part that's glitching out

#

i don't think it's a mesh issue but i'm not super knowledgeable about lighting

#

send a screenshot of your lightmap settings too

austere canopy
#

Whenever I bake my lighting, it comes out like this: is this because the building is a single mesh?
@hollow tundra
looks like you do not have working Light map UVS in UV2 you can author them yourself in your 3D modeling software or let unity generate them on import

hollow tundra
#

Okay

gaunt vector
rain veldt
#

Hello everyone!
Do you think it's possible in Unity to achieve the 'hiding walls from camera' effects? I mean walls that hide when the camera is facing them.

Just look at this clip from Xenogears at 10:24 look at the wall on the left
https://youtu.be/39DnK6_cfcY

Let's play the seminal PS1 RPG classic "Xenogears"!

We find the adrift Ethos ship, now turned into a creepy horrific ghost ship full of blood-drinking Wels.

โ–ถ Play video
austere canopy
#

@rain veldt Thats basicly the default behaviro unless you make backface culling off in the shader or have extra faces that point to the outside

rain veldt
#

Tx @austere canopy !

timber lichen
#

does anyone know

#

why it looks like that?

summer aspen
#

must use transparent material or texture has the wrong transparency type.

timber lichen
#

this looks a lot better

#

now just fixing the tribe

summer aspen
#

The trunk material here has higher draw order as well

timber lichen
#

Wait am i supposed to put rendering type on transparent?

#

because now when walking around the tree it looke like its rotating with me lolol probably fixing the tribe fixs this too

timber lichen
#

not sure how i fix this

hazy falcon
#

The problem with your tree is the lighting I think.
you should put your material with cutout.

#

and if you generate the lightmap, the render should be ok

timber lichen
#

literally no idea how to generate the lightmap

#

im new to 3D

#

2D luckily doesnt have all this

versed ember
#

Set the object static, or turn on "Contribute GI" and then go into window-render-lighting and click generate lighting

timber lichen
#

where is all that?

versed ember
timber lichen
#

checked them all

versed ember
timber lichen
#

doesnt exist

#

the tab

#

got it

#

how long does this take?

#

doesnt seem to be working

versed ember
#

I recommend checking tutorial on how to optimize it, cause otherwise it can take a long time

wet yoke
#

okay, so i've moved over to the HDRP, but i cant use my old skyboxes, how would i not have to use a physically based sky and go back to the old lighting setup

timber lichen
#

the transparency does it good

#

just i dont want the tribe to be visible in front of the leaves

mystic dew
#

@wet yoke with sky you used before?

wet yoke
#

yeah

#

the skybox > procedural one

wet yoke
#

@mystic dew?

tired horizon
#

every unity Inspector palette has a help icon that in most cases goes to the manual

#

in the manual you find terminology about what you want

#

then you can search in the internet

#

๐Ÿ˜‰

mystic dew
#

@wet yoke oh atm busy, but you can find a physical based sky in HDRP package manager

timber lichen
#

I dont even want to make 3d anymore

wet yoke
#

no, i know about the physically based sky, but i dont want to use that

#

i just want the regular unity skybox

austere canopy
#

@wet yoke in hdrp you can use a hdri skybox that will accept normal Qubemaps

wet yoke
#

no, i wanted to use a procedural sky

#

i've just removed the HDRP package from my project as it had barely any materials

austere canopy
#

waht renderpipline are you using?

mystic dew
#

welp you need read guide about HDRP

#

or use Unity Live Service where are expert will explain to you how to work with HDRP
https://livehelp.unity.com/lesson/5e677f5aedbc2a001fdf0fe6

Unity Connect

The first talent marketplace dedicated to the full spectrum of Unity creators โ€” game developers, artists, programmers, VR/AR developers, and more. Find game dev jobs, source Unity talent, and post tasks to get help on your Unity projects.

hollow tundra
#

Is there a way to generate UV for things already in the scene?

austere canopy
#

you could edit the UV's with pro builder or by code

#

if the model is commoing from a Modleing softer you have its probably easeyer to do it there

hollow tundra
#

@tired horizon You're my hero today

tired horizon
#

glad it helped! @hollow tundra

#

btw you find ProBuilder in the packet manager and then in the tool menu in editor

#

dont forget once you have done the uvs there is a command to make the modell free from probuilder script. *strip pro builder script from slection or *all

#

if you want to use the asset external you use the FBX exporter an it makes you a 3d asset

#

the only bad thing is FBX exporter triangulates, not sure why

#

if you have troubles with Edge normals "creasing there is a palette for that to, it saves you a vertex normal map

#

like in other 3d dcc

hollow tundra
#

That's awesome

#

Also: TFW you change your lighting priorities and decrease your bake time from seven hours to just a few minutes

timber lichen
#

Why does Bakery break Unity's lighting process completely?

hasty yoke
#

Hey guys. The white square in this image is an emmissive material set to baked, and the lighting of the scene is all baked lighting. However, I still need some objects to get realtime lighting. How can I get realtime lighting for the objects that aren't static, while baking the static ones?

mystic dew
#

@hasty yoke use group light probes

tired horizon
#

Why does Bakery break Unity's lighting process completely?
@timber lichen its all a matter of the right configuration, its not braking things it's most likely just that the integration you use must play with unity's renderer, therefore most likely its config matter. maybe you can contact the developer of the integration

old falcon
#

Has anyone worked with HDRP's box light? Is there a way to tile the cookie and make the light intensity have a falloff like traditional spot lights?

hasty yoke
#

@mystic dew looks like exactly what i need, thanks :)

celest onyx
idle schooner
#

Is there any way to get fog to show up in reflection probes?

teal stratus
#

@celest onyx is the light right at the foot of the player? try to put it a little bit higher.

#

also why do you need specifically a sprites shader for that?

#

you can replace those sprite renderers with quads with a legacy diffuse shader

#

@idle schooner as far as i know,real fog cant be used in reflection probes but setting a sphere children of the reflection probe with this setup,with the particle unlit shader with this material properties should be able to emulate fog,be aware,it will block the skybox as well.

#

color can be any color you want

#

i tested it and it worked,but note that if you have the sphere to be sized 0.3 your reflection probe must have a near plane lower than that or the sphere wont draw.

idle schooner
#

Thanks a ton, @teal stratus . I'll try it out :D

hasty yoke
#

I can link settings by request, but i don't want to spam the discord with all of my lighting settings for everything

rain veldt
#

Hi! Anyone knows how to get rid of this strange behaviour of area lights? Area lights' reflections seem not to be aware of any objects in front of the area lights itself.

#

So the area light is well behind the wall. But its reflection is still visible on the floor

teal stratus
#

does that table have right uv maps? @hasty yoke

#

@rain veldt does that area light have shadows? maybe the reflection is not blocked by any shadow

rain veldt
#

@teal stratus no HDRP Area Lights don't have shadows. Or at least this is what they said in Unity doc. There's the shadow option in the Area Light's Inspector but when you turn it on or off nothing happens

timber lichen
#

I have never used area lights before.

river bridge
#

So Iโ€™m making a scene with hdrp and baked lights but light seems to be leaking. Any help would be nice (Iโ€™ll post a photo)

teal stratus
#

did you enable baked shadows for the area light? @river bridge

celest onyx
#

@teal stratus thanks! the Quad method worked! After making the quads I put the shader to mobile vertex shaders!

upbeat ember
#

hi, i have a problem with my light on unity, i don't any shadows and if I move my directional light nothing is happening

covert stirrup
#

Nothing should happen if you move a direction light, only if you rotate it

#

Make sure you have lights enabled in the editor

upbeat ember
#

all is enabled

covert stirrup
#

Should still affect it

#

Looks like it's coming from below though. Does it look the same when coming from above?

upbeat ember
#

yes

#

is not change is very strange

covert stirrup
#

Is it set to realtime?

upbeat ember
#

yes

#

same in game mode the lights are not there

upbeat ember
#

my problem is fix

left chasm
#

How do I make this small but wide plane not use an equally squashed lightmap? Right now the seem where 2 different planes meet is very obvious because of their difference in size.

teal stratus
#

increase its lightmap size or use more narrower planes instead of one wide

supple fulcrum
#

Is there any way to render the lights on top/behind other sprites based on the y-axis similar to how one can render sprites in a similar way using transparency sort axis?

#

Just like the character is "behind" the house, so would I like to have the light not visible through the sprite either

#

Using the Unity 2DRenderer

meager hare
#

Not sure if this is the correct text chat but does anyone know how I could fix this issue with my ceiling lights?

covert stirrup
#

Are your lights behind those planes?

meager hare
#

Yep

#

I placed them there well because its like that irl...

covert stirrup
#

Easies solution is to just turn off 'Cast shadows' on them

meager hare
#

On the covers?

#

or on the light probes?

covert stirrup
#

On the planes

meager hare
#

Alright, ima try that

#

Better now!

#

But I still get those little show effects at the other part...

mystic dew
#

there multiple lights?

meager hare
#

even tho not even the planes around it have cast shadows :l

#

Yep, have 4 light probes

mystic dew
#

use one single spot light with light cookie

meager hare
#

Alright, Ill try that

mystic dew
#

what you doint atm its horrible idea for performance wise

covert stirrup
#

Or an area light if it's gonna get baked

#

Area lights give smoother shadows

mystic dew
#

or use Area light in HDRP that can cast shadows in real-time

meager hare
#

Well it has ran perfectly on my pc tbh

#

Im using realtime

#

Im attempting to make a private office of some sorts

#

Thought it would be ok to do it like that

#

Btw, what did you mean by using cookies? @mystic dew

mystic dew
#

you need to learn documentation about light ๐Ÿ™‚

meager hare
#

Never used cookies, first time actually starting to play more with lights

#

I have played around with lights before

#

well enough to do this

#

But never to make ceiling lights...

#

Do you still recommend me to check out the documentation and see what the cookies do?

mystic dew
#

yea, you can simulate very nice soft light for any case with that

meager hare
#

Oh my

#

It does take effort into doing cookies

#

would this mean that I can sort of blend shadows with other shadows?

#

cause Ill have 4 sets of ceiling lights...

mystic dew
#

4 point light will have sharp ugly shadows

#

one light with cookie will make it look realistic

meager hare
#

So, I can have 4 cookie lights will look more realistic

#

That looks very nice tbh

#

is that using a cookie?

mystic dew
#

one point light with cookie for simulate celling light

meager hare
#

oh my

mystic dew
meager hare
#

And can I find these cookies online?

#

I can tell that makes it more realistic

mystic dew
#

you can buy it on asset store probably or make own

meager hare
#

Got any tips on how I can make my own?

#

I already got paint opened up

#

just dont know how I can get that soft shadow touch that you mentioned...

mystic dew
#

this one pack has nice amount of cookies

#

and its atm on sale 50% price off

meager hare
#

I cant really spend money at all...

#

I guess ill have to make my own

#

Just dont know where I can learn how to make them...

#

Just found this link

#

This looks so god damn nice

mystic dew
meager hare
#

Alright, I think I got it let me try it out

#

Does this look nice?

harsh spruce
#

bro just use the free ones that come with unity standard assets package

#

@meager hare

meager hare
#

WHOT?

#

Tf

#

Alright, let me try that one out!

#

Im trying to put a cookie on the light

#

It doesn't apply for some reason...

#

Thats the video

#

It wont apply the cookie to the light...

mystic dew
#

@meager hare show us your light cookies import settings

meager hare
#

Its set to spotlight

#

look what happened I set it to point

#

Any tips?

#

Somehow these guys made it work...

#

I sort of got it hahahahah

thick silo
thick silo
#

nvm

astral edge
#

What do I have to look into to get lighting difference between indoor and outdoor?

thick silo
#

Post Processing Volume?

astral edge
#

I've tried exposure, but I do not seem to get the results I am looking for..

meager hare
#

I attempted to make my own type of Point COokie

#

it ended up like this

#

That is the cookie

#

I feel like its the same, someone had told me it would look smoother but does not really seem like it

#

anyone got any tips?

#

@mystic dew THANK YOU!

#

My Ceiling lights ended up lookin like this after playing around with the cookies!

#

Not the best result but its definitely better

#

I ended finding out that you dont need shadows once you have a cookie

meager hare
#

Does anyone know how I can deal with this issue?

mystic dew
#

Nice progress

meager hare
#

@mystic dew Do you have any idea of how I can prob get a better effect?

#

I got that which I like a lot tbh, but I get that wierd flat effect..

timber lichen
#

tu vas faire quoi?@meager hare

meager hare
#

Eh?

mystic dew
meager hare
#

je ne connai moui french

mystic dew
#

and change color of light from white to yellow/orange for match colors

meager hare
#

I have several cookies

#

Ima send a cap real quick

#

I made that one

#

But it gives this effect

#

Its literally not apart

#

and it still gave a big gap...

#

Would this be alright? @mystic dew

#

or less range for the shadings outside

mystic dew
#

botton part must be more wide that upper side

meager hare
#

Like that?

#

@mystic dew

mystic dew
#

kinda yes

meager hare
#

All right, ima try it out

meager hare
#

It gave that effect...

#

@mystic dew

mystic dew
#

maybe you doing something wrong hmmm

meager hare
#

So confused tbh...

#

All of them seem to give the flat effect

#

Could it be the fact that I have to rotate the light to make it show like this?

#

Oh my god

#

๐Ÿคฆ

#

Got it now

timber lichen
#

@mystic dew how did u made that

meager hare
#

Alright got it so perfect

#

just ran into another issue now

#

Im attempting to put this on another lamp

#

Light shadows does not show up in the other wall

mystic dew
#

that strange

#

try place light in center between 4 cubes

#

maybe you reach real-time light limit per object

meager hare
#

I dont know, sort of got it working I guess

#

I got that effect

#

its better than before tho

#

Honestly, if it wasnt because you talked to me about this type of effect it would be looking very differently, I really appreciate it!

mystic dew
#

no problem ๐Ÿ™‚

meager hare
#

Next project is to work on the ceiling lights

#

It would be better off If I did a cookie that just has the bottom part of the light right?

mystic dew
#

yep

meager hare
#

Light looks beautiful!

#

Got this issue tho

#

Is there any way that I can probably fix the shadow issue?

#

Fixed it more

#

There we go

#

Got them brighter and everything, but now my issue is that I have those type of shadows

#

Notices this only happened on that wall

#

Ill send all of the walls here

#

The room looks so beautiful tbh

#

but I want to see if I can fix the shadows

tired horizon
#

have you tried double sided shadows?
i think if the walls are one piece and have a little bevel it could look much better to. @meager hare

#

also try to intersect the walls so that the edges overlap more

fiery mist
#

Hello! I have a question about blend probes (this is 2019.3 URP) Why do some objects grab probes from so far away? Here you can see this cabinet door grabbing a probe in another dark room, when there are other probes closer to it. Is there a way to prevent this?

deft sapphire
#

For some reason lighting seems to be coming from nowhere, it only happens when I add two spotlights near eachother at the end of the hallway

deft sapphire
#

I figured it out!

clever hemlock
#

Hey all, having a bit of an issue with shadows... They look sharp and fine until there is movement somewhere else in the camera view, where they become fuzzy and appear to 'vibrate'.

#

Any help would be appreciated.

strong mica
#

Heyyoo

#

Weird problem wi htl

#

with * lighting

#

Lighting emit from outside

#

is only controlled via the directional light nothing else

#

gets affected

#

nvm fixed it

minor ingot
#

i wonder if anyone have solutions for multiple room lightbaking.
I mean i wish i can use additive scene where i can bake each room individually

It is not exterior, but interior probably with tons of lights
although i dunno if i should bake or real time lights atm.

Just wanted some information if anyone have ideas
This is for ArchViz, so i assume i might need to bake for hours.

lusty crown
#

@clever hemlock check out shadow cascades maybe thats it ?

#

it could be that you're going further away

#

try reducing the shadow distance and setting the cascades to 4 just as a test

#

it will cost you performance though

strong ivy
hollow tundra
#

I think this falls under lighting, so I'm postin' here...
I have a problem. I have a first person camera, which is right at eye level, and it sometimes gets in the way. Imagine floating jaws and the like.:

#

But anything I do that hides the head also hides the head in shadow. Like here, I have put the head on a different layer, and removed that layer with the culling mask:

stark temple
#

Check the light's culling mask contains the head layer in that case

hollow tundra
#

Yeah, all the lights are set to "everything"

#

The head does show up in realtime reflective probes, though. Just not realtime lights.

stark temple
#

Odd, try toggling the layers to make sure something's not weirdly serialized perhaps

#

You can also set the mesh renderer to Shadows Only

hollow tundra
#

If I do that, then it doesn't show up in realtime reflection probes.

#

Which, I don't have many of, and I can easily not use them. But I was hoping there might be another solution

stark temple
#

the solution is layers, so it's annoying that's not working

hollow tundra
#

Checked all the layers on and off here, no fix unfortunately

#

I also checked the postprocessing volumes to see if something was wonky with them. Also nada.

#

Are realtime shadows calculated from the camera, and if so can they be forced to be calculated separately?

stark temple
#

shadows from lights are calculated seperately. Post effects that do shadows are handled differently though, but that's not relevant here

#

Though, perhaps I'm wrong about that, I'm seeing the same thing in a test project

#

You could either have a duplicated mesh that didn't cast shadows and was only used for reflection probes, or you could make a shader that does some special clipping. Perhaps by distance to the camera

hollow tundra
#

Oooh. Oooh. A shader. That's brilliant'

#

I was just screwing with shaders in a test project yesterday. That is probably exactly what I need

#

Thank you

#

Out of curiosity...how do most FPS games get around the "head" issue? Or do they just not worry about it

#

ANyways, have a good night. If I figure out a good shader I'll let ya know

lusty crown
#

@strong ivy enable anti aliasing

#

what render pipeline are you using?

azure lichen
#

Does anyone know a good place where I can get a model with every type of map to practice with?

winged tapir
#

Why does this look so bright? I tried tweaking a bunch of things but it's still TOO bright

teal stratus
#

@winged tapir how high is the directional light intensity? btw nice project name

polar river
#

@scarlet quail is just setting the color to something bright enough or si there other things i can tweak to make it more neon like?

scarlet quail
#

Describe "neon like"

#

What does it look like now? How do you want it to look different?

polar river
#

like bright as hell thats all

#

high bloom on it

scarlet quail
#

Increase the intensity of the emission color and reduce the bloom threshold

polar river
#

Increase the intensity of the emission color and reduce the bloom threshold
@scarlet quail so make the emission color brigther thats all?

#

but when i lower the bloom threshhold it applies this overall white filter on everything kind of fog thing

scarlet quail
#

It's a balance

polar river
#

ah

#

oki

solemn quiver
#

hey this might seem dumb but im trying to implement a cookie to a spotlight but when i change the texture of the flashlight (cookie) the light emits a square of white color

#

can someone help?

#

what settings should i use

scarlet quail
#

@solemn quiver Set the Texture Type to Cookie

stable venture
#

Hi! I'm trying to bake lighting for my level, but something is going wrong. The baked lighting on my floor keeps repeating.

#

The left light contributes to lighting on the plane, but that baked lighting somehow gets repeated in all directions. Any idea what could be wrong?

#

It seems like those parts of the plane all have the same UV coordinates on the lightmap, but how do I fix that?

austere canopy
#

@stable venture lightmapping needs non repeading and non overlapping uvs in UV chanel 2

#

You can let unity genereate some if you import the model or you can setup them in the modeling too your model comes from

stable venture
#

All the models have "Generate UVs" enabled. But I think I found the problem. We use polybrush to vertex paint on the floor, and there was a setting "Override mesh" that was enabled on the floor. Disabling that fixed the issue. Thanks anyway!

desert crystal
#

Anyone have any idea? :c

#

Or maybe it's something with the terrain? Because both the terrain and the grass look weird, everything else's fine

#

Nevermind, I selected the terrain and painted a bit and after doing ctrl + z it all went back to normal, strange though, maybe it just had to update

cinder siren
#

Hi, I'm new to 3D + lighting and I have a problem with shadows. Right now I want two GameObjects to be "connected" like in this picture.

#

I found out that changing the bias to 0 will "connect" the shadows but in return I get this weird wavy lines

#

Any other way to make the shadows look good?

timber lichen
strong ivy
neat yacht
#

is there a way to set shadow resolution higher than 4096 in URP?

#

I want to try to get it to 8192, just to see how much of an improvement that would be.

mystic dew
#

@neat yacht why? 1024 soft shadows for 50 meters draw distance is look good

neat yacht
#

because high-quality sharp shadows is pretty much the only graphically intensive thing I plan on doing with this project, and I want them to look stellar, even up close

#

I think I've found a way around it, though

#

so 4096 should be okay :)

alpine relic
#

Hey guys, I hope you can help me! I am loosing batched draw calls due to objects being lightmapped because they are in separate lightmap files - However if i create custom lighting parameters and force it to be in one atlas, the quality drops significantly.

I am developing for Mobile primarily and help on this will be really appreciated!

supple fulcrum
#

Hello! Using the 2D render pipeline, is there any way to "limit" the distance of shadows cast? The preferable solution would be to make them based on the distance from the shadowcasting object but maybe just a mask could be enough to at least limit them?

fringe palm
pale walrus
hasty yoke
#

How can I make the dark side of this sphere significantly less dark? I'd like it to just be a tad darker than the light side, without having the bright side be any brighter.

scarlet quail
#

@hasty yoke Add more ambient light. If you're not baking the light, change "Environment Reflections > Source" from Skybox to Color or Gradient and pick a color for the ambient light

#

The brighter the color, the brighter the shaded side of the sphere.

velvet flare
hasty yoke
manic scroll
#

why it looks better than mine, his graphics is more interesting than mine

teal stratus
#

my view

1)Brackeys has unity plus/pro which allows you to set a dark theme,which looks cool
2)Look at your player settings and set your color space to Linear
3)Im not sure,but he may have added post processing

#

@. Starlk#3366

slender rain
#

Any thoughts on how I can clean up some of these "grungy" shadows in HDRP?

mystic dew
#

@slender rain upscale resolution of shadows

glass flume
#

Hey,
I have a question on Reflection Probes on large terrains.
Should I make one massive static reflection probe, lots of smaller static ones, or one realtime probe that follows the player?

hoary pendant
#

hey guys! I have a question about light baking in URP
i'm trying to follow the light baking process, I put all the objects and directional light as static, and then I put the directional light on "mixed" mode
for some reason the light aren't baking, it's still running on the realtime mode
also, I tried under the lighting setting menu to tick the "Auto generate", but the box and the text are greyed out and cannot be ticked on. attempts in generating lighting maps results with very very bad light maps.
what could be the reason it doesn't work? is URP not supporting light baking?

oak veldt
#

Have u checked ur settings? U may have to enable baked first... windows- light ...there u can enable baked/mixed mode if I remember right

potent fjord
#

hello. I'm having a problem with light. It started when I start changing the sunlight rotation, I don't know what can be happening but in the editor, there is light and it musnt be there. The light scene icon is activated (it must see as the definitive version). Which is more weird is that running the game it looks OK (also in scene and game window), but when stopping the debug mode that light appears again. I remove all lights from the scene and it keeps there what can be happening?

#

1: scene with game stopped with the unknow light source -2: scene without sun light and light is still there -3: scene running, unknow light dissapear and everything looks right (only when running)

hoary pendant
#

Have u checked ur settings? U may have to enable baked first... windows- light ...there u can enable baked/mixed mode if I remember right
@oak veldt ok I found the solution, thank you! I was playing around with the lighting window since you said there's an on/off toggle option, what I found is that I needed to press "New Lighting Settings" and tada.. it works now lol

potent fjord
#

I kind of fix it. In lighting settings the intensity multiplier is 1 and setting it to 0 removes that ambient light in the editor

teal stratus
#

@glass flume depends.
If you want to keep memory and performance as good as possible,just use 1,but reflections may look out of place in some places.
You can use a large static reflection for outdoors and smaller static ones for indoor places or special areas with more detailed objects and where reflection flaws could be noticed.
But if you just want raw quality you can use realtime reflection,at the cost of a very high performance cost

timber lichen
#

hey guys im having an issue with lighting. there is a line along the ground that shouldnt be there. i cant remove it no matter the rotation of the light, type of light. if i move the light to a different location the line moves with it. it will not cast light beyond this line

#

the only light that doesnt have the line is directional

#

fixed it. it was the normal map slider too high on the texture

timber lichen
#

actually if the normal map is more than 0 it causes the issue. great..

covert stirrup
#

Probably means your normal map is bugged

#

This happens if the flat value of normal maps isn't 0.5, 0.5, 1.0 exactly

tired horizon
neat yacht
#

I've already found a solution that results in quality hard shadows, but thank you :)

spark fractal
#

Is there any decent light map/Light probe switcher out there that works in unity 2019?

#

@pale walrus your post processing is disabled

#

Or you lost your light map

#

I can't tell which

pale walrus
#

@spark fractal Thank you for the help.. I forgot to add the layer on the camera ahah

spark fractal
#

Lmao no prob

spark fractal
#

heavy?

stable patio
#

@pale walrus , you are using 3 cameras and a ton of lights

#

Wait 5 cameras enabled? Am I seeing good?

pale walrus
#

No ? ๐Ÿ˜‡

#

Sorted that but for future reference if I wan to create a room with access to cameras positioned in different places other than turning on and off cameras I would have to fake the effect ?

#

Also, if you have another moment I have a few chandeliers on that house from the picture ... how would I implement those lights without creating a problem ?

spark fractal
#

ok so somehow i was tyring a light map switching asset and i completely broke lightmap baking :<

#

nevermind the asset just set the light map scale to every object in the scene to zero

alpine cypress
#

@pale walrus for camera's in different places, if it's using main camera to view. You could just use an empty game object to store position and rotation info to move camera to with a little code.
Otherwise if doing like security can on a monitor, render texture etc.

clever hemlock
#

Wondering if anyone will be able to assist... I have a moving platform but i do not wish to use Realtime lights. I want baked lights as it is for Android and provides better visuals. Please see below videos (first is desired look, second is desired function)

#

DW i have figured it out! adding the bake light to the prefab, and making all gam objects static only for 'Contribute GI' in dropdown

opaque walrus
#

hi all, not entirely sure how to word this problem for search engines, so i figured i should come here and ask since i'm sure this must be a common issue.

i'm playing around with probuilder and now that my map is finished (after rebuilding shared index caches, selecting all vertices and welding them etc.), my lighting still looks like it is being affected by some kind of weird geometry.

#

here are the vertices (there seem to be none misplaced or in any excess, if that matters in this case at all)

#

the materials also use the standard shader

loud gyro
warm salmon
mystic dew
#

@warm salmon probably cuz you tried to bake foliage

warm salmon
#

is there a way to do so?

shadow saddle
mystic dew
#

@warm salmon try to do a primitive from planes that follow palm leaves shape, make then cast shadows only and static

heavy dirge
#

when i got to add a 2D light Unity acts like nothing happened

valid igloo
#

Got my first level finally uv-mapped and textured sorta properly (except the pool). Anyone knows how to get so better looking lighting using URP?

graceful magnet
#

@shadow saddle you're rotating a pink cube in front of a purple background lit by a realtime light in a 2D scene? Is this a trick question? ๐Ÿคจ Not sure what you are asking.

#

@valid igloo
Way too generic a question. Depends on the look you want. Currently it's kind of flat, I'd add color grading in the post processing using filmic to make the sunlight brighter and the shadows darker. Maybe add some inside lights. Sky is very blue, I'd make the sunlight color a pale blue similar to the cloudy sky and contrast that with orange tinted interior lights. But most of this is up to you. Also you need trim. Lots of trim and bullnose tile. ๐Ÿ˜‰

timber lichen
#

Hey, I'm usually using URP (LWRP before that), but I decided to change to HDRP. I created a project using the HDRP template and and a new scene, I put the default post-processing settings, but the problem is that if for example, one side of a cube isn't lighted it is completely dark, the applied materials aren't showing up. What should I do? Add a reflection probe?

stark temple
#

@timber lichen please do not cross-post. Choose 1 channel and post to it.

timber lichen
#

ok

stark temple
#

You should generate your scene's lighting, and add a reflection probe and light probes too. Without probes you're relying solely on the ambient setup in the lighting settings (or pipeline/volume, I forget how HRDP works)

timber lichen
#

Thank you, I'll try it

tame delta
#

I have a few lighting problems/questions

#

if anyone has a bit of time to assist it would help a lot

#

im using HDRP fyi

hoary dawn
#

Baby's first project question (because it is). What causes the diamonds of lighting to appear like this? Light sources: Spotlight on the purple capsule's face, spotlight from the camera, one spotlight in each corner of the map.

reef snow
#

how do i add a glow effect to any gameObject without post proccessing

pallid osprey
#

hiya - anyone play with the Heretic Head asset yet?

#

wondering why the setup is in ForwardOnly LitShader mode instead of Deferred - is it more efficient?

shadow saddle
#

@reef snow emission value on materials

reef snow
#

@shadow saddle will the glow of mats emit on everything else like light points?

valid igloo
#

Maybe the point lights are a bit too bright atm

pallid osprey
#

back to exploring the Unity Heretic Face demo - anyone checked it out? Wondering what the purpose of the custom Spot Angle on the Spot Lights - in the compiled player and in the editor they cause light bleeds, but with custom off it seems correct - i can't find the artistic/technical decision

#

with the custom angle on from the demo scene

#

custom spot off

#

on

old falcon
#

Is it possible to use a RenderTexture as a light cookie? I want to have an animated cloud shadow projected by the sun. But the cookie doesn't update eventhough I see the RenderTexture animating in the inspector.

pallid osprey
#

use a custom render texture

#

it worked for me way more times

#

wasted days on it

old falcon
#

Thanks for the suggestion. Didn't know this exists lol. But still the same behaviour like the normal RenderTexture :/ . I tried another approach by converting the RenderTexture into a Texture2D first. The cookie is updating now but I'm constantly creating a new Texture2D every frame :(.

pallid osprey
#

i do live video into unity and use this a lot..hmm

#

is the area light realtime?

#

oh i remember

#

is this hdrp?

old falcon
#

Oh yes forgot to mention

pallid osprey
#

sec

#

this happened to me too

#

cant find it

#

its something like Dynamic Cookies

old falcon
#

Ok will look for it. Thanks!

pallid osprey
#

ill try to find it now so i dont forget

#

is your scene lighting using baked lights?

#

cant find the cookie setting anymore..maybe its no longer in 2020 and they are just on by default

#

Project Settings - Editor - has some cookie option that was changed

#

i might have had to change that in 2019 or something

#

looks different in 2020.1

#

with this ticked my cookies still work hah so i dunno.. its a bit of a twilight zone moment

#

ah thats for GI baking i think

#

anyway for live cookies you gotta make sure they aren't getting baked at runtime.

pallid osprey
#

no volumes for area lights right?

old falcon
#

I haven't touched the Lighting Settings, so Baked Global Illumination is on. Will see if it makes a difference. I'm not using Area Lights. Just one Directional Light

#

Hm no still no difference

#

Ahh! I got it!

#

The RenderTexture isn't allowed to have a Depth Buffer

#

Hm no. I created the RenderTexture with a Depth Buffer again. But it's still working... I mean.. I'm not mad or anything. But I'd like to know why haha ๐Ÿ˜„

#

Ok I realized that it's working after I've changed something in the inspector of the RenderTexture. But doesn't work again when I recreate it. Weird...

pallid osprey
#

you got it working on a directional?

#

was just trying it and failing

old falcon
#

Yeah but it's so random I've decided to convert it to a Texture2D and set this to the cookie

pallid osprey
#

i dont think i ever got animated textures to work with anything but area ๐Ÿ˜

#

gonna dive into it because i wanted to try volumetrics with live input

#

just assigned the texture to a spot cookie and it seems it broke the texture for the area

#

oh it works..with volumetrics! i think its the enable compatible thing on the texture

#

so once you assign it to whatever it might change

#

woah cool

#

live input into volumetrics haha

floral marsh
#

I'm trying to create an interior level for my VR game but for some reason the lighting get so intense when close to objects that they become very bright to the point it just becomes the color of the light. The color space is set to linear and the point light in the screenshot is set to 100 lumens, range of 10, and with a radius of 0. Even with adding the ACES tonemapping (second image) the light still becomes intense.

pallid osprey
#

possibly might have to use volumes and switch with proximity, but seems odd. is the player the light source?

floral marsh
#

The player isn't the light source but this seems to only be the case when using point lights and area lights, spots lights look fine even when at higher light values.

#

From it seems, I need to change the radius or size to adjust the light concentration then raise or lower the light intensity accordingly. But when I look at the physical light values and try to use them as the value of the light source it looks way too bright.

pallid osprey
#

is this hdrp?

floral marsh
#

Yes, I set up my project so that it uses HDRP

floral marsh
#

I donโ€™t understand why the light is emitting so much even though the value are low like less than 100 lumens.

thin zealot
pallid osprey
#

some issue with the material

versed ember
#

@thin zealot are you on URP or HDRP by chance?

neat moss
neat moss
#

ok got it, it was caused by the AA and removing the AA actually reduced the jaggies and removed the sub-1px lines

warm nimbus
hollow tundra
#

I just wanna say that I wish I had the skill at lighting that the folks at Valve have. This is a about from one of my favorite lighting environments in Half Life Alyx. With two lights (one light source), they change a mood, impact the player's pace, and instill a sense of threat the moment you see it.

gilded zephyr
#

Having a bit of an issue with a room model I've imported into unity, I'm in a HDRP project and the scene is a default HD scene.

The room model doesn't have any thickness but I'm not sure if it needs any to be able to block the directional light from outside the room.

Currently, from inside the room (which has four walls, a ceiling and floor) it appears as bright as day on the floor, as if the light is coming through the walls, so I think my question here is:

Do I need to have a thickness to the interior walls to block light from outside the room?

mystic dew
#

@gilded zephyr select mesh and in cast shadows make double side

gilded zephyr
#

will try that, thanks!

#

mostly worked, but where the ground meets the walls there is now a line of light all the way around

#

still not sure why, have reimported, recalculated uvs etc

#

;-; If anyone has an idea as to why double-sided shadows are causing the above lighting artifacts, pls ping me

covert stirrup
#

You either want thickness to your walls or a shadow casting mesh wrapping around the scene

gilded zephyr
#

Thank you for responding, i think i'm going to increase the walls' thickness cuz at the moment they are just planes.

covert stirrup
#

you can play with the bias of the light as well but most likely there will still be a leak

compact remnant
#

anybody have any solutions for animating light cookies?

#

is it possible to use a shadergraph shader somehow?

thorn hill
#

Has anyone tried adding baked spot lights on URP? It seems like it doesn't show up

sharp inlet
#

It's likely an issue caused by lack of thickness

modest pilot
#

does anyone here know how to achieve source-engine-like lighting?

#

i feel like unity doesnt let you change much as for lighting

#

or maybe im misunderstanding lighting in unity

sharp inlet
#

Source engine doesn't have particularly advanced lighting, even source 2, it's simply how the artist who detailed that level design the lighting setup