#archived-lighting

1 messages · Page 51 of 1

sharp cedar
#

How do I fix this issue?

obtuse flame
#

Make separate UV channels for each model

candid pecan
#

Hey Guys, regarding mixed lights, what kind of shadows do they cast? are they realtime or static?

covert stirrup
#

Well, both. That’s why they are called mixed. You should look up the docs in this, they explain it pretty well

versed nacelle
#

I'm having the feeling that no lightning artist will know this level of detail on CI build level. Any place where I should go with this question?

gaunt hull
frail hill
#

Is there something like a ambient light that ineed to get some light on this tree?

#

as you can see it does have a texture but its not receiving enough light to look non-black

frozen crypt
#

Check your environment lighting.

#

I usually use a gradient.

frail hill
#

i dont see what you mean @frozen crypt

frail hill
#

Ok i found it inside my enviroment profile but it doesnt actually help to make leaves brighter unless i turn it up so high that its annoying for any other place in the level

wet ingot
#

Hello, Just oppened my Unity and it looks like this, its just a 3D project but I remember unity looks brighter, any idea why this happens? I created another project and lightningh looks the same, i´m planning on upgrading my renderer pipeline later in my project but I just want to know why it looks like this and if it´s going to affect when I upgrade to the Universal Renderer Pipeline

haughty jolt
#

Got to Rendering -> Lighting -> Generate Lighting

#

And see what happens

#

@wet ingot

#

Also, anyone here good with URP know why Baked Global Illumination baking never finishes?

wet ingot
#

Thx, it was because of that

timber lichen
#

Hello peeps, I have a question about baked lightmaps. Suppose I have 3 scenes:

  1. For models
  2. For Lighting
  3. Empty scene

It's possible for me to change the Lighting scene and have different lightmaps that are displayed by this combination?
In the attached screenshot I have a daylight setting

mental pulsar
sage vortex
#

Hi! how can I setup diferent lighnting (I mean day and night) for the same scene?

silk lichen
#

These doors get completely black like this after I bake the lightmap

#

any idea how to fix it?

naive edge
#

I’m trying to light a room with no windows, and most items are static but a few will be dynamic. Using LWRP in Unity 2019.2

How can I get my dynamic objects to cast shadows on static objects? Do I have to fake the shadows? I can’t really include a directional light inside of the room, and that’s the only thing that lets me cast shadows on static objects...

teal stratus
#

@naive edge subtractive mixed should work. If it does not,update to URP and a newer version of Unity instead

#

@silk lichen check generate lightmap uvs on mesh import settings

#

@mental pulsar what render pipeline are you using and is the light realtime or baked?

naive edge
#

@teal stratus unfortunately subtractive mixed says that dynamic will cast shadows on static only using a directional light. I’ll check if that is different in a newer version...

silk lichen
#

@silk lichen check generate lightmap uvs on mesh import settings
thx

wanton hinge
#

@naive edge he was right but didnt tell you in an more understandable way,

you gotta use mixed lights, they bake indirect lighting and give you direct realtime light.
in the lighting settings you gotta change the lighting mode to "shadowmask" for that

to let your dynamic objects beeing lit by indirect (baked) light as well you have to place light probes at areas where the light changes.

timber lichen
#

how doess thaat work? i want mixed liightss (good quality realtime close, bad quality bake far)

#

omg why my shadows are pixelish

teal stratus
#

@teal stratus unfortunately subtractive mixed says that dynamic will cast shadows on static only using a directional light. I’ll check if that is different in a newer version...
@naive edge oh i didnt get what you said before but yeah you could have used shadowmask if you were not using LWRP or URP

#

but with urp or lwrp you are forced to use a directional light for shadows in a baked lighting environment

#

how doess thaat work? i want mixed liightss (good quality realtime close, bad quality bake far)
@timber lichen bake lighting with Shadowmask mode,reduce the shadow distance,increase the shadow quality and enable shadow cascades

timber lichen
#

i have that done

#

seems direct lightining works well

#

spot also works well

#

But not Point

#

(I need it for point light)

timber lichen
#

MUST EXTERMINATE, ASSSISTANCE REQUIRED

teal stratus
#

@timber lichen how close is the light to the player object? i see some bias issues

#

is that light supposed to move?

#

if not

#

bake it with shadowmask

#

so you can then reduce shadow distance

#

and have better shadows

#

did you enable shadow cascades?

candid pecan
#

Hey Guys, I have a query regarding the "Contribute Global Illumination" option for a mesh. If that's enabled, does that mean baked lightmaps will be generated? is that required when the mesh is lit by a real-time light as well? Please let me know. Thanks.

jaunty shore
#

Hdrp, btw

#

Oh yeah, also I've turned the metallic and smoothness value to 0

timber lichen
#

nice lava

jaunty shore
#

Unwanted lava unfortunately :/

#

Does nobody has this issue?

hollow ridge
#

@jaunty shore
Change the smoothness and metallic value in the material you are using. Else, I don’t know what’s happening...

jaunty shore
#

I've set it all to 0

hollow ridge
#

So it is maybe in your lighting settings.

#

Like the shadow or something like that...

#

@jaunty shore

jaunty shore
#

Okay, where do i find that settings

hollow ridge
#

Open a tab named lighting settings.

#

Think this is in Window-> lighting->lighting settings.

#

@jaunty shore

jaunty shore
#

Thanks

#

I'll test it

hollow ridge
#

Ok!

jaunty shore
#

Can't find anything correspond to shadow

hollow ridge
#

Hm, show me the lighting settings you’ve found...

#

@jaunty shore

#

Normally there is something about shadow

jaunty shore
#

Sorry i couldn't send photos, basically it only consist of lightmapper settings and GI

#

@hollow ridge

hollow ridge
#

Do you have the baking process at the bottom?
@jaunty shore

jaunty shore
#

Nope

#

In case you don't know i use hdrp

hollow ridge
#

Oh!

#

Hum, I don’t have unity in front of me so i am trying to do it by memory.
But look at the settings of your light source. Is there a reflection probe in your scene?

#

@jaunty shore

jaunty shore
#

Absolutely not, i don't use any reflection probe

hollow ridge
#

This is a terrain layer, right?

jaunty shore
#

Yup

hollow ridge
#

Ok so it, is maybe because the texture is so big that the normal map makes some weird reflection, it happened to me on a rock that I have made huge.
Maybe try to change the tiling.

covert stirrup
#

Does it still look glossy if you remove the normal map?

jaunty shore
#

Pardon me, but where could i change the tiling haha

#

Ole, no

hollow ridge
#

If you edit the terrain layer, you can change tiling.

#

So it is maybe the normal map as I said.

jaunty shore
#

Changing tiling doesn't help

hollow ridge
#

You don’t see it much because your texture is bright but darker texture with normal map means no lights that can show the normal map.

#

Did you try for the tiling of the normal map?

jaunty shore
#

Couldn't find the tiling of the normal, i only found normal scale

hollow ridge
#

Try to reduce it.

jaunty shore
hollow ridge
#

Maybe

#

That means that you have to modify the normal map.

#

And set it to normal map.

#

When you import it, the texture is set to default.

#

Do you have the button « fix now »?

jaunty shore
#

Nope

covert stirrup
#

Yeah change the texture type

jaunty shore
#

What? Like change the format?

hollow ridge
#

Yes!

covert stirrup
#

The texture type. In the import settings

hollow ridge
#

When you go in asset then double click the normal map, something shows up in the inspector. At the top of it there is the texture type, it is set to default but you can change it to normal map.

jaunty shore
#

I see

#

It kinda works, but still kinda shiny

#

Let me try to send a screenshot

hollow ridge
#

And when you remove the heigh map from the texture?

jaunty shore
#

Update: even without normal, its still kinda shiny

hollow ridge
#

If there is one

jaunty shore
#

I don't have height map

#

Only base and Normal

hollow ridge
#

Is the game view showing this shiny reflection?

jaunty shore
#

Yes

hollow ridge
#

Try reducing the scale of the normal map.

#

If it’s done...

jaunty shore
hollow ridge
#

Ok, so the problem is the normal

#

The shine at the left is a little reflection of realtime light.

#

It makes it more realistic

jaunty shore
#

Smh

#

Sorry for wasting your time

hollow ridge
#

No problem!

jaunty shore
#

Thanks a lot though for trying really hard to help me

#

And Ole too

hollow ridge
#

We will find a solution.

#

Try to reduce the intensity of the sun source.

#

And add the normal map.

jaunty shore
#

Sure

#

Light intensity doesn't seems to affect it

hollow ridge
#

Ok.

#

Can you show me how are the settings of your lighting settings?

#

Because sometimes the skybox affect the lighting

jaunty shore
#

And also, i use physically based sky

hollow ridge
#

Can I see the bottom of the settings please? With your image try already using ambient occlusion.

#

Set light probe sample to 0

jaunty shore
#

That's literally the bottom of the settings

hollow ridge
#

Ah! This is the light map settings!

jaunty shore
#

You said lighting settings, this is what popped up

hollow ridge
#

At the bottom of it there is the base of lighting, like the sun source.

#

Try scrolling up, I see that there is something up. Shadowmask etc...

jaunty shore
#

I see shadowmask and baked GI

hollow ridge
#

And no more?

jaunty shore
#

Nope

#

And an environment

hollow ridge
#

Ok, so try for ambient occlusion and reflection to 0

#

Sorry light probe to 0

jaunty shore
#

I did

#

Isn't it for baked lighting? So it doesn't affect the realtime one

hollow ridge
#

Hmm... do you have any static object in your scene?

jaunty shore
#

Nope

#

I guess i could turn the terrain to static right?

hollow ridge
#

Ok try auto generate

#

And yes

jaunty shore
#

Okay

#

God almighty, baking. ETA 43 Minutes

#

Nvm it changes to 2 hours

hollow ridge
#

reduce the light map size!! 1024 is too much

#

Set to 256

#

It will take a few minutes

#

128 a minute

jaunty shore
#

Oops, okay

#

Much better, 1 min

hollow ridge
#

Ok!

jaunty shore
#

Okay, its done

hollow ridge
#

And?

#

Is it good now?

jaunty shore
#

Ah bugger, no :(

#

The baked light maps seems to be pitch black

hollow ridge
#

Ok stop baked GI

#

Unselect it

#

Set the probe to 4 again

jaunty shore
#

If i unchecked the baked gi, the whole ligtmapper settings will be greyed out

hollow ridge
#

Ok only probe.

#

To 4

#

Reduce indirect intensity

#

Not to 0 but like 1 or 2

#

Sorry, .4 or .5

jaunty shore
#

Okay, baking

hollow ridge
#

Wat?

jaunty shore
#

Yeah, man. Idk

hollow ridge
#

Man, find out.

#

Stop all about baking

#

Set terrain to unstatic

jaunty shore
#

Yep

hollow ridge
#

The terrain has parameter

jaunty shore
#

Yes

hollow ridge
#

Can you show how it is?

#

And do the terrain have his old shape and texture back?

jaunty shore
#

Yes

hollow ridge
#

Reflection probe to none

#

If you can

#

And set the material to none

#

Or create one

jaunty shore
#

Yeah, i created a blank material

hollow ridge
#

But there is some white reflection, you see?

jaunty shore
#

Yes

hollow ridge
#

There is some reflections based on the default material.

#

So white glossy reflections!

#

If you set the material with the grass material you have created it can be better

jaunty shore
#

Yeah but i can't figure what is it, the metallic and smoothness is 0

hollow ridge
#

There is always reflections made even if there is metallic and smoothness to 0

#

So set the reflection probe to 0 and material with a grass material.

#

Does it work?

jaunty shore
#

Reflection probe is already set to off

#

In the terrain settings

hollow ridge
#

Ok and the material?

#

Unselect the 2 boxes after draw

#

Think that it is good.

jaunty shore
hollow ridge
#

Ok you are using a shader that is not compatible.

#

Select the Nature -> terrain shader at the top of inspector when you are on the material information

jaunty shore
#

Which one, i found three, diffuse, specular and standard

hollow ridge
#

Standard

#

Or diffuse

jaunty shore
#

It turned into pink

hollow ridge
#

Ok just set the material in terrain settings to none

#

And reset the floor material

#

To standard shader

jaunty shore
#

Pink

#

And the terrain became transparent

hollow ridge
#

The material or the terrain?

jaunty shore
#

Terrain

#

The material is pink, the terrain is transparent

hollow ridge
#

If it is the terrain you should go back to white material

celest leaf
#

guys, how i make a skybox/cubmap in HDRPL, using file format.exr?

#

or how i transform an material skybox to HDRI.exr?

hollow ridge
#

And the material to just standard not nature-> terrain etc...

jaunty shore
#

Yes, just standard

hollow ridge
#

And it is still pink?

jaunty shore
#

I tried this earlier with tree prefab, hdrp doesn't support any shader except hdrp -> lit

#

Yes, it's pink

hollow ridge
#

Ok

#

So set it to hdrp lit

jaunty shore
#

Dude, you can just leave this know, im worried i'll waste your time

hollow ridge
#

Sorry tried my best...

#

Stop at what we have done with normal map.

jaunty shore
#

Im the one who should say sorry, that's lot of your time i wasted

#

Yes, i already stopped that

hollow ridge
#

Ok thank you very much! Maybe you should ask on your computer at unity answer

jaunty shore
#

Yes, this could be a bug too! Thanks you good lad, and sorry

hollow ridge
#

Thank you to you!

jaunty shore
#

See ya, i'll try to fix this problem on my own

celest leaf
#

guys, how i make a skybox/cubmap in HDRPL, using file format.exr?
@celest leaf someone ?

austere canopy
#

@celest leaf you mean from a external tool?

#

or do you mean if you have exr / hdr file you like to set that as the Sky in the hdrp?

clever pollen
#

hey, i just started using those experimental 2d lights for my game, but i can't make it so the light (sprite light) would ignore some gameobjects and also i cant setup shadow casters, they just dont work

celest leaf
#

@austere canopy in vdd, i have a cubemap, but i figured out how to "convert" it to use in HDRP, just need to take any image, change its property, for cubemap and unity already recognizes

lucid brook
#

hey I need some help in baked lighning.

hollow ridge
#

How can I help you?

lucid brook
#

thanks for your quick reply

#

and after I generate it from setting

hollow ridge
#

Yes?

lucid brook
#

its too dark

hollow ridge
#

Ok, can you show me how the lighting settings are?

lucid brook
#

when I change to Mixed lightning it bakes properly

#

wait, giving you result

hollow ridge
#

Ok, so what is the problem. It’s dark?

lucid brook
#

i mean the first pic i gave

#

and the above pic I gave

#

are far different right?

#

first one don't have any lights

hollow ridge
#

Yes, the first picture is only made with lights from the skybox.

lucid brook
#

ohk, but I do have added directional light in the scene

hollow ridge
#

The last one is the combination of the two.

#

The mixed lighting is best to use with baked lights

lucid brook
#

okay, but I'm developing for mobile

#

and I was thinking to used baked Lights

hollow ridge
#

Yup, this is the best to do.

lucid brook
#

but it gives dull scene

#

that's the problem

#

am I missing something?

hollow ridge
#

You set the directional mode to non-directional?

lucid brook
#

hmm yea

#

i will try again wait

#

in this video at 4:50

#

he generates lightning with baked lights

hollow ridge
#

You are using directional lights, the lights go from up to down, right?
So the only things that will be enlighten by the lights is at the bottom the parts that face the light

#

So when you bake you obtain the second picture.

lucid brook
#

I understand

#

but how then mixed lights give correct result?

hollow ridge
#

Because it’s using realtime and baked lighting

lucid brook
#

So when you bake you obtain the second picture.
@hollow ridge which picture you talking about

#

Because it’s using realtime and baked lighting
@hollow ridge ohk

hollow ridge
lucid brook
#

but this is when I delete the data

#

after deleting data it should give black screen right?

#

I mean

hollow ridge
#

How can I say it?

lucid brook
hollow ridge
#

Hmmm....

#

You know when you make a plane?

#

There is a part invisible

lucid brook
#

yes

hollow ridge
#

When a light go trough the invisible plane unity calculate that he can’t because there is a plane

#

When you remove the data, I think that it ignore that information

lucid brook
#

ohk, I see

#

so whats the solution ":)

hollow ridge
#

Directional is not a solution...

#

Sorry

lucid brook
#

okay, I tried point light

#

the scene is dark

hollow ridge
#

Make it at realtime first to see the rendering then make with lights

#

Baked

lucid brook
#

yea I did, its still dark, auto generate is on too

hollow ridge
#

The lights have to be in the room!

#

Augment intensity and range

lucid brook
#

okay..

hollow ridge
#

Remember if the light is not in the room it won’t work!

lucid brook
#

no change

#

using realtime

#

idk whats going wrong

hollow ridge
#

This is weird

#

Try spotlight too just in case, and augment range and intensity so that you can see the light circle

lucid brook
hollow ridge
#

This is really weird...

#

There is not even the gizmos that shows the angle and range

#

Try adding a light maybe

lucid brook
#

yea, wait

hollow ridge
#

Yeah but when you select the light in scene view, is something appearing like a simulation that shows angle range etc...

lucid brook
#

like this right?

hollow ridge
#

Yup, the intensity is to what number?

lucid brook
#

i set it to 1, all the way to 100

#

it didn't had any effect

hollow ridge
#

Ok there is a big problem.

#

Try setting lights to baked and reduce light a little, wait it finish baking.

#

Oh maybe the sun source in lighting settings have to change...

#

A point light for sun source is not right...

lucid brook
#

okay, will try

hollow ridge
#

There is nothing as sun source this is not the problem.

lucid brook
#

nothing works

#

only mix lightning is working

hollow ridge
#

Found it! You set the baking mode to bake indirect! So mixed light will show like realtime lights

lucid brook
#

that too directional

#

it was default ":)

hollow ridge
#

Yup but mixed lights gave you a good rendering, no?

lucid brook
#

yea

#

but it slows down mobile

#

and people use baked lights mostly

hollow ridge
#

So to verify if the lighting are working set it to mixed not to realtime.

#

Then set to baked.

#

Also, it’s recommended to not auto generate.

#

And to generate only when you press the button next to auto generate

lucid brook
#

yes im doing that

#

in mixed its working perfectly

hollow ridge
#

Ok cool!

lucid brook
#

everything great, but changing to bake, is again giving dull

hollow ridge
#

Yeah but wait for calculations

lucid brook
#

done

hollow ridge
#

You can see there is a difference between the first time.

lucid brook
#

look at the size its in KB

#

i changed the skybox

#

thats why

#

size is too small

hollow ridge
#

Light map size is to big I think.

lucid brook
#

in mixed lightning, lightmap size is big

hollow ridge
#

1024 is like 3hours of calculation with baking.

#

Decompress lightmap

#

And wait for calculation

lucid brook
#

it happened in 15 secs like my PC is i3 8th gen

#

ookay

hollow ridge
#

No problem so for 1024

#

No I think light are working now if I am looking at the photo you gave me.

#

Just try to make a good fit.

#

Like more hot light(not in white but in light yellow)

#

Just, are you using a point light?

lucid brook
#

no light are not working yk why?

#

nope directional

hollow ridge
#

That’s why

lucid brook
#

same scene

#

if i delete lights and bake

hollow ridge
#

Make a point with 50 range and 3 intensity at the top of the tank.

lucid brook
#

i did

#

1 min ago only

#

no change

hollow ridge
#

But mixed is doing it right?

lucid brook
#

yep

#

my exact point

#

what mixed is doing

#

baked should do that too

#

and PS
mixed, realtime, anything

hollow ridge
#

Yeah

lucid brook
#

point light is not working

#

for any type, only directional

#

idk whats the problem, its 3 hrs now ":)

hollow ridge
#

I’m sorry taking your time but this is really weird

#

Can you, maybe reset lighting settings? Attention save before doing it.

#

You know what forget it don’t reset it can destroy maybe all what you’ve done so far for your lights...

#

Not destroy but... make you restart from the beginning for the lights

lucid brook
#

not your mistake. instead thank you to guide me ":)

#

okay, will try once

hollow ridge
#

Is realtime a problem for your game?

lucid brook
#

yep

#

mixed only gives 15 FPS

#

too low

hollow ridge
#

And if you try to make an émissive plane from the ceiling?

lucid brook
#

yea, that I can try once for sure

hollow ridge
#

Because this is something that can provide good result on baked lights. And I am better with it.

#

I’ve done more emissive scenes than baked light scenes... Sorry if this is not what you want...

lucid brook
#

i will try once for sure, currently going off

#

thanks for ya help

#

also, I'm using URP, maybe its some Unity bug

#

baked light should work, I have seen vids

hollow ridge
#

Ok

#

Maybe ask to unity answer, there are more qualified people than me that can help you! And it’s better if this is a bug...

#

Sorry for wasting your time, if of course emissive material don’t work...

lucid brook
#

i would anyway waste my time, its not your mistake @hollow ridge , at least I tried everything possible 🙂

#

see ya

hollow ridge
#

See y’a

olive kiln
frozen crypt
#

Looks like you did a Lightmap Pack when setting up your UVs. Set a seam down both sides. @olive kiln

olive kiln
#

I didn’t make this model.

#

It also happens with solid color materials as well. (If that helps)

whole coral
#

is it possible to have realtime shadows in urp? cant find how to activate them, setting "Shadowtype: Hard Shadow" in my spotlight does nothing

#

I want to have my flashlight cast shadows

#

and muzzleflash too

whole coral
#

nevermind, just found out urp doesnt support deferred rendering yet

storm hatch
#

Anyone know why I can see a light in the scene view but not game view?

#

The light turns off if it's placed in certain areas

sharp crater
#

hey unity experts... I know a lot of 3d, but completely new to unity

I'd like to use a noise function to animate a light's intensity going into altspace VR, and they don't allow scripts.

In Maya I'd just use a noise function, and hand code something... is there a way to do it in unity without scripts?

Also if there is a way to do it, is there a way to tie particle properties to the same noise?

thanks!

teal stratus
#

Using noise you are going to need a script . You could try animating the light instead with the animation window

forest rose
mystic dew
#

@forest rose because its area light that will cast light only when you bake light on scene

forest rose
#

So baking is rendering light but can only be seen in game view?

mystic dew
#

baked only light can be see only when you will BAKE light on scene

forest rose
mystic dew
#

seems like you have to watch some YouTube tutorials about basic of lighting in Unity.

forest rose
#

Unfortunate but it looks like its true

#

@mystic dew I will watch tutorials but I would like to know why all the colour from my scene has vanished though so I can get it back to normal

mystic dew
#

probably you have go to Lighting menu

#

and play with global lighting settings

forest rose
#

I know why its like that, Unity takes the colour out of the scene when you search for something so you can find it better with its colour remaining

#

except the lighting isnt an object so it wasnt being highlighted haha

dusty gyro
#

Dumb question... how do I check what render pipeline I'm template I'm using?

errant stream
#

I thinks its in project settings/graphics and then you'll have the name of the assets thats use for your render pipeline

dusty gyro
#

Got it

#

What does this mean exactly?

errant stream
#

Probably that you're using the default 3D render pipeline, or that you deleted the render pipeline asset. You can always import the Universal or The Hd render pipeline from the package manager if you want to switch I believe

dusty gyro
#

@errant stream thanks. Got that imported and am now using the URP.

glad flower
#

Hello, so I have a top-down 2D project and, I want to make my lights to also have shadows, basically I want to make the light unable to light other stuff behind the walls

open sedge
#

anyone here?

teal stratus
#

Hello, so I have a top-down 2D project and, I want to make my lights to also have shadows, basically I want to make the light unable to light other stuff behind the walls
@glad flower URP has some 2d shadow thingys with it. look at shadow caster components and add them to the walls

glad flower
#

Yeah I looked at it, run into even more issues

#

I just bought a lighting and shadows asset for 2D because my patience was just dying

timber lichen
#

@olive kiln generate lightmap uvs. if it still bleeds you can also increase packing margin here manually.

#

holy shit that looks amazing

obtuse crane
#

dang

olive kiln
#

@timber lichen Nothing worked for me. I ended up scrapping the model and using a new one.

teal stratus
#

daaaang thats beautiful

vapid bone
#

I am getting these square artefacts when baking lightmaps. Do you know what I can do?

violet night
#

increase lightmap resolution

hot tangle
covert stirrup
#

There seems to be a mismatch between light sources and light objects. It seems strange when there's a clear source of light but nothing there to cast it

#

What I mean is if you add some lamp meshes where you have the lights, it will make more sense

hot tangle
#

Yup, I'll do that. But, pretending that the lamps are present, what do you think?
Is it ok to leave the character without shadows that casts onto other objects or should I fake a shadow texture underneath the character's boots?

covert stirrup
#

I think it creates a cool atmosphere :) And no, it didn't occur to me that there were no shadows on the character

hot tangle
#

Cool.. thanks.

obtuse coral
#

I'm not sure if this is the best place to post this, but I'm having an issue with a shader graph. It takes in an HDR image and maps it to a skydome (geometry). The HDR's thumbnail when loaded into the project is yellow and blown out, and when I assign the HDR to the shader and put the geo in the scene it's blown out too

#

I'm obviously missing something in how Unity handles HDR's when assigned as a skybox through the skybox shader...

#

Also to note, I'm deploying this over webgl...

#

When in a standalone build it all looks fine, but in webgl I'm getting this error

timber lichen
#

it looks inverted

#

probably

low sand
#

i don't think it's inverted, blue's would turn orange right? i see oranges turning more orange

#

looks way oversaturated

frozen crypt
#

@obtuse coral Its webGL... it doesn't support things like Global Illumination.

timber lichen
#

it supports Baked GI, but the skybox should still work.

#

hdrs as skyboxes should work everywhere.the only think I can suggest is maybe try adjusting the import format stuff.

glacial solar
#

I think he is using it as a "skydome (geometry)" rather than a skybox.. Does WebGL maybe have some limitation where it can only use the hdr as a skybox perhaps?

fallow dust
#

Does anyone know how to turn off the 'dimming' effect where lighting re-adjusts after a bright light? HDRP thing probably

lyric narwhal
#

@fallow dust auto-exposure is on by default. Add an exposure volume override and set it to fixed.

icy sluice
#

Hey All, just wondering if anyone has heard of an update for Shadow Mask baked lighting in URP? Any idea when it will be supported?

fallow dust
#

@lyric narwhal Amazing, thank you.

timber lichen
#

Hey did anyone had problems with baking lights in 2020? This has been happening and I'm not sure whats causing it as the settings are the same as we were using in 2019
Things I tried:

  1. Putting a solid ground
  2. Editting normals
  3. Changing the UV
  4. Increase padding

None has worked so far.

#

The imports are with Weld Vertices and we are with Stitched on.

timber lichen
#

weld vertices I believe require the pairs to be perfectly (about) positioned but not already face between them. if you check the splines at that corner (move it) in max/blender/whatever to see if there is a face tucked in there.

#

but if you open it there you may as well weld them manually if that is the case.

timber lichen
#

Oh I got to solve that by the Filtering options in the Unity 2020 baking menu, set it to none

graceful steeple
#

guys i need help on making an object glow

dusky acorn
#

how i can create a new spherical HDRI map into unity 2019 ? I mean render a new one from scratch. PM, please.

#

i got this tuto but it generate only a legacy cubemap

sinful anvil
#

hi everyone ! Anyone knows why i get those weird reflections ? thanks a lot !

#

the white thing in the water ? sometimes i see distinguahble objects

shell whale
#

Does anyone know of an open source or paid license that has a custom light probe solution? I want to be able to load light probes at runtime and position them where I need

winter echo
#

I have a URP render pipeline, and lights seem to be dissapearing when I add new ones. I tried changing the per pixel lighting in Edit > Project Settings > Quality, but I couldn't find it

teal stratus
#

@winter echo the pixel lights count in URP is in the URP quality asset

#

usually located under the Settings folder in the Assets folder

winter echo
#

ah, ok

jaunty shore
#

Hi, is GI not possible for hdrp without baking lightmaps? So yeah... Realtime

mystic dew
#

@jaunty shore you can use SSGI + Probe Volumes

jaunty shore
#

@mystic dew but my gpu doesn't support ray tracing yet

mystic dew
#

well SSGI and RTXGI its a bit different stuff

#

for SSGI you do not need to have RTX

#

RTXGI give more correct result and request RTX card

jaunty shore
#

I thought ssgi was tied with the ray tracing feature

#

On what version is it? The ssgi?

mystic dew
#

2020.1 or 2020.2 HDRP 9x or HDRP 10.x

jaunty shore
#

Cuz im still with unity 2019.4 and hdrp 7x

#

Oh, guess i'll have to update then

hoary egret
#

I dont know if it has anything to do with lighting but i added a normal map to rocks in my game but now they are black. any idea whats going on

jaunty shore
#

@hoary egret is your rock under shadow?

hoary egret
#

no, it has direct light, I can get a screenshot if you would like.

jaunty shore
#

Sure

#

What render pipeline are you on?

hoary egret
#

the one unity comes with out of the box, I havent gotten any pipelines yet

jaunty shore
#

I see

hoary egret
#

one moment

jaunty shore
#

Did you have your base color map applied?

hoary egret
#

Im sorry im a noob with unity can what do you mean by color map?

jaunty shore
#

Let me send an example

hoary egret
#

alright

jaunty shore
#

So basically just a plain texture with colors

hoary egret
#

Oh ok

#

Im not using a texture with the normal map, just a basic color should I be using a texture?

jaunty shore
#

Didn't you said the rock turned black after you applied normal map?

hoary egret
#

yeah

jaunty shore
#

Try to use both of them

#

Normal map wouldn't work without color map

hoary egret
#

i will try that

#

with both textures it still isnt working for some reason

jaunty shore
#

What happened if you removed the normal?

hoary egret
#

it fixed the lighting

jaunty shore
#

Hmm, so normal is the issue. Can you send me a screenshot of your material window?

hoary egret
#

should i add the map back and send a screenshot?

jaunty shore
#

Yeah, sure

hoary egret
#

one moment

#

the normal map works on the sphere but not on the rock

#

i think it might be the model actually

#

let me try the material on a cube

jaunty shore
#

Wait, did you drag the material onto the model or not?

hoary egret
#

I did

jaunty shore
#

Okay, that's weird

hoary egret
#

I used blenders rock generator if that helps at all

jaunty shore
#

Yeah, maybe try with unity builtin prefabs and see if it'll works

hoary egret
#

its working on pretty well any object

#

just not the rocks

jaunty shore
#

Except the blender model?

hoary egret
#

yeah

jaunty shore
#

What format did you export it from blender?

hoary egret
#

FBX

#

should i use a different format?

jaunty shore
#

Try obj, i use blender too. And i have no problem with it, just incase this will work

hoary egret
#

alright give me a moment

jaunty shore
#

Alrighty

hoary egret
#

nope

jaunty shore
#

Dang

#

Have you subdivide the object inside blender?

hoary egret
#

No i havent

jaunty shore
#

That might as well be the issue, otherwise i have no clue

hoary egret
#

oh wait

#

the model instantly got a subdivision surface

jaunty shore
#

Also, you haven't sent me the screenshot of the material window within unity

hoary egret
#

nevermind didnt work

#

is the material display in the corner of my screen not the window?

jaunty shore
#

Yes, the one with the sliders and stuffs

hoary egret
#

oh yeah ill send you an image sorry

jaunty shore
#

No need to be sorry

hoary egret
jaunty shore
#

I saw nothing odds there except for the smoothness slider set to max

hoary egret
#

adjusting it doesnt seem to do anything

jaunty shore
#

Okay so the normal would work on any model but the model from blender?

hoary egret
#

yeah

#

im starting to think its the rock generator

#

let me test it on an older model of mine

jaunty shore
#

Okay

#

Or just make a cube/sphere inside blender and then test it in unity

hoary egret
#

and now my file explorer is being broken....

jaunty shore
#

Ah, F

hoary egret
#

apparently i cant drag files off of it anymore

#

im going to revert to an older version of my project

jaunty shore
#

Happens to me once in a while, restarting would do it for me

hoary egret
#

when i was using previous models

jaunty shore
#

Ah okay

hoary egret
#

i think its just the rock generator being bad

#

yeah

#

ok thanks for helping me solve it

#

does this server still have the thanking system?

jaunty shore
#

Tbh i don't feel like helping you at all lmao

hoary egret
#

I mean you lead me to the conclusion so i think that counts as helping

jaunty shore
#

Sure, btw you can make rocks manually faster if you use noise texture to generate rock form object

#

In blender

hoary egret
#

ok, ill look into that

#

thanks again

jaunty shore
#

Not a problem

fast moat
#

why do my graphics look so dark and dull? they're supposed to be bright and colourful like the bottom left

fast moat
#

anyone? 😦

covert stirrup
#

Did you bake your lighting?

fast moat
#

nope i've not baked anything

#

its really shiny lol

analog prism
#

Hi guys

#

Any idea why i have this weird artifacting

#

It seems like its something to do with the lods. LOD 0 looks fine but LOD 1 has this artifacting

#

Any assistance would be greatly appreciated

#

I even turned off the blue lights and there is still artifacting

#

This is driving me nuts

#

Also I just have the purple light which is baked 😢

fallow thicket
#

anyone know why when I bake lighting in Unity 2020.1 with URP it removes all my roughness information on my materials?

#

Is it even possible with URP to have PBR materials with baked lighting?

timber lichen
#

still making assets and stuff. HDRP, Deferred. No Baked Lighting. Literally everything here has 4 LOD Levels.

rigid peak
#

sorry if i sound dumb, but my lens flare isnt showing up in my game view. I have an empty with a lens flare component and a lens flare asset. I can see it in my scene view. Help?

#

Ah, never mind. I got it.

rancid coral
#

Can someone help me figure out why my lighting is doing this? It was doing it on a different model that I was trying to import before, I closed and reopened unity, now it's doing it on this one too

#

Idk if it's lighting or my materials

#

seems to be only on models that have unity materials that are just colors

obtuse flame
#

Might be the material

clever vigil
#

I haven't been in unity for a while so i'm a little confused as to whats causing this issue with my shadows. All the bias from the source light are set to 0. Anyone have any ideas on a solution to have the shadows display correctly?

timber lichen
#

@clever vigil what scale are you working at?

clever vigil
#

Nothing out of the ordinary, the shelves are about 1m high for reference

#

This was just the best camera angle to display the shadow error

timber lichen
#

At that size it might not be possible to beat it. But if you plan to use baked lighting it should look OK.

clever vigil
#

What's causing it do you know?

#

If this is a common issue I mean

timber lichen
#

point light shadows can be weird. even on HDRP.

#

also they have a wider area to cover so I imagine it could be precision.

clever vigil
#

Why should scale make a difference if this is 1m or 10m tall?

#

It's like the shadows are offset it's very confusing haha

timber lichen
#

shadow scale is constant in scene regardless of object scale. So a workaround can be to just double your scale.

#

what is your shadow distance set to?

#

but yeah your near plane is where shadows start casting relative to the light.

clever vigil
#

Yeah I can adjust the near plane and such but at 0.1 which is the lowest itll go it doesn't reach the corners

#

The default 150 I think for shadow distance

timber lichen
#

on HDRP it can go even lower.

clever vigil
#

Ah ok I'll look into that then, hopeful that's a simple fix with HDRP then

#

I dont think the project is setup for that atm

timber lichen
#

You can just import the package and it should give you options to upgrade.

However, backup your project (or commit to git, if you are using it).

#

you near plane can go as low as 0.0001 on hdrp.

deep vector
#

Click window, lighting, rendering, at the bottom click bake lights

swift notch
#

what is the best way to give the lighting a red tint, without making everything pure red?

opal sapphire
#

Hey guys, I hope everyone is doing good, I had a question about 2d lighting
when animating a character to open a window to let light in, what's the best approach to animating the room light up. Would it be to draw the room frame by frame with new lighting, or would it be to use the unity built in lightweight package

hot tangle
#

Hi guys, does anyone know how I could recreate the blob shadow projector in URP?

dapper glen
candid pecan
mystic dew
#

@candid pecan reflections of reflections without RTX?

candid pecan
#

@candid pecan reflections of reflections without RTX?
@mystic dew getting planar reflections is not possible without RTX is it?

fallow thicket
#

Does light baking take forever during the GI process for anyone else? I'm doing it in a scene with a single object and it's taking forever

candid pecan
#

Does light baking take forever during the GI process for anyone else? I'm doing it in a scene with a single object and it's taking forever
@fallow thicket what's your scene setup like?

fallow thicket
#

It was just a couple simple assets on a Plane. I found out changing the directional light to 'Mixed' helped the materials look normal PBR @candid pecan

#

I'm finding Unity likes to hang on the Global Illumination loading bar when I bake sometimes. I also found out it bugged one time and I had to restart the engine and it worked again

#

Unity did a few GI processes and now it decided to hang like this for a long time now... Not sure whats going on.

#

oh god it just updated and says it's going to take 142 days haha what the hell?

#

and now it's at 1 hour..hmmm haha

mystic dew
#

@candid pecan planar reflections wont reflect other planar reflections

#

Until you will enable option for that probably

candid pecan
#

oh god it just updated and says it's going to take 142 days haha what the hell?
@fallow thicket there's clearly something in the scene that's causing it. Try shifting to Progressive GPU preview. And yeah, usually it helps to restart unity. Also keep track of you lightmap settings - samples, lightmap resolution etc. - they're huge factors in determining how long build times are.

fallow thicket
#

yeah I'm using the progressive PGU preview. My samples might be a bit high, I'll check that out. Thanks. I'm switching from Bakery to the new Unity native light baker..I wonder if it will be better.

candid pecan
#

Can anyone tell me how to get rid of this weird artifacting that happens when meshes are viewed from a distance? this is most prominent among meshes which have an emissive part in it.

#

Can anyone tell me how to get rid of this weird artifacting that happens when meshes are viewed from a distance? this is most prominent among meshes which have an emissive part in it.
@candid pecan

fading terrace
#

Currently having a lot of issues with the lightmaps, Im not sure what or why. I´ve been tweaking settings for hours now, but i keep getting these horrible Uv-Overlapping

mystic dew
#

@fading terrace show us your models. its modular?

fading terrace
#

@mystic dew Its this Asset called HouseBuilder, where you draw your floorplan and the asset generates the building.

#

Same issue on the outside, the textures are fine, there isnt a single issue before baking the lights, so my assumption is that its a difference in texels or some Ambient Occulusion (As it seems to only affect those corners and crevices that AO would affect, so perhaps the stitching the asset uses may not be recognized properly.)

mystic dew
#

@fading terrace well its common problem for modular mesh. Try to make bigger distance between UV Lightmap merge and bigger lightmap resolution

fading terrace
#

@fading terrace well its common problem for modular mesh. Try to make bigger distance between UV Lightmap merge and bigger lightmap resolution
@mystic dew The resolution is currently on 50 texels per unit. What do you think I should increase it by?
When you say bigger distance between UV Lightmaps, are you referring to the lightmap padding?

mystic dew
#

yea

fading terrace
#

Padding is set to 2, And resolution is at 50. What would you increase them to?

mystic dew
#

well seems like there to many parts

#

better to leanr 3d models and do nice optimized building that will works good with baked lighting

fading terrace
#

I thought about that as well, but this is one building, part of a city. Thats a lot of fully designed exterior and interior building, Im not sure that where I should place my efforts currently. Is there no way to fix this issue? You mentioned the Padding and the resolution, but im still not sure what I should set them to? Would padding set to 4 and resolution at 100 be too much? or whats the balance?

mystic dew
#

well open scene view, and show us Baked light view mode (where is shaded)

fading terrace
#

Like this, or just the shaded scene view with Scene lightning?

mystic dew
#

what is your lightmap render resolution?

#

try make 4096.
That happening because of your model not optimized and have problems in topology like not merged vertex.

#

so really better to do models in 3dMax or Blender or generate in Houdine that use this tool

fading terrace
#

Yea, I think your right

#

but I have to make a lot of buildings

#

And then add that to the learning curve of the software, making it extremely time consuming.

mystic dew
#

well in this case better to use Houdini. Generate whole city and export to Unity

fading terrace
#

Render resolution to 4096 and keep the padding at 2? Any changes to the max Lightmap Size?

mystic dew
#

Because your current models will be even heavy for games 😄

fading terrace
#

Does houdini generate interiors as well?

mystic dew
#

that will be hard, because it mostly generate complex shapes.

#

but if you will make him follow to generate primitive cubes, that probably can work

#

but your idea by using this asset + interiors + city = 1 FPS

fading terrace
#

Currently I haven't had any issues so far, even spawning multiple building 20+ is not showing any performance issues.

mystic dew
#

well that good, until you will go to more complex and density city with furniture,outside props and maybe working street light

fading terrace
#

Yea, that could become problematic, currently I just want to fix this lighting issue, then I´ll tackle other problems as they show up

mystic dew
#

@fading terrace btw from my experience good light baked possible mostly on building with optimized topology like on left at this example

fading terrace
#

Okay, Thanks. I´ll see if I can get the result I want from this asset, if not I´ll have to look into something else.

timber lichen
#

how to have equal lighting on all places

#

like

#

no shadows and everything

#

just pure light

#

im doing a sample map and i want just one light that lights up the whole scene

shell whale
#

That's called "ambient light"

opal sapphire
#

Hey guys, so I used a lightweight RP for lighting. I pushed my changes, but when I try to clone the changes and open up the project i get this error

#

apparently the material does not have a _MainText texture property

#

im not sure what does means, as it worked just fine on my original project, only when I tried to clone it I ran into this issue

#

on the project that works, this seems to be my Mat

#

but on the proj with the issue, my mats look like this

timber lichen
#

while following this video https://www.youtube.com/watch?v=F5l8vP90EvU&t=1s, I noticed that I can't attach the New 2D Renderer Data to the Universal Render Pipeline Asset

We have a new 2D Renderer for 2D games, which includes the features 2D Lights and 2D Shadows! In this video, we're going to take a look at how we can use Unity 2019 and the Universal Render Pipeline (URP) to add 2D Lights and Shadows to our 2D games!

Download the Lost Crypt p...

▶ Play video
haughty jolt
#

So I have this setup for URP, I just want some interior lighting that's obviously baked for the most part but has the players real time shadows

#

I'm using Spot lights, and the shadows kind of look like ass right now, does anyone know what I'm doing wrong?

timber lichen
#

it bakes and finished, i go into play mode and test a bit and when i stop its baking again >:C

#

do i have to use baked lights?

#

it just takes so long in one scene even if i just change a bit of terrain

#

and there is not much besides that terrain

#

and for some reason it rebaked after i exited play mode

covert stirrup
#

Turn off auto bake

#

Then you control when you wanna take the time

timber lichen
#

Also does it have to use CPU? why doesnt gpu one work?

#

oh now it works... before it always switched back to cpu progressive GWmythicalThonkCool

#

anyway look at this mess anyone know whats the problem? xD

#

or rather the solution to the problem of the flickering(?) textures

gloomy blaze
#

Good Afternoon... Are Point Light Shadows only avalable on HDRP? I'm currently using URP

covert stirrup
gloomy blaze
#

Well that's a bummer :c

covert stirrup
#

It's a shame yeah

indigo orchid
#

Playing around with some fog for nighttime

gloomy blaze
#

Does anyone know how to fix that issue where in one angle the light works, but then in another angle it doesnt?

south lava
#

@gloomy blaze can you provide screenshots?

#

Anyone know why Environment Lighting wont work with Skybox? I have a skybox material set but only when choosing "Color" in Environment Lighting it will apply the lighting... I tried changing the skybox but with no luck, I am using URP and Unity version 2019.4

#

also, there is no customization for the environment lighting, should it be like that? (the only one is intensity multiplier but I don't know how it will affect the lighting when applying the skybox)

median osprey
#

@south lava Let's go step by step. I also struggle with all those lighting settings. Switch to the main directional light in hierarchy and check the settings:

#

Tell me, what Mode do you have

south lava
#

@median osprey I found the problem, I just needed to tick "Contribute Global Illumination" and select "Lightmaps"

median osprey
#

@south lava Is it in the Skybox material ? I bet I would be struggling with it in future too

south lava
#

Its in the gameobject's you want to apply the lighting to

median osprey
#

Got it

south lava
#

The "Contribute Global Illumination" thing is a bit odd, because it implies that the gameobject will contribute, but what if you don't want it to contribute? (I'll suggest you read about it before, maybe I did it wrong)

median osprey
#

It won't work for dynamic objects.

#

I think...

south lava
#

It depends if the lighting is real-time or not

#

You can see it here at "Ambient Mode", but it is disabled for "Skybox" for some reason...

#

there should be an option to change it to Real-Time

#

Actually it is disabled for all options in "Source"

#

But, changing the "Baked Global Illumination" below, seem to hide it entirely, so there must be some option to enable the Ambient Mode

elder thicket
#

whats the best way to bake content , say if I bake A and then later at some point I bake B so, it's better to bake A and B together to avoid recursion?

#

My bake keeps going in a loop where it reach 10 seconds and goes back to 6 minutes and keeps going.

gloomy blaze
#

@south lava I Forgot to strike it out; it was the Lights per Object limit. I ended up working around it. Thank you for replying though

indigo orchid
#

Is there a way to make volumetric lights in urp that's easier than this?

median osprey
#

@indigo orchid Couldn't find anything... HDRP has volumetric options and stuff for directional light. URP uses meshes 😦

timber lichen
#

What are some very simple things I can do to make the default lighting look a lot better in a 3D forest environment? I’ve never messed with lightning before and think the default one is bad

frozen crypt
lunar pollen
#

how do i make light pass thru a transparent glass material in hdrp?

pulsar aspen
#

Would it be possible for me to change the color of a shadow, for a specific object only?

timber lichen
#

thanks @frozen crypt

frozen crypt
#

@lunar pollen should be able to set the object to not cast shadows.

lunar pollen
#

is there not a way to tell it to only let part of the light through?

#

also on a different note, now do i fix this

#

one is facing away from the sun, the other towards

#

obviously this isnt what i want

#

my density volume appears to be seeing light thru walls

hot tangle
open harness
#

Darker looks a bit more ominous, while brighter seems a bit off

hot tangle
#

Cool, I was rooting for it too.

prime zealot
#

Is there a way to override Light layers in prefabs? Right now I can only do it through each child objects with mesh renderer??

keen crow
#

When lightmapping I'm struggling to see the effect of a low direct/environment sample count. This entire scene is static and the lights are set to Baked mode. I set direct to 1 and environment to 8 and see no drop in quality. Is my test scene not complex enough? I want to make sure I understand what the sample counts do.

scarlet karma
#

Hello! Using HDRP, is there a way to make an object receive light from a light source but not shadows from that same light source?

lunar pollen
#

How do i make my underground lighting darker in hdrp? the ambient light is bleeding in

errant rose
#

a more photorealistic approach would be to not use an ambient light at all and only a directional light for a global light, with some kind of global illumination plus shadows and ambient occlusion.

lunar pollen
#

how do i make my physically based sky not emit light but keep its shading?

#

the exposure multiplier set to 0 removes ambient light, but then the skybox becomes black

errant rose
lunar pollen
#

im in hdrp

errant rose
#

well it's a bit different but same concept. you disable the skybox for lighting but keep it as a background. look around in the other lighting tabs, the camera settings, and the volume profile settings, the hdrp asset settings.

scarlet karma
#

does GI work on HDRP? I thought I recall reading that it didn't

#

and I haven't had any luck getting it to work

lunar pollen
scarlet karma
#

yeah, I've seen no difference when I've tinkered with that

lunar pollen
#

well it's a bit different but same concept. you disable the skybox for lighting but keep it as a background. look around in the other lighting tabs, the camera settings, and the volume profile settings, the hdrp asset settings.
@errant rose my game has custom mapping, im creating the map on a completely different pc as the one that has th main branch. custom render pipeline settings isnt an option, nor are custom camera settings

errant rose
#

@scarlet karma i know that Enlighten only works for Built-in RP. HDRP does support the CPU/GPU progressive lightmapper. HDRP also has RTGI (ray traced global illumination) (newer GPUs only) and SSGI (screen space global illumination) support is coming soon.

https://docs.unity3d.com/Manual/realtime-gi-using-enlighten.html

https://learn.unity.com/tutorial/create-and-calibrate-an-illuminated-object-using-hdrp#5dada983edbc2a001f64a5b7

Unity Learn

In this tutorial, you will learn how to use the emissive properties of HDRP Materials to contribute to a Scene’s Global Illumination.

lunar pollen
#

i saw that, but wasnt able to find a lighting over ride mask in my hdrp asset

#

wait no

#

i found the lighting over ride mask, but it was unclear how to use it

#

wait i maybe figured it out

#

ok so i got the opposite of what i need. the physically based sky component now controls the ambient lighting, not the skybox

#

i added another visual environment volume, and no i have 2 skyboxes that are fighting eachother

scarlet karma
#

@errant rose thanks for the link, that's a start! it looks like realtime GI isn't available in HDRP yet, is that correct?

errant rose
#

@scarlet karma i think currently only realtime raytraced GI via DXR, aka RTX. But SSGI (that will bring real-time GI to many more GPUs / platforms) is coming soon though, by the end of the year likely for Unity 2020.2 /3 + HDRP 10

timber lichen
scarlet karma
#

@errant rose nice, thanks for the info! I'd been teetering on the bleeding edge until netcode stopped working in 2020.2 for me 😦

errant rose
#

@scarlet karma ah yeah i hear you, i am sticking to Unity 2020.1 for now.. maybe I'll start using 2020.2 when it's later in the beta cycle and final release is imminent.

scarlet karma
#

@errant rose not sure if you noticed the question I put up prior to the other convo we've been engaged within, but since I have your attention and you seem knowledgeable, I'll ask :)

do you know if it's possible to set an object up to receive light from a light but not shadow? I've tried using light layers, but I've found that if an object receives light, it also receives shadow, no matter how I poke at it

errant rose
#

Hello! Using HDRP, is there a way to make an object receive light from a light source but not shadows from that same light source?
@scarlet karma i found this thread on the forum: https://forum.unity.com/threads/cant-disable-receive-shadows-on-specific-object-using-hdrp.566113/

scarlet karma
#

wow, I simply don't have that response from you in my history! lol

errant rose
#

I just responded to it now, you're not crazy

scarlet karma
#

oh okay, I thought that was a quote of my first message

errant rose
#

it is, i just scrolled up

scarlet karma
#

I thought I was losing it, or discord was failing me (again)

#

sorry, a quote of my first message and a response from you*

#

yeah I've tried shadow layers too, not working as I'd expect/in a way that will work for me

#

(deleted messages because I realized they weren't quite accurate)

#

if I choose anything other than "Default light layer" in the shadow layers selection of my light, I get no shadows anywhere

#

so by doing this, I can get a lamp that casts no shadows on any object, not selectively casting shadows to only the objects I desire

#

I could duplicate my light and hack that together, but I feel like that shouldn't be necessary

#

(apologies for the potentially confusing explanation, it's a goofy one)

wet locust
#

anyone know how I may be able to cast a shadow on an otherwise invisible object?

scarlet karma
#

@wet locust so it receives shadow but is otherwise invisible? not sure if it's the best way, but you could use a grab pass or the scene color node if you're using shader graph, and use that as the albedo.. it'd otherwise be unlit. I think that'd work

wet locust
#

@scarlet karma unfortunately my project is stuck in Unity 2017. Shader Graph is the new(ish) shader making thing for 2019+ right?

scarlet karma
#

I'm not sure when it came into existence, but I think it's been used since ~2018ish and is used with the URP and HDRP, yep

#

are you comfortable with shader creation at all?

wet locust
#

yeah dang, this is on standard pipeline '17

#

I actually can't program. I use PlayMaker

scarlet karma
#

@wet locust I was attempting to throw something together for you quickly, but I don't have an older project stood up. I'll see if I can put something together for you.

wet locust
#

thanks. Any help is appreciated

hexed fossil
#

Hey all, I'm playing around with point lights and set them to baked. None of my objects are able to cast shadows, even set to static. Does anyone know why?

Here is a primitive cube and a probuilder cube

#

Oh and I also disabled directional light

#

and this is in Universal Render Pipeline if that helps

weak pine
timber lichen
#

how can i generate lightmaps faster? i have a 100x100 plane with a material of max smoothness and a reflection probe of the same size, both set to static, and a single directional light, but when i hit generate lighting the estimated time increases to over an hour

#

that's the entire scene, and it still isn't happening, i don't know what settings i might have wrong

#

i tried halving all the settings

#

seems to be no change

#

the estimated time just continuously goes up

#

even with settings this low it does it

timber lichen
#

ok i think maybe i was maxing out on system memory and that's why it wasn't working maybe

balmy vine
#

Unchecking Baked Global Illumination is the only solution to reduce generation and build time I'm aware of. @timber lichen

#

Good news is I've found it looks better realtime, just costs you in performance

timber lichen
#

redid all my meshes (and prefabs) and happy so far (legacy renderer) .

#

except for the part wher I need to adjust door height

lunar pollen
#

how do i manage ambient lighting intensity in HDRP

scenic pawn
#

All of the sudden (I can't remember changing any settings) the lighting started acting up in my scene, no changes to this ground material does anything, before it had a nice reflection but now it looks very bland, any idea what could have happened? Its just a directional light and a flattened cube

silk lichen
#

they started showing up after I increased the intensity multiplier from 0 to 0.5

hot tangle
#

@silk lichen Try increasing the lightmap resolutions until you get it right?

#

@scenic pawn It probably used baked lightmap, maybe generate again?

teal stratus
#

why are these blobs appearing on lightmaps ?
@silk lichen 1: Try enabling a denoiser in Filtering- Advanced - and set every denoiser to Open Image Denoise (or prefer Optix if you have an nvidia gpu)
2: If you are willing to wait a longer time, increase sample counts

#

i think those blobs are noise

#

so you need either more samples or a denoiser

scenic pawn
#

@hot tangle thanks for the response! I noticed that I had auto-generate unchecked, so I created a new lighting settings and clicked generate, then checked that box, but no change, it seems to be a problem with just the floor not reacting correctly to lights, I will send another screenshot

lunar pollen
#

is there a way to make skybox/ ambient lighting not go through walls?

lunar pollen
#

answer: reflection probes

hot tangle
#

@scenic pawn I'm guessing the floor won't move in your game, so I would suggest you mark it "static".
And, check the material, it is possible that the material has a black color or is set to unlit(if you're using URP). Set the point light to use mixed lighting, then click generate on the lighting settings again.

timber lichen
#

Not sure if this should go under terrain or here but I'm having an issue with seam artifacts when baking my lightmaps. In the editor it displays fine but in-game theres a sharp defect in the way the lightmap displays

EDIT: nevermind, i figured out how to get a useable uv map to avoid bad seams in visible areas

#

This is supposed to be a rocky outcrop/overhang on some cliffs

barren idol
scenic pawn
#

@hot tangle that didnt seem to work, its ONLY the floor, some strange setting switched (I think when I imported some assets) and here is the difference before and after

hot tangle
#

@scenic pawn Which pipeline are you using? Is there a simple way that I could replicate your scene to see if I can be of any help?

scenic pawn
#

@hot tangle thanks for the response, I am not using a render pipeline at the moment (so just the default one?) and the only thing I can think of that I changed was importing some assets from here (I dont know if this matters or could change anything) - https://www.raywenderlich.com/1142814-introduction-to-multiplayer-games-with-unity-and-photon

raywenderlich.com

Learn how to make your own multiplayer game with Unity and the Photon Unity Networking (PUN) library.

timber lichen
celest ice
#

Hi everyone, I was following a tutorial that was basically making a DOOM clone.

All the sprites are 2d, except for the walls which are just a cube model textured with a 2D sprite.

How would I go about adding lighting to this? The texture im using for the materials is currently "Unlit/Texture" I don't see a "Lit/Texture" equivalent so im not sure even what shader to use on my materials

teal stratus
#

Use the standard shader

#

for the 2D sprites use the standard shader with cutout mode

celest ice
#

ok! thanks, will the lighting look weird because of the mix of 2d and 3d? or should it work out okay?

#

I've only really used the liighting system once and it was in a pure 2d game

teal stratus
#

It will probably look a bit weird on the 2d objects sometimes but that depends on where you place the lights and if you use shadows,etc

#

or how do you set up lighting in general

#

for example you can use baked lighting with light probes

#

faster and should look ok

#

idk what are you trying to approach tho

celest ice
#

that sounds like a good place for me to start messing with and see where I can get. Thanks a lot!

teal stratus
#

np

iron coyote
#

Anyone here who's had issues with shadows flickering when moving the camera, both in editor and build?

It's something that started showing in our game, and It's extremely jarring, and I've tried almost everything...

Hope to dear god someone can help with an answer.

A "Technical Wizard" credit will be given in the credits, because i sure as *** have tried almost every solution I've found online, next to spirit cooking with moloch, and nothing as changed..

mystic dew
#

@iron coyote you have to upscale shadow resolution maybe?

iron coyote
#

@mystic dew Do you know where it's located? We're using HDRP, so it's not under "Quality Settings".

mystic dew
#

@iron coyote you have to edit HDRP Asset file or click on directional light in change shadow resolution

iron coyote
#

I just found it on the light sources, and set them to 2048 (Ultra in our HDRP Settings).

Still doesn't remove the flickering 😦

mystic dew
#

@iron coyote try to lower shadow draw distance?

iron coyote
#

@mystic dew Hmm, set it down to 50, but it still persists.

Don't know what happened, but this started happening now:

#

Looks like it was Contact Shadow acting up.

Setting the length to 0 removed it.

But the flickering adventure still continues 😦

hot tangle
#

@scenic pawn Perhaps you need to create a new material and apply to your ground cube. I can't seem to create the problem you have here.

timber lichen
#

also - your HDRP is set to deferred?

scenic pawn
#

@hot tangle I went ahead and just created a whole new scene, and the problem was gone, I still have no idea what happened but it seems to be good now, thanks a lot for the help!

timber lichen
#

how do i disable so that the light doesnt affect any walls or such like the wall on the right is black now instead of blue like the one on the left???

storm hatch
#

@timber lichen It needs to be set to static to get lighting assuming the light is baked

timber lichen
#

how do i do that?

storm hatch
#

top right of the inspector there's a checkbox

violet night
#

dont really get it, probably can just set the culling mask in your light component to not include the layer for the wall layer object, but also mean the light can cast through the wall

#

or use unlit shader for wall, so all the light wont affect the wall

timber lichen
#

where can i find unlit shader?

violet night
timber lichen
#

your a genius thank you

#

it fixed everything now

jolly glen
#

can i have some help

timber lichen
#

hey

#

@gentle anvil

#

can you kind of explain

#

yay

quaint yew
#

does Unity have support for PBR material baking? (PBR Material + lighting info ----> 1 texture??)

#

i saw this technique used in a GearVR demo, but it was done in 3DSMax + Vray then brought into Unity

hot tangle
#

Hey guys, does anyone know how I can replicate the blob shadow projector from the standard assets for URP?

keen pagoda
#

Cant get reflection probe working

#

What am I missing?

covert stirrup
#

You mean the perspective should change when you move @keen pagoda?

keen pagoda
#

It flips suddenly

#

very jarring

jolly glen
#

I need help setting up the HDRP

#

I’m getting a lot of errors

orchid fjord
#

anyone knows what this white spot doing on my mesh ,it is not a part of the texture I am applying to the mesh and the problem is occuring after i baked lights.It glows to much after I apply glow in post processing 😦

jolly glen
#

I’m getting this problem in the camera

orchid fjord
#

I am getting this at scene view and playmode

#

is it broken?

jolly glen
#

And this is what the render pipeline wizard looks like

orchid fjord
#

you created hdrp asset in project panel right?

jolly glen
#

I think?

#

I just installed the HDRP in my project

#

And I ran the wizzard and got all these errors

#

I’m clicking the fix buttons but nothing is changing

orchid fjord
#

hmm

#

see this

jolly glen
orchid fjord
jolly glen
#

^

orchid fjord
#

hmm

jolly glen
#

This isn’t a fresh project

#

It’s had like 2 months of work on it

#

So I know that has to do with it

#

This is the first time I’ve messed with lighting

orchid fjord
#

you also creted the hdrp assset and the renderer?

#

and assigned the asset to the renderer?

jolly glen
#

Isn’t that what I sent above?

orchid fjord
#

I didnt worked with hdrp before but I think it has the same installation process as of the URP

#

but anyways

#

ask someone at general code

jolly glen
#

But it’s not code?

orchid fjord
#

right but you can ask as they might know

jolly glen
#

This isn’t my code

#

Oh

orchid fjord
#

like you know coding but you also know other stuuf

jolly glen
#

Is it too late for my project is it not possible to do convert this late?