#archived-lighting

1 messages Β· Page 52 of 1

orchid fjord
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@jolly glen dont know

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i think you should check installation of hdrp once more as you might get what the problem is

jolly glen
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Yea I’m just going to start over. Make a new HDRP project and import over the assets

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And hope to god that I can fix all the problems

orchid fjord
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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 😦
@orchid fjord help?

little mason
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Hey could I get some help with lighting I am super new

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I'm trying to make a super basic city with unity and there is this ugly black shadown on the building

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how do I fix this

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I tried moving the directional light around but nothing happened

balmy vine
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Any idea what's causing this?

jolly glen
teal stratus
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why isnt the reflections working
@jolly glen Try box projection

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Any idea what's causing this?
@balmy vine low shadow resolution or low shadow bias

jolly glen
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What’s box projection?

teal stratus
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its an option in the reflection probe

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the probe instead of being projected at an infinite space

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gets projected only in the specific box

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try it

twilit oasis
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i baked a light and this happend how to to fix this ?

covert stirrup
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Are you building for android?

twilit oasis
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yes

covert stirrup
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Then you should go to build settings and change texture compression to ASTC. And go and do something else because it's gonna take a while

twilit oasis
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what is ASTC

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i am not currently building i am just backing light

covert stirrup
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ASTC is a texture compression format. It takes longer to compress but will create way less artefacts on your lightmaps

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The issues you're seeing is due to the compression

twilit oasis
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so how can i do that !

covert stirrup
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Already told you

twilit oasis
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i am using standard pipline

covert stirrup
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Then you should go to build settings and change texture compression to ASTC. And go and do something else because it's gonna take a while

twilit oasis
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i fixed i just uncheck the compressed lightmap in lighting setting and now its fixed !πŸ’―

jolly glen
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Can someone that’s experienced with HDRP help me?

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I have a lot of simple questions

keen pagoda
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I had this question a few days ago and no answer.

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[SOLUTION] If you experience the same issue. My terrain meshes were dynamic batching - which caused the reflection calculation to go haywire. Setting the material to GPU instancing has solved the issue.

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[SOLVED]How do I stop this from happening?

versed olive
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I recently upgraded to HDRP and when I re-baked the lighting for the scene, I left the characters in the scene. Now the scene looks great but the characters are all very dark, even black. How do I fix this? I thought I set them to be lit dynamically...

hollow forum
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This is my issue

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It dosent render the shadow correctly

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Bias seems to be the issue

hot harness
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hey anyone know any good glow shaders

sick plinth
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I am having a issue where when I bake my lighting, all the lights are barely visible

brisk comet
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that golf thing! I just learned about this the other day, they don't have any of these near me at all. Seemed interesting!

timber lichen
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this has only been happening today, it was originally using realtime GI but i turned it off and now it just always does this

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just this giant square where the lighting is different

neat yacht
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bit of an odd question, but is there any way to create a 'mask' for a lighting render pass?

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I'm using some stuff to write to the stencil buffer and want to use that to determine whether or not a pixel should be lit by a given light.

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this isn't the immediate thing I'm working on, but it's the next step after this one, so I figured I'd ask early.

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of note, this is on the legacy renderer.

stark temple
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@timber lichen generally when there's a square it's something like reflection probes only being in one location, or not having enough blending

hoary copper
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@keen pagoda did you have multiple reflections there?

versed olive
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I changed my default lightmap settings for the hi-res option, how do I reset them?

keen pagoda
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@hoary copper Thanks. My terrain meshes were dynamic batching - which caused the reflection calculation to go haywire. Setting the material to GPU instancing has solved the issue.

hoary copper
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I see. I had same problem actually. I can fixed it by making my probes not collide wach other

upper tartan
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Hey guy I am wondering about lighting, can I blend a spotlight point light and area light together?

crystal pewter
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just a simple question: how do I add skyboxes in HDRP?

primal garnet
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Hello everyone! I've got a problem with my point lights. As seen in the screenshots, they work just fine in unity, meaning the traffic light is also lighted, while in the built app this doesn't happen. The light is a child of the pole, if that helps. The lightmaps aren't built yet either. What could be the problem and how do I solve it?

covert stirrup
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Make sure your Quality settings in editor are the same as in your build @primal garnet. The amount of realtime lights depends on this

primal garnet
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Alright! I will look at the values later today. Thanks for the help!

sick plinth
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I am still having the issue where when I bake my lighting, then all the lights basicly turn off

haughty plume
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Hi i don't suppose anyone here could anyone here explain to me what Screen Space Shadows do, and what pros and cons there are? or point me to some documentation that isn't 'screen space shadows are shadows that appear in the screen space, you can turn this on or off'? would really appreciate it πŸ™‚

shell whale
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@primal garnet I wouldn't do that with lights. I would just update the material's emissive value and have a texture for it. Also, because having that signal cast lights into the scene is likely unnecessary

primal garnet
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Alright, I'll look into that aswell

teal stratus
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Alright, I'll look into that aswell
@primal garnet or at least if you want to use a lot of lights with the poles use Deferred rendering path. Allows for infinite pixel lights + better post processing effects in some cases

primal garnet
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I've went for emissive materials...although I did bump into a problem I'm still trying to fix

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because the lights really took a toll on the framerate, especially since it's a mobile game

primal garnet
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So, i set the green light to an emissive material, but it doesn't generate any lights. All the objects nearby are static, and baking doesn't fix it.

graceful swan
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@primal garnet you might want use post processing to generate bloom on the greenlight. emissive materials also need intensity of your emissive color in the material.

primal garnet
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The intensity was 4.46, last time I checked

violet night
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try add point light or area light

primal garnet
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I removed them because they caused performance issues

violet night
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ya, realtime light definitely use up some performance depend on how many you have, Emissive light only work in baked lightmap not in realtime

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the only way for you to have realtime light is use point light. To optimize it, you can disable shadow to improve performance. If you want to keep the shadow, use baked + lightmap for your dynamic object can catch the light

paper gorge
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why does it look like there is emission/light inside of this thing. the texture has no emission, neither is there a light inside the thing

timber lichen
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Hi, I am having a problem with trees I create in SpeedTree. I'm not sure if this is the right channel to put it but every time I get near any tree its as if the lighting changes and updates very obviously. Has anyone encountered this before? There is barely a difference between the lighting on the tree before and after the shift.

timber plank
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Hi everyone, I have a black flickering issue when I move my camera in front of a specific object in my scene.
This screenshot show the problem. (when we move the camera a little we manage to get this black screen (on the right)).
I disabled all items on my scene and there is one one them that cause this issue. I don't know why ...

Our scene is baked (and if we remove the bake the problem disappear :/), we are on HDRP and unity 2019

kindred plank
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Hi, we are working on a scene that has a door hidden in the walls. So, everything is static, except for the door which looks like a section of the wall. Any tips on how to make a dynamic object light look the same as the static objects?

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It is using light probes around the door

violet night
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@kindred plank can have a look on your light probe setup?

hoary pendant
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hey guys! i need help

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i'm using HDRP at 2019.4

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i understand that i lose some of it because of the walls, however i expected to have some of it through the windows, but that's not the case

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i dont understand what to do to keep the lights shine only through the windows

mystic dew
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@hoary pendant select wall mesh and disable cast shadows...

wet locust
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why is my baked light being so weird? See this checker board next to the road, it's all the same material:

unborn torrent
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Probably ur mesh doesn't have UVs for Ligthmaps

wet locust
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Synty stuff from the asset store πŸ˜’

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I click the Generate Lightmap UV's button on the mesh?

violet night
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yap

unborn torrent
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You can also make them manualy in 3d software if you want have better control over them

wet locust
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so I generated, but still have a random problem

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the same squares are always dark like that every bake

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and are the same object/material as what is to their left

unborn torrent
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So now only those two have problem yes?

wet locust
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several in the small scene

unborn torrent
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Hmm if its not UVs problem maybe try increasing baking settings? Also baking on CPU can be more accurate and causing less artifacts than baking in GPU.

wet locust
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it's estimating a 20 min back for that tiny scene...

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up from like 2 or so

unborn torrent
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unfortunetly baking on CPU is more time consuming πŸ˜›

wet locust
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i7700k

unborn torrent
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but you can still try baking in high settings on GPU and setting big resolution for ligthmaps and texels. I think it will be enough to check if it is problem with baking settings or meshes

wet locust
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I changed the lightmap size and it moved which ones have the errors

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also set the lightmap parameters to highresolution

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with gpu again, because I'm about to go to bed, not wait 20 mins for cpu..

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also because if that's how long it takes on a tiny scene, hate to think how long it takes in a big one

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doubled the lightmap resolution and, once again, it didn't fix the problem, just reshuffled the locations

unborn torrent
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wierd, it can be caused by mesh 3d, but i totaly dont know what could be wrong in such simple 3d model

wet locust
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oh oops found the problem

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two mesh with nearly the same name

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set the UV generate on the wrong one

unborn torrent
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heh xD

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so good luck now with ligthmaps πŸ˜„ Personaly i would't generate UVs in unity. Creating them in 3d soft like blender is safer

wet locust
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thanks for the help and tips

primal garnet
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@violet night I'm sorry for tagging you. You previously said that emissive light won't work in realtime, and just on baked lightmaps. Does that mean that a change in the traffic lights won't light any area nearby it when, for example, red's turned on instead of green? Or would it work just fine, with light generated when the emissive value would be raised?

timber plank
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Hi everyone, I have a black flickering issue when I move my camera in front of a specific object in my scene.
This screenshot show the problem. (when we move the camera a little we manage to get this black screen (on the right)).
I disabled all items on my scene and there is one one them that cause this issue. I don't know why ...

Our scene is baked (and if we remove the bake the problem disappear :/), we are on HDRP and unity 2019

violet night
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@primal garnet sorry it was like 3am when you tag me. Ya it wont work

primal garnet
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No worries! Thanks for getting back at me!

sick plinth
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I am experiencing extreme shadow flicker in my scene. Its more the shadows are actually moveing side to side as I move the camera around

teal stratus
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I am experiencing extreme shadow flicker in my scene. Its more the shadows are actually moveing side to side as I move the camera around
@sick plinth increase your camera near plane or if you are using close fit switch to stable

sick plinth
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Where is the close fit option located?

violet night
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@sick plinth in the quality setting

near bison
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Can anyone show me what settings I need to use to bake shadows from trees onto my terrain? Nothing I do is working. I need to know what settings should be applied to the meshes in the prefab, what settings need to be set on the directional light, and what settings need to be set in the lightmapper. For now I only want baked lighting, no realtime lights. I would like to use shadowmasks eventually, but first I'm just trying to bake shadows because nothing I do aside from using a single directional real time light seems to work with my terrain.

violet night
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dont remember bake shadows work for Unity terrains with tree, only way for it to work is you place the tree like prefab

royal briar
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how can i make my scene dark?

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i dont have a clue

near bison
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So it turns out the reason I wasn't getting any lightmapping on my terrain was because I'd failed to do the most obvious thing, which is check "Lightmap Static" within the terrain settings. In my defense, this is only the second environment I've lightmapped, and the last was a year ago, and it didn't have terrains, so I didn't even realize that option even existed for terrains.

timber lichen
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anyone know how to fix this? using blue as a light color makes it's core magenta....i know increasing the radius helps but I would like to make sure the core matches the outer color if possible..

near bison
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@timber lichen Are you using post processing? HDR stuff can affect the color. Your light could also have a very slight amount of red in it which might then become more apparent when the blue is clamped to the max but you're still trying to make the light go brighter. Just a theory.

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Can anyone tell me how Unity handles cases where an object is outside your light probes? I have an issue where objects sitting on the ground on my terrain are brighter than expected and the probes are not underground nearby, so I'm thinking maybe it's blending in ambient light somewhere, but changing that in the lighting panel has no effect. Not sure if that gets baked in.

timber lichen
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@near bison i am, fog and a touch of bloom, so perhaps thats whats interfering with it...

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hmm, apparently not...disabling the bloom doesnt help..

violet night
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ah... terrain been in unity long long ago

near bison
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@timber lichen Its the Tonemapping mode which is what would cause this. Try setting it to linear or custom. I had some red lights turn orange when they were bright with the ACES mode that is the default.

timber lichen
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@near bison do you happen to know which section of preferences I can find tonemapping mode?

near bison
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Select the post processing volume in your scene. It's in the inspector for that.

pulsar aspen
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I've messed with the lights themselves, nothing

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quality settings, nothing changes unless I remove the shadow completely

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though I did notice it gets drastically worse when changing quality tier, but changing anything in the individual quality settings does nothing

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alright so apparently it's filtering though a transparent object, how can I make this work?

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removing it, whatever lol that's bad.

tender prawn
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We have updated our project from Unity 2019.4 to 2020.1 and SOME of our models have somehow broken lightmaps. Other models are just fine. I have compared the project files in WinMerge and:

  • The .FBX files (and thus the UV maps) and meta files are identical.
  • The .scene files and meta files are identical.
  • The lightmap images and meta files are identical.
    As a 3D modeler this looks like the UV maps have changed so they do not match the underlying lightmap anymore. But they haven't, both are identical. Does anyone have any idea what could cause the lightmaps on some objects to break but not all? Here are two images of the situation. 1st one has broken lightmaps. 2nd one has broken lightmaps on one object, but correct lightmaps on all the rest.
covert stirrup
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Are the lighmaps auto generated? Have you tried reimporting those assets to refresh the UVs?

tender prawn
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Yes the objects' UV's are autogenerated by Unity. But like I mentioned earlier, in both Unity versions the models, scenes, and their meta files are identical down to the bits. However, I have now discovered a discrepancy that causes this lighting error and it is exactly what I thought it was: the UV's in the baked lightmaps are not identical. (Image attached of with a different object selected that has this issue.) I have no idea why they have changed though. Anybody have any thoughs? Where are these scene-level baked lightmap UVs stored? Could I somehow copy them over from version 2019?

violet night
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sometimes is because of the GI Cache, try clear it and bake again

tender prawn
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Reimporting the models does not change anything in either 2020 or 2019 because the settings are identical. We are aware that rebaking would solve the issue but with 20+ scenes and 8+ hours per scene to bake, that is our last option.

violet night
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oh..ok

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guess you have to go with it

tender prawn
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I would still like to try overriding the 2020 scene UV data with the data from 2019 but I haven't found it. The GI cache seems to contain some mystery binary data.

violet night
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what I guess is they changed the algorithm to remap the UV, so that's why it run

tender prawn
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The curious thing is that I currently have both editors open and in the preferences both editors point to the same directory for GI cache so that cannot be where the UV data is stored.

violet night
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GI cache is to make the bake process faster next time

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UV data should be still inside your project folder

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but old GI cache data can cause wrong result for your lightmap, so I always clear it when I make significant version upgrade

calm shore
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Why is there baked lighting?

tender prawn
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Why not? We get higher quality lighting + ambient occlusion with fraction of the cost of the realtime lighting and all of our scenes are 99% static meshes.

teal stratus
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So it turns out the reason I wasn't getting any lightmapping on my terrain was because I'd failed to do the most obvious thing, which is check "Lightmap Static" within the terrain settings. In my defense, this is only the second environment I've lightmapped, and the last was a year ago, and it didn't have terrains, so I didn't even realize that option even existed for terrains.
@near bison that option exists for any object and you can check just static and all static flags will be on,including Lightmap Static

woeful prism
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hey gang, lighting question

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how can i create lights that Bake into my light probes....but do NOT bake when i generate lightmaps?

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i setup a separate new Layer (ex Characterlights) and threw the light in there, but its' still baking into the world geo around it

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suggestions?

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@calm shore it's a kind of performance optimization used to help framerate, often for lower-end machines/GPUs

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anyone?

calm shore
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I have no idea lol

errant rose
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@woeful prism I would think you could just disable those specific lights you want exclude before generating lightmaps, and then re-enable them after. maybe write an editor script using layers or tags if you need to automate it for a large number of lights all over the scene hierarchy. HOWEVER this is dependent on the lightmapper having an option to only bake light probes or only bake light maps which afaik is not currently possible either but is on the roadmap: https://forum.unity.com/threads/anyway-to-only-bake-light-probes.728279/

woeful prism
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right so answer is "not possible" πŸ™‚

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thats really messed up

errant rose
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@woeful prism so for a proper workflow I'm not exactly sure what to recommend in the meantime other than to voice your feedback. That's just what I could find on the topic.

woeful prism
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(thanks for detailed reply anyway)

errant rose
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@woeful prism
The only other idea I have as a workaround maybe:

  1. bake / generate lighting for lightmaps how you want. (first disable the lights you don't want in the light map.)
  2. make backups of the light maps (assets)
  3. then re-enable the lights you want for light probes only
  4. re-generate / bake all lighting (which will bake new light probes that we want ...and new light maps we don't want.)
  5. replace the new light maps with the light maps assets we actually want that were backed up in the second step.

assuming this even works, you could presumably all put this in an editor script to make it easier / automated

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@woeful prism though, at the same time, I discourage investing too much time / resources into workarounds at least not before voicing your feedback to Unity about addressing the feature/limitation properly. Otherwise they'll think it's not a highly demanded feature if everyone quietly grumbles and just uses some silly workaround without voicing feedback.

woeful prism
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thats an interesting idea

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i was thinkn might be possible to do a workaround where the light probs are in another scene (or prefab) that gets referenced in, delete the world geo and bake the probes. brittle but probably do-able.

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for yor solution, do you know, are the lightmaps actually written to disk somewhere? I thought they were imbedded in the binary of the scenefile...

errant rose
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@woeful prism yeah as far as i know they are just 2d image files, they look like texture atlases

woeful prism
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right, i just cant remeber ever seeing a file on drive; Our version control (perforce) never checks in an actual texture....thats something i can look into

errant rose
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you're using progressive lightmapper? or enlighten? maybe there's a difference, idk

woeful prism
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not sure, i though enlighten was deprecated? 2019.4.f10

errant rose
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i don't use lightmapping much myself, I just know in the HDRP example scene with progressive lightmapper the lightmap is a 2d image asset selected in the lighting window

woeful prism
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oh, were URP

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you can see it like a 2d atlas as you said, in editor

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but dont think you can 'copy' it for later

errant rose
woeful prism
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thanks i check it out

haughty plume
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i'm using HDRP and wet surfaces, the realtime lights look great, but the camera itself doesnt move around in game, and the baked lighing looks terrible. is there a way of capturing the realtime light and baking that instead? in this pucture the one on the left if baked and the one on the right is realtime

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or something like only render that lighting pass on enabled instead of every frame

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when i say realtime, i meant mixed, but its having the same effect

violet night
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almost all realtime reflection doesn't work with bake lighting

haughty plume
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indeed, but the specular highlight, would need to move in my case

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wouldn't

violet night
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you probably have to use screen space reflection

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or realtime GI

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but I not sure realtime GI still exists in Unity or not, the last time I used it for commercial project is 5.6

haughty plume
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hmm, i havent used SSR for a while

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i might turn down the threshold so it cover that and see what happens

violet night
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ok sure, but bear in mind that SSR can be super expensive, so have to play with the setting a bit

haughty plume
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yeah, the mixed lights are expensive too

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i have a set of six in one place but nothing ever moves in that area

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i've not worried too much yet, i'm still building the scene, but frame speed has hit the floor

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or roof, the rate hit the floor.....its slow, you get the idea

fallow sail
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I'm having some issues with URP's 2D lights and shadows. I'm using a point light that's casting shadows, and it works great, except when you're getting close to a wall that's supposed to cast shadows to the other side of it. The closer you get, the less area the shadow covers.
I'm having trouble finding information on this, or even putting it to words for a google search. Does anyone know anything about this?

haughty plume
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well SSR doesn't really seem to notice the lights at all

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hah, well 'receive SSR' might help πŸ˜›

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okay so no, SSR doesnt really help at all

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i just kind of see a gentle reflection of the streetlamp on the same flat looking plane

violet night
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haha sad to heard that, but since you already using HDRP, so I guess mixed lighting should be fine

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but provide some graphic setting to allow user to tweak like shadow distance and etc

haughty plume
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we'll see, the downside is i use a zoomed out camera to there is lots on screen, the up side is the camera is fixed and i bet there are loads of cheats to get around the performance, just need to learn them

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i stuck a relfection probe in and that had a positive effect but the shadows were still an issue i guess

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i was never able to find out what screen space shadows do, why i would want them, why i would not

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@fallow sail i dont know but it almost looks like your light is shining under the wall? does it only happen there?

fallow sail
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@haughty plume No. Happens on every thin wall in the stage. If I go to the room below it and stick to the wall there, you'd see the effect happen on the top room. Same goes for left-right connected rooms if the wall is thin enough.
It does look like the light is shining from above/under the wall, but not only are they both on the same depth of 0, but I also don't think that the 2D lights care about depth at all, as changing the light to actually be above/under the walls changes nothing in how the end result looks.

haughty plume
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k note to self, dont use point lights

fallow sail
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@haughty plume Well, no. It's not just point lights. I just verified and all light types behave this way.

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I feel like there's something very basic I'm missing, because there's just no way the whole system is broken by just having thin walls in your scene and no one brought it before... Right?

haughty plume
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is there like, a shadow limit and or something

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i'm not one of the experts, sorry, but in my view, yes you do come across things that are seemingly broken because someone just hasnt come across it

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the company i work work gets bug reports sometimes and it's like....er...it's been like this for years!

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so if you thicken the affected wall, it stops doing it?

fallow sail
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If I thicken it enough then yes, but I can get to the wall from the other side as well, which means that the other side will have shadows that it shouldn't have.

valid edge
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how to I get all of the lights to work at once? It seems like I can only activate some by looking at them at certain angles

teal stratus
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Use deferred render pipeline for using a lot of lights

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Or increase the pixel light count in the quality settings

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however performance with multiple lights is a lot better in deferred

agile flint
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Hello. I've posted a question in #archived-hdrp , but it's lighting related. Maybe somebody here knows what's up

pulsar aspen
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post it here as well for a better chance at a response

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sounds like global illumination though @agile flint

agile flint
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@pulsar aspen ok, reposting from #archived-hdrp

I'm having issues with 2D lights and URP. My whole scene (every object with Sprite-Lit-Default) gets evenly lit as soon as I create any light whatsoever (even a low intensity small point light).

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I've fixed it by creating a completely new project with a 2D template and setting up URP from scratch, and then importing my assets from the "broken" project.

brittle trench
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Am I right in thinking that particles generated by the VFX Graph (the GPU computed one) can't light objects?
I couldn't use one to light up a dark room, I'd have to use a Particle System with lit particles for that.

valid edge
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I think even when I import this using VRC the lights work in it so im assuming I have some editor thing closed

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I also have this water shader that is only showing up if the camera is like, stuffed into the mesh

drifting sage
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Check project settings. I could play a part.

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It*

frigid badge
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Hi, I try to make interior lighting, but my rendering is bad do you have any resources who talk interior lighting for URP 2019.3? Thank in advance

bright drift
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nvm

hoary egret
dry arch
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I keep getting these weird black shadows when I generate lightmap. To me it seems quite random, sometimes one object get it, another time another. I have generate UV:s turned on. I'm guessing I miss something basic.

violet night
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@dry arch probably can try to increase the direct and indirect sample

dry arch
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@violet night thank you, i will try that!

violet night
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but I also have a bit of glitch but not like this weird shadow, which apparently is a known glitch for progressive

sweet bay
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hey all, i'm pulling my hair out and was wondering if anyone might be able to help

I was trying to get the highlighted lights to you know be lights, in the process i messed everything up, i was following a tutorial by Brackeys, i wasnt able to do everything step by step because everything im using is off the asset store and sketchfab, im not very good at all this, i just started like a week ago but i just wanted to decorate a world for VRchat but now it looks like this

trouble shooting i've done so far:
try to go back to default settings
try rapid pressing undo until i got back to before i even thought about lighting
exit without saving then reopen

bright barn
#

Hello guys i'm using Bloom effect in computer and high level phones it's looking perfect but in my phone it's looking really bad. I can see lighting glows pixel pixel. Does anyone know solution? My phone is Samsung Note 3

#

@oblique hamlet do you know any solution mate?

oblique hamlet
#

no i avoid lighting like the plague it is

golden mantle
#

Realtime GI is not working for me. Anyone know why? Ground and wall are baked with Enlighten. Sphere is set to dynamic ( not static ).

wispy skiff
#

HDRP question: How do I completely get rid of specular on a material? There always seems to remain some fresnel at sharp angles, and when using certain types of shaders that trick the normal. Turning off specular on the light takes it away completely, but I don't want it gone on the light.

quick saddle
#

anyone know a simple way of making normal maps?

grim sonnet
#

Hello everyone! I have this shadow acne problem, I did try to change the shadow bias, but it didn't work. You see it on the rocks. Has someone the same issue and find a solution? Thx in advance.

limpid crown
#

I've been fighting with shadows for ages lol. I've never been able to make them look how I want 😦 is the light hitting the rocks at a sharp angle? like this?

flint geode
#

Is my lighting k?

shadow horizon
#

How do i get my scene darker? its still far too bright and i dont know how to make it darker :/

quick saddle
#

anyone know a simple way of making normal maps?

violet night
#

@quick saddle there a few website can do that with texture or you can use nvidia normal map plugin for Photoshop, but the result definitely not so accurate

quick saddle
#

oh I don't have photoshop

wheat bone
#

Anyone know any guides for how reflection probes should be placed in-doors? I'm looking for a way to do it programatically. Just placing one per room looks ok for square rooms, but not so much when they need multiple probes

violet night
#

@wheat bone normally I put 1 for every room

#

or close area

wheat bone
#

how would you do that L shaped room?

violet night
#

didn't notice you have L sharp

#

ya your setup is fine

wheat bone
#

it sorta looks wrong on the line between them

#

i can't blend the big one because then it will 'leak' outside

#

blending the small one puts artifacts on the floor/ceiling (my second lit pic)

violet night
#

try put closer to door?

wheat bone
#

i think it looks more visible like that 😦

quick saddle
#

cool is it easy?

wheat bone
#

i guess that's relative

#

it has video tutorials that take like 15 mins

quick saddle
#

ok cool

quick saddle
#

damn I don't think it'll do what I want sice i work with pixel art

quick saddle
#

found something called spriteilluminator

hardy rivet
mystic dew
#

@hardy rivet select mesh > make it shadow both side

hardy rivet
abstract onyx
#

I'm making an Unity WebGL Application. And I have some problems with the lights: -The lights was set to realtime and it was good, but suddenly in the new builds of the project the lights stopped working on Safari. I know I should use baked lights with WebGL, but when I'm baking the lights the enemy character (which has a skinned mesh renderer) doesn't receive any lights at all.

hardy rivet
#

It's there as you fly around and in game

#

Ah nevermind, it's the max shadow distance

rancid coral
timber lichen
#

Can I have some help please? I need to try fix the lighting on this so it isn't black on one side. I would use emission but it doesn't work well on purple. Any ideas?

lusty vine
#

I'm trying to have strips that emit light, but unfortunately I can't use emissive sources that aren't static as it requires baking. So I tried faking it using point lights but... as you can see that doesn't look very good, plus shadows don't work. Is there a way to make these strokes emit light? The walls will be moving and the player will be fixed (on the Z axis).

hasty nest
#

Why is the light working perfectly in one way, but not the other ?

hasty nest
#

Like there's a whole 180Β° light angle relative to the chunks angle where the light just doesn't apply. But the other types of lights work perfectly

hasty nest
#

I'm generating chunks, like minecraft. Each block is composed with quad meshes that I defined in code, the hard way, one for each side of a block. Here's what the quad at the top of a block looks like

#

Am I doing it right ? GWchadThink Because each mesh lightning is working as intended with point lights, but spots and directional lights won't work when the X or Y angle is between -90 and 90.

hasty nest
#

And when the light is facing exactly downward, it doesn't light anything else than the capsule character

hasty nest
#

Excellent, I didn't relalculate the normals

#

Whatever it means

pulsar aspen
#

how do you guys prevent light from leaking through your models? eg a wall with a light on one side, and lighting spilling out from the seams

summer aspen
#

@pulsar aspen Set lighting on the renderer on the model to two sided

pulsar aspen
#

I'll try this appreciate it!

near bison
#

How come in this view of lightmap indices, one of my detail objects, the grass, is visible? There's lots of other grass and flowers on the terrain which do not show up in this view which makes me think these are being lightmapped but they don't seem to be set that way.

near bison
#

I'm really confused about lighting here...
So I have these rocks on my terrain. I want them to cast shadows on the terrain's lightmap, but not be lightmapped themsevles.
If I hover over the Lightmap Static checkbox it says with it checked the object "will be present in lightmapping calculations". And I want it to be present... For the purposes of casting shadows, but not for the purposes of being lit. In addition, there is a Cast Shadows checkbox. And there is a Scale in lightmap parameter when I check Lightmap Static.
So am I understanding things right, that for it to cast shadows on the terrain, BOTH cast shadows AND lightmap static have to be checked?
Futhermore, to prevent it from being lightmapped, do I just set the lightmap scale to 0?
Finally, if all that is true, what is the purpose of Lightmap Static under the static checkbox up top in the inspector?

near bison
#

I have an issue where Unity appears to be disabling a point light when I look in a certain direction where I have some spot lights in the distance. These are all realtime, and perhaps I could bake the spotlights, but I'm curious if there's a way to handle this situation without resorting to baked lights. Now, if I could use scripting, the problem would be easy enough to solve, but because this is a world I'm making for VRChat, I can't use scripts. So, I'm wondering if there is some way to disable lights based on distance without resorting to the use of scripts? One option I've heard about is to use triggers to enable lights as you get near them, though this is less than ideal in an outdoor scene, where I would like to be able to see the nearest lights even at a great distance if possible. I did have one idea, but I don't know if it will work. I was thinking about the possibility of using LOD to cull them. But I don't think Unity allows you to attach objects like lights to different LODs on an object, so that option is probably out.

deft eagle
#

Hey I'm pretty new to unity and I have a procedurally generated maze so I put the lights in realtime and there's always some weird artifacts when I put them in realtime (ig from not having any light maps), is there any way to get rid of these artifacts?

pulsar aspen
#

check your quality settings? @deft eagle

#

there is still such a thing as lightmaps in realtime if I'm not mistaken, it's just written in realtime

#

check your model has generated lightmap UV's? (mesh tab)

deft eagle
#

check your quality settings? @deft eagle
@pulsar aspen it's a VR game running on the quest so i dont want to pump up the settings to much since I don't have much knowledge on the subject

pulsar aspen
#

right- so I would recommend you do some research on the topic since things like this can come up and it's quite simple once you understand it

#

without cranking up the setting, just to alleviate issues like this

deft eagle
#

any idea what settings should I focus on?

pulsar aspen
#

quality settings :: mesh renderer :: mesh :: lighting
is what I would do personally

#

oh also, one obvious thing would be is this baked?

#

*it's realtime

#

right

deft eagle
#

Sure I'll take a look

#

thanks!

pulsar aspen
#

since I'm getting about 30 minute bake time would just like to ask here, is this poor resolution due to sample size or what would be the exact setting I should look into for better quality

pulsar aspen
#

I bumped up up the res to 4096 hopefully that does the trick ? insane bake time of 1:30 man I hope it works out.. area lights are a pain

wild token
#

super noob lighting question. I've got a direction light at a 45 degree angle. I've got a top down view of a capsule on a plane. No matter where I move the capsule or light, the shadow doesn't change. Are directional lights more so "global" lights that affected everything regardless of where it is? If I use a spot or point light, I see the affect I would expect

deft eagle
#

I bumped up up the res to 4096 hopefully that does the trick ? insane bake time of 1:30 man I hope it works out.. area lights are a pain
@pulsar aspen Had a 40 minutes bake time until I switched to progressive GPU, went down to 30 seconds

paper gorge
#

Is there a way in which I can use my GPU instead of my CPU while baking the lighting?

#

when I try it gives this Error

sharp cedar
covert stirrup
#

Give the walls an unlit shader

teal stratus
#

Is there a way in which I can use my GPU instead of my CPU while baking the lighting?
@paper gorge reduce the lightmap size

#

what graphics card do you have?

#

since I'm getting about 30 minute bake time would just like to ask here, is this poor resolution due to sample size or what would be the exact setting I should look into for better quality
@pulsar aspen i think thats either compression or low samples. Try a denoiser

modern condor
#

I made a second UV channel for my baked lighting

#

this seems to be ignoring it? is a terrible layout normal?

paper gorge
#

@teal stratus I got a GeForce RTX 2070 with Max-Q Design

#

And my lightmap size is already pretty low

#

I found it tho, the unity page helped a lot, but it looked way more difficult than I thought

modern condor
#

is this what a normal lightmap looks like?

teal stratus
#

is this what a normal lightmap looks like?
idk sorry

#

@teal stratus I got a GeForce RTX 2070 with Max-Q Design
@paper gorge what lightmap size do you have currently?

paper gorge
#

1024

teal stratus
#

with my RTX 2060 i can properly bake 1024x lightmaps and since Unity 2020 i can bake 2048x lightmaps.

#

what unity version are you using?

paper gorge
#

I needed yo dit deep into the appdata path to find unity files and change a few digits

teal stratus
#

lol thats weird,which ones

paper gorge
#

currently I'm on 2019.4.10f1

teal stratus
#

yeah i could bake 2048x lightmaps only when on unity 2020 or newer as they prob optimized vram usage

paper gorge
#

Unity.exe "-OpenCL-PlatformAndDeviceIndices" <platform index> <device index>
Those between the < >

teal stratus
#

oh so it was using the wrong gpu

paper gorge
#

but now it works fine

#

i guess

teal stratus
#

yea

paper gorge
#

But I haven't touched those index's at all. I'm not that great when it comes to unity haha

#

so to find this out on my own (with internet ofcourse) was kinda spooky

teal stratus
#

yeah

#

It's a little weird to have to tamper with some hidden engine files to make it work well lol

paper gorge
#

yea exactly

covert stirrup
#

@modern condor did you check 'Generate lightmap UVs' on the mesh?

modern condor
#

@modern condor did you check 'Generate lightmap UVs' on the mesh?
@covert stirrup I made my own uv2, so I dont want to check that

covert stirrup
#

Sure, that's correct

#

So what you're looking at is a lightmap for your entire scene. Unity takes all the static objects and packs them into new UV set which means several objects share the same lightmap

#

The UVs are scaled based on the scale of your object in your scene

#

But if the unwrap itself looks borked it might be that the second UV set wasn't exported correctly

modern condor
#

these are my uvs in maya

#

and then that is the map it created

covert stirrup
#

Can you show your UV set list?

modern condor
#

so I think from what you are saying its broken

covert stirrup
#

and what does map2 look like?

modern condor
#

I exported as .fbx because obj doesnt have multiple channels

#

that was map2

#

map 1 has all the crazy overlaps because they are different meshes/ textures

covert stirrup
#

ok sure

#

Then I'm not sure, I'm afraid

#

Try swapping the UV sets in the import settings and see if that changes things

modern condor
#

it looks fked when I do that

#

do you use maya?

covert stirrup
#

Yea

#

I guess maybe it still packs per UV island rather than the whole UV set

#

But that's not what I thought

modern condor
#

oh god

#

I think youre right

#

its not doing it as a whole and treating them as indiciduals

covert stirrup
#

Yes cause it looks like the islands themselves are the same

covert stirrup
#

You don't have that much padding between your islands, so maybe that forces a new layout

modern condor
#

does it even recognise they are capable of being on the same texture?

#

its supposed to be 2k map

#

hence padding is small

#

I could try with more space?

covert stirrup
#

Fair. I don't have much else to add then

#

I use bakery btw πŸ˜‰

modern condor
#

rather than unity?

covert stirrup
#

Yeah it packs better and bakes way nicer

modern condor
#

for lighting??

covert stirrup
#

Yes

#

Bakery is a plugin for light baking

modern condor
#

in unity?

modern condor
#

does it place the baked maps into the same baked lightmaps section?

covert stirrup
#

In the lighting settings you mean? Yes

modern condor
#

ah ok, unity doesnt allow custom uv layouts for lightmaps

#

so the shells are the same but the layout is their own

#

I will just increase the size so it fits better

modern condor
#

@covert stirrup I fiddled with it

#

this is a lot better

#

still so much wasted space, but this will do

#

I am going to try that bakery thing as well

#

do you think I will notice a difference?

covert stirrup
#

Difference in the packing I don’t know, difference in quality yes I’d say so

plucky schooner
#

I have a question ~ if I bake lights in mixed mode, then will the light overall be faster, since it's only calculating lighting for non baked objects?

#

also in mixed mode, do the baked lights affect baked geometry at all? For example, can I have a flickering baked light?

gloomy blaze
#

Good Evening. Could someone please correct me? A light probe is useless without baked lightmap; and/or won't work with spawned lights?

#

I have a random maze generator with random pillar placements; some pillars have a light. I can still use light probes?

gloomy blaze
#

?

royal briar
#

does anyone know why i turn on post processing and this grids?

rugged summit
#

my emission is not getting baked into the light map?

#

it is totally dark

lilac mortar
#

thats pog

paper gorge
#

anyone know how to fix this?

near bison
fervent turret
#

hi, can someone explain to me why unity says that my camera requires deferred rendering to use soft particles, yet it still works perfectly fine with forward rendering? this warning is a bit misleading

#

Why does a point light shine through my mesh like there's a hole in the bottom?
@near bison does your mesh cast shadows?

near bison
warped gate
#

Any advice how to fix the lighting from blending everything together?

#

you can't really see the height of the terrain

#

when looking from above

unkempt fiber
#

anyone know why this might happen? top is editor looking fine, bottom is my android phone with messed up lightmaps/textures

wanton stratus
#

I have my scene, which is completely pitch black (which I want). But because of this, the gun and torch (which is what the M-47 thing is), cannot be seen. How could I make these appear but not shine light into the level

#

Using a Point Light works, but if I get close to the walls the light shines on it

teal stratus
#

@fervent turret Yes.
@near bison enable double sided shadows (mesh renderer-cast shadows-two sided)

near bison
#

@teal stratus But the pumpkin has inward facing faces... Those should prevent the light from passing out the back. And in any case, the backfaces shouldn't be illuminated by a light behind them.

teal stratus
#

try it

#

otherwise reduce the lightΒ΄s shadow bias

#

@near bison

near bison
#

@teal stratus I'll try it out of desperation later, but I still want to know the WHY of it working, even if it solves the problem.

And how do I change the light's shadow bias? There is no shadow bias setting on the point light that I can see.

#

Oh and I'm also currently unable to try anything because Bakery is refusing to bake anything now, giving me lots of different errors.

fierce swallow
#

Hi everyone, I think I have a simple question. I notice these strange shadows after a certain distance on my objects. Can anyone tell me what is causing it (or what the terminology for this is so I can research it on my own?) Notice the dark lines on the front face that follows the edges of the two cubes.

paper gorge
#

I had lightbaked while something was standing here. but now I deleted it and tried to bake again but now the shadows on the wall remain and some kind of horizontal lines apaired

#

does anyone know how I can solve this

lunar pollen
#

why are only some of my volumetric lights rendering in hdrp?

#

they all have the same light settings on them

covert stirrup
#

Can you show their ranges in scene view?

#

You can’t have too many overlapping real-time lights, so you need to limit their range

robust relic
#

Is there an alternative to baking lights? Our project keeps crashing after 18 hours.

keen badger
#

Hi, I'm new here and I've come to solve the problem of lighting the scene. I have placed a few copies of one object (chair) into scene with one direct light as a sun and some emissive objects. Some chairs are ok, but some are very underexposed. I almost accepted that I would have to edit the light map manually.

#

Is there any solution on random dark objects?

near bison
#

How can I fix the lighting on my trees? They're bright in the distance, then become darker as I move closer. I understand that they become darker when I move closer because of the shadowmasks, but I don't understand why, with light probes and occlusion probes baked, they're not more closely matching the light when I get close.

keen badger
near bison
#

@paper gorge There's also probably something going on where you have shadowmasking enabled, so those lines are caused by a real time light casting shadow onto the surface.

timber lichen
#

Hey. Can somebody help me please. How can I fix this black side of the purple cube? Anybody know?

keen badger
#

Hey. Can somebody help me please. How can I fix this black side of the purple cube? Anybody know?
@timber lichen The problem seems to be in environment lighting. Put some ground and other objects into scene to get some reflected light or use second directional light from behind but with much lower intensity.

timber lichen
#

Okay thanks.

keen badger
#

scene after baking, chairs do have only Diffuse and Normal map, but they are really dark

keen badger
#

I have edited lightmap file in photoshop and its fine now.

primal garnet
#

Hello everyone! I came back with my previous question, because now I have to focus on it. I've asked a couple of weeks ago how could I implement traffic lights in my game. I have tried using area lights, but they seem to cause performance issues. Someone suggested I should use emissive textures, but the emission seems to be caught only when the lighting is baked, and doesn't really work dynamically. So, my question is, how can I simulate this without using too much performance(since it's a mobile game)? (if emissive textures would work in my case, I wouldn't mind trying again, since there are not many explanations online). Any help is appreciated!

covert stirrup
#

For mobile I would make a fake light. Just a plane with alpha on it that gives an illusion of light

#

You could use a point light with a tiny range. But it will be less performant

near bison
#

@primal garnet What sort of effect are you trying to achieve with these traffic lights? Are the lenses supposed to merely appear fully lit, or do you want them to illuminate things around them? If you want them to just appear fully lit, then you just make that part of the texture emissive. If you want them to affect other objects, you can crank that emissive texture up over 1.0 brightness and I believe it will bake the light into surrounding lightmaps, and if you have light probes they'll pick up the light and illuminate dynamic objects. Or you could put a spotlight on them and use that to light the world with either baked light or dynamic light, but if this is for mobile, I would imagine dynamic lights are a no-no, so you will want to stick to baked light and light probes.

jaunty briar
#

I'm trying to use baked reflection probes whilst using realtime lighting. However, the lighting is animated (flickers), and when it's supposed to be completely dark, the reflection probe (baked from lit environment) forces the brightness up. Is there a way to have a baked reflection probe's intensity react to realtime lights?

#

To put it differently, I want the scene to be completely black when there's no light, but the baked reflection probe won't allow that obviously.
I know, if I want it to react to lighting, why not use realtime at that point. It's because the platform I'm building for has it blacklisted.

covert stirrup
#

I would probably bake two separate reflection probes and switch between them hehe @jaunty briar

jaunty briar
#

Good idea actually!

#

I'll try that out

rough iris
#

Do you know if there is a way to save your map with baked lighting so you don’t need to bake it again? Also how can I get indirect lighting?

primal garnet
#

@near bison well, that's the point. Since emissive textures only work when the lightmap is baked, I guess that would mean that changing the lights (for example, from green to red) wouldn't affect the traffic pole, which is supposed to look like it's lighted a bit by the current state of the lights.

#

But since dynamic lights will cause problems, I guess I'll have to stick to emissive textures, hoping that they'll look alright

covert stirrup
#

Everything comes at a cost, and on mobile you need to consider value vs cost @primal garnet. I would still use my suggestion over just an emissive material

primal garnet
#

Hm. I will try that too, although i must find a way to make that look at least close to reality

#

I haven't really worked with lightning before, so it's quite a challenge, ngl.

covert stirrup
#

It’s a big topic

near bison
#

@primal garnet Perhaps you could separate out the stuff which will be hit by the light and then bake three different lightmaps, light probes, and reflection probes for those objects and switch between them somehow?

primal garnet
#

Yeah, I'll stick to Ole's suggestion worrywoz . I don't think it's really worth the hassle, since mobile games lack those kind of details

rough iris
#

Would anyone be able to hop in a call and help me get my lighting set up.

pliant rapids
#

Hey guys, so I'm pretty new to Unity 3D and unity at all. My question is what is the best light color and intensity for 3d game with toon graphics similar to fall guys?

covert stirrup
#

No one can tell you that. You just need to try

obsidian canopy
#

Are there any good tools for baking lightmaps per prefab instead of per scene?

covert stirrup
#

Yes, bakery has support for this @obsidian canopy

obsidian canopy
#

Never heard of that, i'll have to take a look

teal stratus
#

bakery is a gpu lightmapper, you can buy it on the asset store

#

Unity`s lightmapper can also bake prefabs but you are going to need some extra scripts and set up

vocal ivy
#

I was trying to make some headlights and so I turned my directional light color to black and I can't seem to get the headlights too show up at all...anyone know what I'm doing wrong. I watched someone do this in a YouTube video but it isn't working. I'm using URP

#

I'm using two spot lights but neither of them show up in the preview or the game window, I tried turning the intensity and distance and angle up but I'm getting nothing

#

It's stange just how hard simple things like adding a second light source into a scene is in Unity compared to other engines

vocal ivy
#

Yeah I'm an idiot, the lights were barely inside the model lol

#

Thanks for the response

wise zealot
#

Hey all, I'm not great at lighting ..

Please take a look at this picture:

https://i.imgur.com/7mKp1B9.jpg

How do I make the light from that star in game look more like the star that is in scene view!

Thanks for reading and thanks in advance for any help!!

#

This circular shape around the star is drawn by a halo, if that's important

wet dune
#

I'm testing changing from gamma to linear color space and everything ended up tinting green, any ideas ?

empty wigeon
#

I have this circle near the camera where it calculates the shadows.
Any way to smooth this transition or make it go away completely?

wise zealot
#

increase clipping plane or something like that? @empty wigeon (in camera settings on object)

empty wigeon
#

lemme check, project just crash so have to reopen it

#

adjusting the near planes only extends the circle but doesn't. Also makes it problematic when i have objects that are close to the camera that need to be rendered.
Far plane doesnt change anything

supple coral
#

How do I make shadows lighter?

torn spruce
#

is is possible to have a script that reads how bright an area is around a character?

wanton lantern
#

Very quickly, would someone be able to help me? I’m trying to create a little bit of shading in my game as a test to play around with lightning and stuff, but there’s a little issue. I only need it in one scene. My player constantly carries over to the next scene, so always has its material set for the night scene. How would I go about making the player only have the material enabled on the third scene?

paper gorge
#

Okay so, these weird lines and shadow are showing on this wall. There used to be something there when I bake the first time but I deleted it and it still shows the shadow. I already tried lightbaking again but the shadow wont disappear, neither do the weird horizontal lines

#

anyone got any idea on how to fix it?

violet night
#

@paper gorge try play with the bias in the light components

paper gorge
#

Alright

#

I'll try and find out what all those settings mean

lone pier
#

How do I make Unity allow me to use more dynamic lights? I only have six real-time lights in my scene but the fifth and six ones don't work because Unity is complaining that there are too many real-time lights. I hate baked lighting because it really breaks the emersion in VR because of the lack of real-time shadows, so I want to avoid it as much as possible.

#

Also in order for baked lighting to work you need to set all of the objects affected to static, which just won't work for what I am doing.

lone pier
#

Please if anyone could help me out I would be very grateful. I'm a complete noob when it comes to Unity and lighting.

lone pier
#

How do I fix this?

#

Only some of my point lights work

#

The rest don't affect my scene at all.

#

I found that I had to set this slider up to allow for more lights but it still caps out at eight.

#

Is there a way to exceed this limit?

paper gorge
#

@near bison do you know what kind of setting in the bias can solve this? cuz I've played around a bit and nothing changes

paper gorge
#

okey edit:
It looks like the shadows are being cast on the other side of the wall

tight moss
#

is there a performance cost to using the standard shader over mobile/diffuse if its static geometry that is not lit by any dynamic lights?

#

i'm using bakery and i only recently noticed in baked outdoor scenes objects with the mobile diffuse shader get like no baked indirect lighting, they look terrible

plucky schooner
#

I believe if they are not being lit by any dynamic lights (including directional) then they'd essentially be equivalent

molten marsh
timber lichen
#

So I'm having trouble deciding:
Should I have windows in my office building level? The overall theme I'd like to achieve is a dark, some-what lit up office with an eerie but fun atmosphere

#

contradictory ik but

#

I was going to do basic emission lighting for my windows then bake them

compact remnant
#

Is there any solution for light cookies for URP?

paper gorge
#

looks like there is something that's preventing the light to go right

#

this is what it looks like when I add a spot light on that shadow

native berry
#

Does anyone know if "Scale in lightmap" affects baked Shadowsmasks?

clever pollen
#

anyone have an idea how to apply the shadow caster for tiles?
the tiles are code generated

summer aspen
#

@clever pollen Please don't cross post.

tidal musk
#

hello peoples. Im wondering if anyone has any insight into what may or may not be an issue i seem to be tripping up on. I have a few street lamps set up, each with a point light, centered in the lamp, and when i apply materials to the glass portion of the lamp, the light seems to come and go randomly, not functioning half the time, seemingly randomly.

I have tried from opaque to transparent materials, and it doesnt seem as if anyone is really the problem, sometimes, the light casts through with opaque materials , sometimes it doesnt.

So, i guess im just inquiring as to wether there is some reason light would NOT pass through a faceless piece of geometry. Man , i dont think i make any sense. 😦

red fossil
#

Hey guys, I've got an odd issue here

#

This is the map I'm porting to Unity, with the default skybox. Everything is static, has Generate Lightmap UV's enabled, and is all baked GI.

#

Looks fine right?

#

Still fine. However, when I rotate the skybox to 180...

#

Any wall that isn't facing the directional light blacks out.

#

So here's how I "fixed it", but I don't really like how I needed to do it. I've mirrored the directional light, rotated the mesh 180, and leave the skybox to 0.

#

Sorry for the info dump

timber lichen
#

@red fossil nice level design though

native berry
#

@red fossil Are you baking light?

red fossil
#

@native berry Yup

#

@timber lichen Haha thanks but it’s from the first Halo

timber lichen
#

there's also not a lot of lights, just those in the hallway

native berry
#

@red fossil iirc skybox is used for baking so if you alter it you'll alter the lightmaps

red fossil
#

Yea the ambient mode for it is baked, but each photo I took after a new lightmap bake

native berry
#

@red fossil why are you rotating the skybox?

red fossil
#

To match the original map

native berry
#

I thought with default skybox you just alter the direction light for sun etc.

#

still not sure why you'd want to rotate it

red fossil
#

Okay so I seemed to have figured it out, it was the Optix-denoiser I had enabled that bugged it

#

Thank you guys for your help though!

fringe wraith
#

Has anyone else ever experience this kind of issue with baked GI? I found that sometimes I have this kind of issue with overlapping objects. They usually are gone when I switched from directional mode to non-directional mode.

regal moss
red fossil
#

@regal moss You have "generate lightmap uvs" enabled on your meshes?

#

And your directional mode is set to non-directional, maybe thats it?

wide hazel
spice verge
#

my android game looks yellowish on my Samsung Galaxy A6+. I checked on my father's Redmi phone, it looks exactly like i made it in unity editor. I checked night light option in my phone, it was turned off and everything else (photos, videos and other games) looks fine. Only my game looks yellowish on my phone. Its fine on other android phones. Anybody know how to solve it?

paper gorge
paper gorge
#

HDRP
2019.4.10f1

idle bramble
supple patrol
#

How come my directional light doesn't show any shadows?
@paper gorge If you Lightsource is set to "baked" it won't render any non-static objects (setting it to "mixed" bakes the lightmap for static objects and handles non-static objects in realtime. If the Object can be changed to static, it would be preferable).
Another posibility could be that the objects are set to not cast shadows in the mesh renderer component

#

Hey, how comes my Light Probes are incredibly bright while using "Shadowmask"? My Directional Light is 5000 Lux. Going any higher makes it almost impossible to work with. (I transferred over some sample scene settings to find the culprid, but the only setting that fixes the insane glow is changing to "Baked indirect")

teal stratus
#

What does this generally mean?
@idle bramble too large lightmap size or at least thats the most common lack of resources error

shadow horizon
#

I keep getting these black lines on object when im a certain distance away from them, when i get closer they vanish. How do i fix this?

vestal vine
#

can somone send me a skybox or tell me where to find one

teal stratus
#

asset store has a lot of skyboxes

#

some are free

#

I keep getting these black lines on object when im a certain distance away from them, when i get closer they vanish. How do i fix this?
@shadow horizon light shadow bias

shadow horizon
#

@teal stratus I assume that's on my flashlight light components. What do I change it to?

teal stratus
#

just increase a bit normal bias

#

if that doesnt work

#

increase normal bias

#

the exact values depend on the scene,shadow resolution,shadow distance,cascades,etc

#

@shadow horizon

shadow horizon
#

I will try it out, thank you

#

@teal stratus Do you know if increasing the values hinders performance in any meaningful way? Setting depth to 10 (max) fixes it, but anything lower then that it has the lines

lilac horizon
#

how do i make a texture glow in vrchat im losing my mind helpppp

teal stratus
#

@teal stratus Do you know if increasing the values hinders performance in any meaningful way? Setting depth to 10 (max) fixes it, but anything lower then that it has the lines
@shadow horizon it does not hinder performance but too high values will probably affect shadows themselves as they will apear disconnected from the caster

#

you can either use bias or, try using hard shadows instead as they seem to have less artifacts (in this case the black lines)

lusty vine
supple patrol
#

how did the walls get created?

lusty vine
#

I don't know. They're from the synthy prototype asset

#

But also I'm using the default lighting settings from the URP sample scene

#

I increased the resolution and padding in the lighting settings and it seems to help a bit.

supple patrol
#

This may be bullshit, but to my eyes this looks like a faulty mesh and normals

lusty vine
#

But should the settings I changed still work then?

teal stratus
#

click your mesh asset, then enable generate Lightmap UVS

#

that could fix the issue

lusty vine
#

the padding was set to 2, and resolution 16. I updated them to 16 and 64 respectively

#

click your mesh asset, then enable generate Lightmap UVS
Will try that now

#

Should I always do that?

#

I've never even seen that option before

#

Now I'm getting:

There are 15 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' visualisation mode in the Scene View or Lightmaps in Lighting Settings for more information.

#

Actually never mind that... I have a different question.

I want to learn everything about lighting to finally understand it instead of guessing constantly. What are the best resources for this?

supple patrol
#

check out the pinned message in this channel

lusty vine
#

Pinned messages? Found it, sorry

#

Why did I choose to do indoor lighting... πŸ˜…

#

Those pinned messages are pretty good, thanks for that.

#

I'm trying to achieve lighting like in the Portal games

supple patrol
#

#archived-lighting message

still open, anyone got a clue? I work around it now by disabling the Lightprobe gizmos, but i fear this might bite me in the butt later down the line...

lusty vine
#

Found the issue. It's embarrassing.

#

The area light was upside down.

bold kindle
#

Hi, Can anyone suggest a good Skybox for HDRP (VR and PC) with dynamic clouds?

near bison
#

Why does it seem like Bakery is calculating the light for texels which are outside of the UV's of the objects in the lightmap?

paper gorge
#

I get so annoyed by lighting XD
Why does the light have this weird grain effect?
I tried lowering the Lux value, the distance, etc.
HDRP 2019.4.10f1

paper gorge
#

also, can you have too many reflections probes in a scene?

covert stirrup
#

Yes, reflection probes impact the amount of draw calls

odd flax
#

hey. I'm using URP. This is a realtime spot light. Is there anything I can do to fix this clipping?

near bison
#

Why is it even if I have generate lightmap UV's enabled, and all my objects have a scale of 1, it seems like the texels aren't evenly distributed on my objects? Here for example I have a truck, and the windshield appears to have a much higher texel density than the rest of it in spite of all meshes being set to have the same lightmap scale.

supple patrol
#

if the lightmap scale is the same, wouldn't it make sense that smaller textures have a bigger scale on their respective lightmap?

near bison
#

No?

#

If I have a lightmap scale of 10 texels per meter, and I have a 1 meter cube with a 0.1 meter cube sitting on top of it, then I would expect the 1 meter cube to have 10 texels across it, and the 0.1 meter cube to get a single texel of coverage.

#

That would lead to a consistent lightmap resolution across my scene. Why would I want the windows on my truck there to have far sharper shadows than the rest of the truck just because they're smaller?

supple patrol
#

on the other hand you'd limit your shadow quality to the biggest object in your scene, tough

near bison
#

Of course I understand it is impossible to have consistent lighting quality across EVERY object in my scene.

But in the case were I have both small vehicles and large buildings, if I specify I want a lightmap resolution of 10 texels per unit, then Unity should attempt to adhere to that, except in cases where it cannot, in which case, as it already does, it should throw an error that the object cannot fit within the largest lightmap at the specified resolution, and it should automatically reduce the resolution to what will fit, for convenience.

I would much rather have my small and medium size objects adhere to my 10 texels per meter requirement, and have my buildings drop down to 1 texel per meter, than have the scale of my lightmaps all over the place, so I have to go to every tiny object and adjust the scale down manually to make my scene consistent and not have insanely long bake times and wasted lightmap space.

#

And if Unity does not do this, then why even name the parameter "texels per unit" when clearly that is not actually what that parameter represents?

supple patrol
#

if you look at the lightmap, are the windows bigger than they should be?

#

i assume they are a separate object? What's the Scale on those objects?

near bison
#

The scale of all the objects that make up the truck is 1.

#

This is after I manually adjusted the scale of the lightmaps on everything.

supple patrol
#

so you scaled the windows below 1? odd

near bison
#

Scaled them below 1? No?

#

The scale of the lightmaps in the scene is 8 texels per unit. But while this resolution was fine for the ground, the car was not getting 8 texels per unit. It looked more like 1 or 2 texels per unit. So I bumped the car's lightmap scale up to 10. Then the windows were too high res, so I lowered those to 5, along with the wheels the undercarriage, and the interior, which all had greater texel density than the body of the car.

#

But I suppose you could say I scaled the windows below 1... if we consider 1 to be the baseline for the car body. They are half that res. But as you can see the texel density is now the same as the car body.

odd flax
tall arch
#

hi guys! i was wondering if there was a way to bake hard shadows in urp? i tried doing it but no matter what it gives me soft shadows

paper gorge
#

Does anyone know how I can fix this weird grain/noise effedt in the lighting?

near bison
#

The rectangle in the middle is a license plate. It is a 1x1 quad scaled down to .35 x .175.

#

My lightmap resolution is 8 texels per unit.

#

I have set the scale in lightmap for the quad to 3.

#

Now first of all, if I were to assume the checkers on the screen represent texels in the lightmap, it ought to have plenty of resolution. But that doesn't seem to be the case.

#

And second, 8 texels per unit * a scale of 3 * the quad's width of .35 = 8.4 texels. So I would assume that quad should be covering about 8x4 texels in the lightmap. But it's covering ONE texel in the lightmap.

#

I also note it is square in the lightmap. So perhaps it does not even take into account the scaling of the object. However in that case, I would expect it to have a resolution of 24x24 texels. Clearly that is not the case either.

#

So what's going on here?

stone musk
#

How do I bake lights?

rough pulsar
tall dirge
#

hey guys, I've been using th profiler and noticed a spike due to "Input Lighting" and was advised to turn off "Realtime GI" to stop this. I have unticked "Realtime GI" in the Lighting tab but this does not seem to have helped... Any Ideas id I need to untick or change other settings? Thanks

static pasture
#

Have an fbx that contains 3 materials and when baking they are overlapping and not really sure what i can do to fix it without separating them or atlasing the textures together.

if anyone could help i would really appreciate it

timber lichen
#

I deleted the sun source and now it's difficult to see the inside of the structures I've made as it was basically fullbright before

#

I tried to replace it with another directional light but it's all still dark and I need to be able to see in the structures

timber lichen
#

I think I fixed some of my problems but I'm still having to deal with a darkened interior view of the rooms when I move my camera around.

timber lichen
#

if anyone could ping me with some advice about how to fix the darkened interiors when the camera's moved that would be excellent

toxic hemlock
#

like this

paper gorge
#

so this left and right wall both have the same material. how come the left wall turn out more black then the other?

supple patrol
#

are both walls static?

paper gorge
#

yea

supple patrol
#

you have a directional light? Does changing it's direction affect the lighting of the wall?

paper gorge
#

nope the only lights which are affecting these walls are point, spot and area lights

#

all pretty much balanced in the middle

supple patrol
#

is the surface lightmap baked? How does the object look on the Lightmap? Is there maybe an Overlap?

paper gorge
#

shouldn't overlaps be a problem for the outlines of an object?

supple patrol
#

if you lightmap is too small to fit everything it just overlays the objects

timber lichen
#

I would like to give a more darker but yet cartoonish look. Any suggestions? I'm a noob with lightining

timber lichen
#

@toxic hemlock look into shader pipeline and postprocessing

supple patrol
#

I would like to give a more darker but yet cartoonish look. Any suggestions? I'm a noob with lightining
@timber lichen More Lightsources like Walltorches would enable you to make the Directional light darker. I'd guess that would help.

#

You got Normal Maps on your Materials, especially Ground and Wall?

timber lichen
#

It's sinty assets

#

I guess there are

#

anyway I'll try your suggestion! Thanks

#

What about ambient lightining? Should I use it?

supple patrol
#

That's really a design decision you have to answer yourself. Ambient light out of nowhere feels fake. But when your player can't see where he's going, it sucks as well.

timber lichen
#

I see ok! I'll make some tests and post here

supple patrol
wind anchor
#

Anyone got some really good lighting and graphics tutorials for either Unlit, Lit, or DXR setups? I kinda get how they work but I'm more of a programmer and need to figure it out

timber lichen
teal stratus
#

well that game had reflections but they were baked on cubemaps

#

just use vertex lit models with no shadows

#

and reflective vertex lit for the cars

#

use a projector-quad for the character and car shadows

#

@timber lichen

timber lichen
topaz jackal
#

Can anybody suggest how to improve lighting in this scene? Using hdrp with directional light set to mixed. when I press build lightmap it doesn't change anything.

wind anchor
#

@topaz jackal Maybe setup some volumetric lighting; It could really ad some depth and atmosphere to the scene.

timber lichen
#

@teal stratus thx

onyx prawn
#

greetings everyone

#

in your opinion , does light in the back of the car look good?

#

because in the front it looks better imo

#

sometimes when driving it starts to look weird in the back, some areas become darker. etc

topaz jackal
#

@wind anchor ive tried this, but for the most part if I change the settings even a little (like exposure) it makes everything way too dark or bright. I like it the way it is there but for the directional light is there any way to have some kind of light bouncing without raytracing gi? Baked gi doesn’t seem to do much. The inside of the room is still very dark even with the bright directional light shining in

#

Should I just use point lights to make this effect?

teal stratus
#

Can anybody suggest how to improve lighting in this scene? Using hdrp with directional light set to mixed. when I press build lightmap it doesn't change anything.
@topaz jackal set the lighting settings to enable baked lighting (indirect or shadowmask) and set all of the static geometry with the proper static option

#

sometimes when driving it starts to look weird in the back, some areas become darker. etc
@onyx prawn yeah it looks kinda dark

#

i would add a realtime reflection probe

onyx prawn
#

@teal stratus thanks, i'll try it when i will be at home and btw while making this i used somekind of random reflection probe i found in my assets and a ssr from post processing stack

dawn cape
#

Hey guys i dont know why some of my lights arent baking,mixed and realtime work but as soon as i bake they dissapear and the lux value is already high and nothing shows

supple patrol
#

The floor is a static Object?

dawn cape
#

Yes

sharp cedar
#

what happened to my lighting?

lyric oracle
#

That looks like some shadow bias issues, try playing with the Bias and Normal Bias under the realtime shadows on your light. Lower values can give better results, but at zero you risk artifacts like you've got there. Even bringing them up a very small amount might fix it.

worthy crater
atomic ocean
#

Why i have this weird light in corner? all normals good, its solid model with solid walls

tropic lance
#

if the shadows aren't baked it's because of the shadowmap resolution, it's a good idea to put a solid wall behind it or if there is one make the wall thicker @atomic ocean

#

anyone ever have their lightmaps suddenly render/uv improperly? I'm using probuilder and I did all the steps to regenerate lightmap uvs, it was baking perfectly and then I added light probes and it broke, even if I remove the probes it still bakes this way, tried restarting the editor too

#

I'm using HDRP if that makes any difference

balmy stratus
#

what is the optimal settings for shadow?

#

the default is pixelated

sharp cedar
#

unity is very bad when it comes to lighting

mystic dew
#

@sharp cedar really? i was thinking that it depends on skills of artist...

sharp cedar
#

The fact unity splits lighting into 3 pipelines

#

Is also an obstacle

mystic dew
#

not really. i can do good lighting on HDRP and URP pipelines ThinkM

sharp cedar
#

Light bleeds a lot

mystic dew
#

like ?

sharp cedar
#

And I would have to pay for an asset to fix it

mystic dew
#

you about light in the corners of models?

sharp cedar
#

Yes

mystic dew
#

here is many ways to fix that

sharp cedar
#

I already reduced the bias to the minimum

mystic dew
#
  1. Lower shadow draw distance and increase shadow map resolution.
    2.Place a cube with shadow only render to block those light leaks
sharp cedar
#

These things shouldnt happen to begin with

mystic dew
#

well its not really hard to fix those problems by tweaks 2 settings πŸ€·β€β™‚οΈ

sharp cedar
#

Its annoying having to place a cube every time

#

Also lights clip a lot

sharp cedar
#

like bruh

sharp cedar
#

I really want and tried to use unity for my project, but I just keep running into issues that shouldnt be there

sharp cedar
#

Bruh

mystic dew
#

@sharp cedar try to place a cube, where are in mesh render have SHADOW ONLY render mode

#

so it will block light leaks

sharp cedar
#

Can I fix it without doing this?

mystic dew
#

@sharp cedar do you know how working shadowmaps in game engines ?

sharp cedar
#

Nope ;-;

mystic dew
#

a place where are wall connect can have light leaks

#

due resolution of shadowmaps in this place not enough to cower it

sharp cedar
#

So?

mystic dew
#

so you have to place a cube behind corner to close this @sharp cedar

#

that not hard

sharp cedar
#

It doesnt work

mystic dew
#

just place a big cube between sun and room

sharp cedar
#

The fridge light still clips

#

Even with a cube

mystic dew
#

are you on URP?

sharp cedar
#

Yes

mystic dew
#

URP Point light do not support shadows

#

for now

sharp cedar
#

What

mystic dew
#

yes

sharp cedar
#

Why

mystic dew
#

well they research more optimized way to draw shadows for Point Light

#

but atm its not yet possible

sharp cedar
#

Thats pretty dumb if you ask me

mystic dew
#

maybe in 2022 URP will support casting shadows from Point Light

#

so for now place Spot Light with wide 180 degrees setup

topaz jackal
#

So is baked GI completely removed from HDRP now? I can't get this interior scene to look right. I've tried adding light probes, and reflection probes. I tried increasing indirect intensity on the directional light and increased indirect intensity in the rendering settings. Here's what it looks like with and without baked lightmap.

mystic dew
#

@topaz jackal no, make sure your models is static and models import settings correct for baked light

topaz jackal
#

Oooh ok, it was a problem with RealtimeCSG settings. Thanks.

solid rapids
#

does somebody now some good lighting settings for a night scene with post processing v2? any tips?

sonic nymph
#

it's very very dark x)

#

in the back

sharp cedar
#

Why is my Global Illumination stuck at 99%?

sharp cedar
#

Plus weird artifacts

mystic dew
#

@sharp cedar what is your settings for bake light?

sharp cedar
eternal pewter
#

Can someone help me with my game's lighting? I don't know too much about lighting but this scene just doesn't looks real. It kinda looks fake, idk why. I have the Color Space set to Linear, some Fog and some PP in URP

#

What can I do to improve the look of the scene?

mystic dew
#

@sharp cedar hahah bro, did you watched tutorials about light baking?

#

seems like you trying do to something that you do not know and blame engine xD

#

but all here is your blame

#

A- should be 2

#

B should be - 40

#

C should be 2048 or more

#

@eternal pewter open the lighting tab in Unity. Use gradient lighting instead of skybox light

#

If you will match your gradient lighting with fog light and sky light, its will looks a lot better

eternal pewter
#

oh damn that already made it look better

#

If you will match your gradient lighting with fog light and sky light, its will looks a lot better
Gotcha

#

thnx

sharp cedar
#

@mystic dew 1 hour to bake

mystic dew
#

yea bro, bake light can took long time for get nice result

#

so work on scene, leave PC bake light at night, go sleep

sharp cedar
#

Unreal takes 10 mins at maximum tho...

mystic dew
#

well, maybe on UE you bake at super low quality and small scene ?

#

What can cause longer time to bake -

  1. Bad imported objects.
  2. Bad settings.
  3. Very big scene with a lot of props to bake
#

those factors can cause longer time to bake.
ofc in UE4 and Unity itself i can place single cube, setup 8k lightmaps and bake everything in less that one min.

runic sundial
#

im making a dust2 mod for a unity game. using mixed lightning and it shines between some meshes. why is that and how can it be fixed?

eternal pewter
#

This definitely looks much better, but can I do anything else? I can't really get the feel from the scene

mystic dew
#

but what you would like to achieve exactly ? @eternal pewter

sharp cedar
#

Make shadows less harsh and make em less dark

#

Add some postprocessing

mystic dew
#

click on sun, and make shadows soft only

#

if you are on URP, you can added volume component to empty gameboject and create PP effects

eternal pewter
#

Well that's the problem, I don't really know. I'm just playing around with the scene and trying to keep what I like. Just trying to make the place look more believable.

#

click on sun, and make shadows soft only
A sun?

#

if you are on URP, you can added volume component to empty gameboject and create PP effects
Yup already doing that

mystic dew
#

Directional light - its a sun πŸ˜„

eternal pewter
#

Oh lol ok

#

Oh its already set to "Soft Shadows"

mystic dew
#

Check URP Render pipeline settings for soft light checkbox's

eternal pewter
#

Ah ok working

#

BTW how many cascades should I have?

#

Not even sure what they do, seems like reducing cascades to 2 from 4 makes things much softer

mystic dew
#

you can have 2 cascades and 25-50 units draw shadows distance

eternal pewter
runic sundial
#

im making a dust2 mod for a unity game. using mixed lightning and it shines between some meshes. why is that and how can it be fixed?
@runic sundial it looks like after disabling mesh compression the issue is 99% gone

sharp cedar
mystic dew
#

@sharp cedar go to scene view and click on shading mode to show lightbake

sharp cedar
mystic dew
#

omg, your model lightmaps is soooo ugly

#

its should be only squares

#

and better to keep same pixels density on every objects

sharp cedar
#

How can I fix it

mystic dew
#

did you model those objects?

sharp cedar
#

Those are assets

eternal pewter
#

Take it to a 3D software and play with the UVs

mystic dew
#

well first:
1.Open asset store and write BAD review about this asset.
2. Go to FBX file that contain those 3d models, open import settigns and make sure its have procedural UV map generator

eternal pewter
#

Those are assets
😳 Lol

sharp cedar
#

By Synty Studio

eternal pewter
#

wait, seriously?

#

Which one?

sharp cedar
#

Yea

#

Town pack and Office pack

eternal pewter
#

omg

sharp cedar
#

Why

eternal pewter
#

Just bought them

#

πŸ‡«

sharp cedar
#

Oof

eternal pewter
#

Actually my scene is using all assets of their Nature pack

#

I'm afraid to bake my scene now

mystic dew
eternal pewter
sharp cedar
#

I generated UV and its looking better

#

Ill keep you updated

covert stirrup
#
  1. Because you haven't baked yet
  2. Because their scale in lightmap is too low, which is set on each mesh in the scene
    @eternal pewter
eternal pewter
#

First one I figured, second one turned out that I didn't had the Lightmap UV thing turned on, in the import settings, doing that gave we checker marks on all the objects

scenic ravine
mystic dew
#

@scenic ravine check your ambient lighting ?

gloomy mica
#

By any chance does any know if theres any known issues with Lightmapping and Nvidia cards or something. I'm clutching at straws I imagine but I've been having nightmares trying to get lightmapping to work correctly, even to the point where the early parts of basic tutorials are not working as expected.

tropic lance
#

@gloomy mica try enabling debug editor and setting your materials to double-sided gi

#

it was because my normal map wasn't set as a normal map texture nvm

paper gorge
#

so my skybox is being rendered first but I need it to be rendered last. how do I change this?

lean nova
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Is it possible to make a transparent lit urp shader cast a shadow?

timber lichen
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Hi guys I am new to the chat!
I am working on a 2D project, using 2D lights, but when I build the project in WebGL the screen is all black.
Does WebGL support 2D lights rendering?
thanks!

wispy skiff
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Hey, I have a weird issue with what I suspect are the shadowmaps in HDRP. The shadowmaps move around and interfere with the falloff of point and spot lights depending on camera angle.

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I haven't upgraded Unity or HDRP recently. This has just appeared in the past few weeks for me.

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Anyone recognize?

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It gets kind of resolved if I increase the near plane for shadows, but that's not gonna work in all situations

candid pecan
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Hey, Guys. Can anyone tell me if it's possible to store baked reflection data in a prefab?

viral gale
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@everyone

deep notch
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becauze of ze fog

viral gale
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becauze of ze fog
@deep notch ahhh make sense thanks dude

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becauze of ze fog
@deep notch turned off the fog stil the same

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send help

deep notch
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@viral gale then idk

supple patrol
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Is there Ambient Lighting or a Directional Light?

viral gale
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nvm solve it

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its the tree that cause the problem

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had to change

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thanks anyway

supple patrol
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what did you changeß

swift briar
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Hello, a quick lightmapping question.. do people/studios ever bake their lightmaps in other 3d software nowadays? If so, I was wondering how you would go about applying these lightmaps (using a custom material that has the extra texture input slot?). I noticed the old lightmapped materials are now "legacy".
Or would you just bake it into the diffuse rgb, if you were going to take the external software route, forgoing the extra UV set?

kind kelp
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How do I prevent light from bleeding into things? I made a long walkway with some 3d cubes, and they go down into the terrain, but light bleeds into where the terrain and the cube intersect

mystic dew
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@kind kelp you have to increase lightmap resolution on terrain.

kind kelp
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Ah, didn't realize terrain has a lightmap setting. Just experimenting to see how I can get dark areas in an otherwise lit world ^^ Thanks

keen pike
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Hi, i try to upgrade my project from build in to HDRP, works fine just my First person view got overlighten when activated, gots normal after ~15 sec in First person

tall arch
lofty osprey
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There are 133 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' visualisation mode in the Scene View or Lightmaps in Lighting Settings for more information.this is the warning iam getting
can anyone help me how to use UV overlap
i am baking the light
i am a beginner

quick saddle
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upgrade materials

obsidian canopy
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Is there any tool, any work around, anything I can use to link light probes to a prefab instead of a scene?

quick saddle
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like an empty game object?

obsidian canopy
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We can bake lightmaps for prefabs in scenes and load them/move them around and that works great, but Light Probes don't work

young coral
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hey can somebody quick help me in unity. I have a 3d model but every time i drag it into the hierachy, my camera goes gray

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thats before

obsidian canopy
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Unity Lighting Data Asset is garbage.
Not being able to use light probes in generated maps kind of sucks. Is there any good alternatives?

young coral
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im a complete noob but my understanding is that you use something like blender or 3ds max to do lighting but maybe i dont understand your question

fallow bone
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unity's converter asset is the easiest way

obsidian canopy
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@fallow bone Could you please give me a hint of what to look for?

fallow bone
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its actually inb asset store

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its called "asset swap tool"

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@obsidian canopy

obsidian canopy
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Thanks mate, but I'm not sure how this would solve my problem

fallow bone
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1 second

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this is not my video

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i found this one helpful when i had that problem

paper gorge
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I got a few problems and I think they all have 1 sollution, but Idk how to fix it

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its those dark places. I quite a few lights in my scene, but somehow many objects turn out dark like the inside of this thing

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and this wall also, the material is almost completely white, but it looks like its dark grey

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does anyone know how I can solve this

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HDRP 2019.4.10f1

pulsar aspen
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I know the obvious answer is "crank up the lights" but I'm creating a very specific space, it can't be washed out at all

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does anyone know how I can fix my scenes lighting (it's being baked), the walls are somewhat dark so it's just eating any light I give it

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Albedo boost? Intensity?

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indirect/albedo seem to lighten things

quick saddle
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Global light?

digital delta
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Hi, I have a problem with the ilumination, when i set the scene lights to baked, the scene is not iluminated, lights just iluminate when i set them to real o mixed

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why is this happening?

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ok sorry, im dumb, i forgot to set walls to static....

digital delta
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Im using quads for the walls and for the roof, and after baking lights this happens

haughty jolt
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It's a simple shader graph shader with some bloom, but its really glitching out?

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The shader itself is literally just a scrolling UV map to make a little flame

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Also the HDR intensity is at 0, so I dont understand

sly roost
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someone help me out i cant create 2d lights my unity version is Unity 2020.1.5f1 (64-bit)

supple patrol
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is that an URP-Project?

sly roost
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yes

winged cedar
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Good evening fellow unities 😎

Have you ever encountered uv lightmap bleeds?
Would you know how to fix these? I create the uv lightmaps automatically with unity

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uv overlapping view

hollow blade
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Hello, a friend of mine is having trouble where he's trying to get realtime shadows to be cast in a URP project but the shadows are not showing up. We've checked that objects have a cast shadow option enabled as well as increasing the shadow distance in the quality settings. Is there something we're missing here?

supple patrol
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lightsource set to mixed/realtime?

hollow blade
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lightsource was already set to mixed

hoary canopy
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Any idea why half of my materials turn pink when I add a point light to my scene? Using URP, Baked GI w/ Baked Indirect. Point light is baked with soft shadows enabled. The only other light in the scene is a directional light that is mixed mode.

obsidian canopy
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Going to ask again, maybe a Unity rep will see this!

We need support for light probes being at run time (Able to move them for level gen). Are there any tools for this?

sly roost
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someone help me out i cant create 2d lights my unity version is Unity 2020.1.5f1 (64-bit)
@sly roost help me out someone

little sigil