#archived-lighting

1 messages ยท Page 53 of 1

little sigil
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any tips?

summer aspen
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You should describe what is the issue exactly and what is your setup.

little sigil
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the image is the issue

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It's creating a sheer line with shadows

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and what about my setup should I share?

summer aspen
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What render pipeline are you using, what are the cascading shadows settings, etc.

little sigil
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cascading shadow settings?

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I'm also not sure how to tell what my render pipeline is either

summer aspen
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...Do you want that shadow or not. What do you try to achieve. the picture says nothing about that

little sigil
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alright sorry

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I don't want the shadow

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the harsh edges tend to be around the edge of the objects too

summer aspen
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cascading shadow settings?
I'm also not sure how to tell what my render pipeline is either
Something to research before asking questions.
Cascading shadows are in lighting settings.

little sigil
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:/

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Sorry but you're sounding a bit rude

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anyway

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I'll just not bother

summer aspen
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You need to make some effort first.

little sigil
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I already tried researching

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This problem is hard to describe honestly

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I don't think cascading shadows are the problem here, the lighting doesn't appear to be antialiased either

summer aspen
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Start by finding out the source of the shadow first. If it's the shadow range doing that or something else.

little sigil
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I'll start by saying there is no "shadow" range said anywhere

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the shadows also appear and reappear depending on what angle I look at the spot light

summer aspen
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If you are using URP without cascades setup it can create a single shadow circle sometimes, at least used to.

little sigil
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Hm

summer aspen
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So experiment and setup cascades to avoid that.

little sigil
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I'll see what I can do

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oh here's a good example

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it appears

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I think it has to do with it rendering the light only on the objects nearby the camera, but I don't want it to do that

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since you can partially see the unlit objects in-game

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oh, do you know any good tutorials for cascades?

little sigil
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Thanks :D

summer aspen
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Cascades themselves are pretty straightforward, just have to experiment and understand how it works

little sigil
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yeah

summer aspen
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Also to debug your lighting create a clean scene with default shaders with similar scale and see what's happening.

little sigil
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I struggle with researching stuff like coding because I really haven't been doing it that long

summer aspen
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From these pictures only vague guess work can be done

little sigil
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understandable

summer aspen
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Practice and experimentation is the key

little sigil
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So do I have to bake a cascade?

summer aspen
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It's for dynamic lighting I think. I haven't used it a lot.

little sigil
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yeah the spotlights move with the player so I wouldn't be able to bake any of the lighting

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I'm not sure this is straightforward, there is a lot of text in that

summer aspen
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It's LOD for your shadows basically

little sigil
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the cascade?

summer aspen
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yes

little sigil
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actually I'll try to recreate the problem in another scene

obsidian canopy
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@summer aspen Hey fog while your attention is here, do you know if it's at all possible for Unity to share how their Lighting Data Asset is laid out?

We are trying to do baked lighting in a procedural map and the last step is Light Probes

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room prefabs generated in random positions to be specific

summer aspen
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@obsidian canopy I have no direct relation to Unity or its development. Please don't ping staff or people out of conversation with support questions.

obsidian canopy
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Oh okay lol

little sigil
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well I lost track of where my scene was so now I need to find it xD

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so the lighting edge forms around the edge of the collision of the object, instead of spilling over onto the next one over, is there a reason for this specifically?

summer aspen
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Check if it uses a different shader

little sigil
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They should all be using the same shader

summer aspen
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or renderer shadow/lighting settings

little sigil
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they do

summer aspen
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That's where clean scene + default shaders would point you to the problem

little sigil
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Yeah, but I don't know how I'd see it

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if I can't see the problem now I don't know how that would help any more than just this

summer aspen
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Create default cubes in unity and put them in place of the road, see what happens

little sigil
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They seem to not be affected

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which is really weird

summer aspen
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So that would point you to the problem with shader/material. Change them to confirm.

little sigil
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what should I change them to?

summer aspen
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To the ones that worked - default ones

little sigil
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Also I've noticed the objects not in view aren't being lit up, and when the spotlight objects aren't in view the light doesn't show

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they are all set as "mobile/diffuse"

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oh right, I should set it to standard I guess

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wow that fixed it instantly

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Makes me wonder why "mobile/diffuse" did that

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well thanks for the help either way :D

timber lichen
supple patrol
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What do you think?

timber lichen
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I think it looks little f*cked up

little sigil
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It seems the intensity of the lighting is a bit high I think

pulsar aspen
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Shadows need fixing

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Generally I go by "if u have to ask if it looks good.. Try again"

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Getting rid of the blinding white will help tho

true gate
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Any idea on how to create an effect equivalent to the one that was used on the Driver: San Francisco?

silk schooner
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I was wondering if anyone could help me fix this issue.

In the editor, everything appears white, I've tried messing around with the directional light lux value and so on but it only changes in-game, not in the editor.

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I'm not quite sure as to what's causing the bright white in the editor

summer aspen
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Check what effects are being applied on the scene (dropdown on top of the scene) . Skybox lighting looks like not being applied.

silk schooner
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omg, thank you so much jesus

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I even looked at that before

pulsar aspen
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@true gate looks like an overlay to me

sinful anvil
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hi ! i don't get it i have removed all lights, skybox exposure is on 0 direct light is rotated as night time but the world is still bright thanks !!

ebon brook
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Any ideas on why my game looks like this in Shaded mode?

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it bakes ok

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I'm assuming it's my reflections maybe

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but deleting my Probes does nothing

obsidian canopy
vocal ivy
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Say there is a glitch in my code where sometimes when I change directions before my airplane levels out it will stay rotated in the opposite direction. I could use a set of eye's if one of y'all could tell me what's I'm missing and I would appreciate it.

float input = Input.GetAxisRaw("Horizontal");
if (Mathf.Abs(input) > inputDeadZone && Mathf.Abs(horizontalAxisRotation) <= rotationLimit)
{
    horizontalAxisRotation += Mathf.Clamp((transform.rotation.z + input) * -rotateSpeed * Time.deltaTime, -rotationLimit, rotationLimit);
}
else if (input == 0)
{
    horizontalAxisRotation *= rotationDampFactor;
}
// transform.localEulerAngles = Vector3.forward * horizontalAxisRotation;
gameObject.GetComponent<Rigidbody>().transform.localEulerAngles = Vector3.forward * horizontalAxisRotation;
exotic folio
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Hey guys new here, I'm having an issue with lighting. I just recently changed my project from standard to HDRP. all the lighting is broken and I can't seem to bake any lighting at all.

delicate sonnet
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Im trying to bake lighting in a scene for testing purposes, the only light source being a directional light and with the settings as shown here

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Ive been thinking it might be to do with the materials or the import settings for the models or the lightmap resolution or the lighting settings but I get varying types of broken results no matter what Ive tried so far, switching to the Enlighten mapper makes the building appear all black

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I feel like Im missing something obvious, to me it looks like the lightmap data has very low resolution but I dont know why

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even when I create rather high resolution lightmaps those dark spots remain throughout the scene

sinful anvil
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Anyone has a good free flare package to share for unity 2020 ? or some tips ? that would save my day ! thanks a lot!

shadow horizon
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Can anyone tell me, on a brand new scene, my scene lighting is being set to -12 intensity?

pulsar aspen
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try adding a skybox to the environment?

shadow horizon
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@pulsar aspen not sure what that would solve

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The level is 100% in doors, no windows i dont need a skybox

pulsar aspen
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The hdr color is directly below your blank skybox, those three tabs are their own section; it appears they relate to one another @shadow horizon

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You may not need a skybox to look at, but it may effect other things

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Just a guess

shadow horizon
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Didnt solve the issue

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Like i cant do anything, i cant bake my lights, since the scene intensity is still -12 when i press play... so the game is just black..

lusty vine
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@shadow horizon I'm a lighting noob so whatever I say, please question it ๐Ÿ˜„ But as far as I know indoor scenes won't be affected by outdoor lighting.

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Except for showing cracks in/between your models. I had the same issue when I was trying to light my indoor scene (and I never solved it). The way I worked around it was by just adding a crap ton of area lights and point lights. After baking, it looked terrible. Then I solved it by closing the project and giving up.

shadow horizon
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I found the cause

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No idea... why its happening

lusty vine
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Oh do share ๐Ÿ˜„

shadow horizon
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Its a singular spot light.

lusty vine
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What the crap

shadow horizon
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i know right lmao

lusty vine
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Are the other lights baked?

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If you figure out why this is happening could you ping me? I'm very curious now

shadow horizon
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Sure, dont think i will find it out though

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i solved it by keepign the light active, but just making the light color black

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i've always had light problems with unity

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i never bake. its terrible. changes the look of the scene too drastically

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its just clapped. needs a complete over-haul

lusty vine
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I think that might be the problem

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This light is realtime

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Are the other lights realtime?

shadow horizon
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i've tried baking

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doesnt work

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still black

lusty vine
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And everything around it is static?

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If a light's mode is baked, and nothing gets baked, then the scene will be black in play mode because there's no lighting information

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But then it also doesn't make sense that the parts around the ceiling lights are lit when you enable the spot light...

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I hope someone smarter than I sees this and has an answer

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Also I have a question about URP and runtime shadows. I don't have a directional light either because it's an indoor scene. And URP doesn't have realtime shadows... So how can I have shadows still? I can't fake it with multiple directional lights because that's also not supported. And not having shadows makes it look weird.

It's for VR, so I can't use HDRP either.

A while ago I saw that URP point lights has realtime shadows "in research". But that hasn't moved yet so idk what to do.

shadow horizon
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@lusty vine URP does have real time shadows, Im using Urp and my player arms cast shadows

lusty vine
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@shadow horizon What? Which version are you using?

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Also which light are you using for the shadows

shadow horizon
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Im using 2019.4 LTS

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SpotLight mainly

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Directional Light also casts the shadows

lusty vine
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Ah spotlights... I don't use those. Maybe I should try that.

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If I set the radius wide enough it shouldn't be too obvious

shadow horizon
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Yea, they have a fade-off angle which is super useful

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But. Unity lighting still trash ๐Ÿ˜‚

lusty vine
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haha +1

lusty vine
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Dumb question... Probably. But is there a way I can let my lighting have the same brightness everywhere? I'm trying to illuminate a room so I put lights in the corners but it's making these "extra" lit bits because that's how light works

marsh kiln
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haha um.. im losing my mind rn, im trying to bake lights with my gpu and i get this: "OpenCL Error. Falling back to CPU lightmapper. Error callback from context: [CL_INVALID_KERNEL] : OpenCL Error : clEnqueueNDRangeKernel failed: invalid kernel 0x0
"

vocal ivy
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@lusty vine that's an odd effect, it only effects the floor and ceiling. Are you using the same material for the walls?

pulsar aspen
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I think that happens when the lights are too close to the outside of the mesh

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so you get some light some places, but say the wall, it's detecting light as on the other side of it / normals not lining up

wispy brook
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Having issues with shadows for mass spawned trees after baking my lights all the shadows for the trees arent baking any solutions

pulsar aspen
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@wispy brook are they static?

wispy brook
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yes

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i keep getting a cant create vertex buffer

pulsar aspen
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could be out of memory

wispy brook
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i have 32 gbs of memory

pulsar aspen
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when you say "mass spawned trees"

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how many are we speaking

wispy brook
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should i cut the tree count down

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10000 trees

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probably

pulsar aspen
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I'm not experienced with mass baking but I'm sure it's possible- just not all at once maybe like you're attempting

wispy brook
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idk any other way of doing it

pulsar aspen
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combining those trees might do something? maybe someone else can chime in

wispy brook
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u cant really do much to them they are all apart of the terrain

pulsar aspen
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you can extract them tho

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if it comes down to it

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but there should be an easier way to do large scale baking, my suggestion is turn down your settings

wispy brook
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ill mess with it more tomorrow ig guess cuz i got a lot of optimizing done so it should run better over all

pulsar aspen
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anyone experienced know what I can do about A: needing to bake my lights (for Area)

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and B: needing to turn said lights off at runtime.?

pulsar aspen
paper gorge
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i realy dont know what happened here

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the objects look like they have a weird outline

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and the lights in the windows look pixelated or something

meager spoke
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The light is going on the ceiling and floor but not on the wall

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Any way to fix this

digital plover
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@paper gorge u can try decrease the scale

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@meager spoke im not rly sure but maybe reflection probes might help

iron karma
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is the gpu progressive lightmapper suitable for extremely large environments (lots of small objects) across like 2x2km distance?

iron karma
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another concern is how texture streaming would handler hundreds or thousands of lightmaps. lightmapped objects would be swapped out with baked low res chunked LOD geometry probably, so I'm guessing that shouldnt be a problem

winter echo
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What is the purpose of light probes. I know they store lighting data that isnt on surfaces, but I do not know when to use them

supple patrol
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What is the purpose of light probes. I know they store lighting data that isnt on surfaces, but I do not know when to use them
@winter echo They fake light from a baked lightsource and bounced light from static surfaces onto non static objects.

You can safe performance by using Baked Lights and use Lightprobes to project the surrounding illumination (so non static objects don't feel out of place and not affected by light) onto non static objects instead of using realtime/mixed lights.

Basically use it when you want ambient light to affect non static objects and use realtime lights when precise reflections are crucial, for example in close up shots.

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Any way to fix this
@meager spoke looks correct to me, It seems the materials reflect light differently. Change the Material from the Wall

winter echo
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ah ok thanks

vocal ivy
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I got this bug in Unity and was wondering if there was a way to fix it, actually 2 bugs but they seem to be related.
The first one will open a window with my project telling me I should download the Hub which Is where I'm launching the project from and asking me what I want to do.
The second one will open a blank window with my project and if I close it then the other window will close as well.

fervent turret
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Hi all,
is there a way to get a world space canvas to react to 2D lights in URP? I have some text displayed on a wall, and only want the player to see it when it's lit with the player's torch.

autumn crow
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Hello people. I need some wisdom to figure out a problem I:m having. I have this statue model with lights around it. The user is able to scale the model as they wish. However, when you scale down the statue, its becomes too bright since the lights remain at the same brightness and radiues and light up a smaller model. Any ideas on how I can fix this? I tried doing some sinple maths to reduce the intensity of the lights with the sacle but it wasnt good enough.

quick saddle
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how would the blue tint effect on far away object be implemented with unity's lighting system?

daring seal
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Blue fog, i guess

silver kernel
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Hello there. Having some big shadow acne issues in URP. I've been tweaking bias but doesn't really help. Searched for the fixes on google, but there's nothing apart from recommendations of using NGSS. Is there really no way to fix that without that asset?

toxic hemlock
solar salmon
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I'm getting weird lighting when using HDRP:
Whenever I am looking directly at or near a very bright or very dark material, the exposure of the camera completely freaks out. Either everything turns super-light/white or super-dark/black.
What have I done wrong? ๐Ÿคท

mystic dew
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@solar salmon did you setup auto exposure in volume render component ?

solar salmon
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@mystic dew I guess so. I had the tick for exposure checked in my "Sky and fog volume" and the value was set to 10000 ๐Ÿ˜ฎ

timber lichen
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why do my directional lights work for everything except character? blue light makes all things blue but character still white

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i made it baked for speed/peformance

sinful anvil
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Hi ! any idea on how to add flares on unity 2020.1 ? Thanks a lot !!

violet night
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@timber lichen have you setup light probe? Baked lighting and lightmap is only for static object, dynamic object have to use light probe to simulate lighting effect

timber lichen
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oh ok, i thought i will need to change it to Mixed lighting

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from baked

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will check your solution, thanks

violet night
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it depend on what you need, if you targeting low end device full bake + light porbe can save a lot of performance. If you target mid end or PC, you can use mixed, but you still need to setup light probe to make some lighting effect to work

timber lichen
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or mb i need to bake again

violet night
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no, light probe is another object you can place in scene, try google light probe

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and you need to bake again after placed in scene

lilac lynx
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does anyone know how i can fix this?

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also the lights are realtime spotlights and i am using URP

clever jasper
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@lilac lynx wow never seen anything like it

violet quiver
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@lilac lynx that's wierd, try lowering your camera and see if that fixed it, looks like its above your mesh, but then you look up and it works, might be a clipping plane issue

lilac lynx
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hi! sorry!

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I actually found something pretty interesting

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only issue with this is when I bake the lights they disappear

violet quiver
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oh, thanks for the update, I wasn't aware of that limitation

lilac lynx
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haha me neither

frigid badge
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Hi I hope is the good channel. I have problem when I build apk the spotlight doesn't work. version of unity : 2020.1.11f1 and urp project

violet night
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like how

frigid badge
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@violet night are you talking to me?

toxic hemlock
violet night
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@frigid badge yap, we probably need more info like screenshot, setting for the light and something else

frigid badge
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My project is for oculus quest 2. When I run apk with the headset, spotlight didn't work but in the editor is work

timber lichen
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I've created a new URP project, but my character has that dark shadow on the other side. How can i fix that?

toxic hemlock
timber lichen
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can someone help me

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the light is not bouncing around and is stoping dead after a certain radius

mossy pivot
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if you are using hdrp or urp then ambient light is... complicated. You can up the exposure on hdrp, on urp I do not know how ambient is handled

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Also light does not bounce around except when baked in. Realtime lighting is limited

vague cradle
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how do i make an object unaffected by lighting so that its always lit?

covert stirrup
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somewhat ironically, due to the phrasing of your question, by applying an unlit shader

vague cradle
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oh

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is there a way to convert a pbr shader graph to an unlit one?

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do i swithc it to a unlit master instead of a pbr

covert stirrup
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yyyyyes probably but I'm not too familiar with it. You can add a new master node and right click on it to make it active. But if you can't get it to work then ask in #archived-shaders

vague cradle
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okay

quaint yew
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i'm using 2019.4. The progressive lightmapper gives me horrible results in my scene. some areas are wayyy overexposed, and there are some random black spots on the light maps.

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i have auto generate light map UVs turned on for all meshes

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y'all know what could be the cause of this?

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i should also note, the scene is pretty large, and is mostly made up of a modular kit, so a lot of reused geometry

timber lichen
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how do I remove shadows completely and make the lighting the same everywhere?

quaint yew
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like unlit?

timber lichen
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like I want it to bright but same brightness everywhere and no shadows

quaint yew
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use an unlit shader then

timber lichen
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what's that

quaint yew
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at the top of a material's settings, there's a drop down for "shader", just browse through and choose one that says unlit

timber lichen
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Ok. After I create that do I have to add it to something?

quaint yew
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yeah you can just drop the material on something

rancid coral
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If anyone has used bakery before for baked lighting, is it worth the money? It seems really expensive and I'm not sure about taking the plunge on it, but baking is so slow it's pushing me to it

rancid coral
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lmao nvm I just took half an hour to bake and then realized I still had something messed up in my scene I'm getting it lol

delicate lichen
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@vocal ivy are you using a shader for water the creates waves?

delicate lichen
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@vocal ivy what kind of objects are hitting the water? They would need roundish colliders. It seems like just using a shader with a particle would be easier than having to do mesh deformations

wise prawn
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Hi, i have a problem. I am making a muliplayer game with Photon Pun2. And at the moment I have around 90 PointLights as ceiling lamps. Now it lags a lot. How can I make less lights, but still bright in the rooms or get the lags away?

supple patrol
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are the lights baked?

wise prawn
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no, realtime

supple patrol
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Any particular reason for that? Are the Lights themselfes moving?

wise prawn
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no

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i have no experience with lights

supple patrol
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Might want to set them to baked then and combine them with Lightprobes.

wise prawn
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ok, thanks

supple patrol
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pretty sure Baked+Lightprobes are "best practice", but you could first try to set the lights to baked and see if the lag disappears

wise prawn
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so if i move my player in room, the shadow moves to?

supple patrol
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should, yeah

wise prawn
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ok, THANKS

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Now all is dark.

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I only backed

supple patrol
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are the walls/ground the lights should illuminate marked as static objects in the inspector?

wise prawn
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no

supple patrol
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mark them as static

wise prawn
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are there any disadvantage when i make them static?

supple patrol
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no, unless you want to move the objects

wise prawn
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I want to move the player

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and some doors

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but not the walls

supple patrol
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then mark the walls as static

wise prawn
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ok

supple patrol
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then rebake your scene and look if the walls are now affected by light

wise prawn
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should I turn the lights static too?

supple patrol
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yes

wise prawn
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ok

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how to rebake?

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just turn to realtime and the to backed?

supple patrol
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at the bottom right of unity should be the Lighting options. If it's set to auto you'll see a progress bar until it's finished every time you change something in your scene, if it's not set to auto you can click on it and manually start the bake

wise prawn
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oh, ok

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It just needs 3 hours

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sorry

supple patrol
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๐Ÿ˜† You could change to GPU-Baking to shave off some time, but it's a preview feature, so might not be perfect.

wise prawn
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so I can't change to GPU now?

supple patrol
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yes

wise prawn
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ok ๐Ÿ˜„

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But Thanks

supple patrol
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Anyway, I'm not 1000% sure about the character Shadow stuff, you might have to change the Lights to mixed later, but first add the lightprobes

wise prawn
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ok, the shadow of the player is not that importend

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I'll let them bake and get back to you later

supple patrol
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@wise prawn sry, missread you earlier. You CAN change to GPU-Baking. But I'd still do the final Baking in CPU.

covert stirrup
wise prawn
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ok, i will see

toxic hemlock
lilac lynx
supple patrol
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walls not static?

lilac lynx
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they were

daring seal
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Is there a way to bake lighting while playing the game?

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I'm making a scene out of custom made meshes and I want to bake the light just after instantiating them

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Also, would I require well made uv's for the object?

lilac lynx
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not specifically well made

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probably recommended to but i wouldn't really say it has to be super well made

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just as long as it's not terrible i guess

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anyway to answer your question

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baking on runtime is really not a good idea. it would make your game unplayable for a good amount of time because it's using like 4GB of RAM and all of your CPU.
what you should do is lightmap the objects you want to instantiate. or you just stick to realtime lighting. @daring seal

daring seal
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What I actually want is to bake the lighting only once

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And how could I lightmap a custom made object?

lilac lynx
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i don't think it is even possible to bake lighting at runtime anyway.
even if it was possible i would not recommend it.

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also i think you can do it by going into Lightmapping > Object settings?

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i'd do this for the prefab of the object that you want to instantiate.

daring seal
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Thats the problem, the object info is stored in a class and everytime the object is instantiated, the script has to build the object from the ground up (vertices, faces, normals, uvs etc)

lilac lynx
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ohh i see!

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the best i can recommend for this then is to use realtime lighting

daring seal
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Oof, well thanks for the help xD

lilac lynx
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haha it's not the nicest thing to hear i know
but i wish you the best of luck man! ๐Ÿ™‚

supple patrol
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Not sure but when you set your lights to mixed and create objects during gameplay, it should get handled by the mixed light as long as you dont set the object as lightmap static?

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This way you can still prebake static objects and don't bog your system down with realtime lighting, but never tried it

quaint yew
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anyone know why my light probe lit objects are significantly darker than they should be? (like compared to the baked lighting in the spot they're standing in

zinc nexus
silk lichen
#

where can I tweak bounce light brightness? I'm using light probes for these characters, as you can see there is some probe action but I would think that the bounce light from the sun would be a bit brighter

supple patrol
#

anyone know why my light probe lit objects are significantly darker than they should be? (like compared to the baked lighting in the spot they're standing in
@quaint yew can you show your lightprobe setup and tell you light settings?

timber lichen
#

I'm having this issue with the directional light passing through the backfaces of an object. I've tried searching on google but nothing really helped

teal stratus
#

I'm having this issue with the directional light passing through the backfaces of an object. I've tried searching on google but nothing really helped
@timber lichen set Cast Shadows to Two Sided

#

in the mesh renderers of the walls

timber lichen
#

@teal stratus Setting it to two-sided makes it worse actually. It still pours in through small amounts

teal stratus
#

you want it to be completely dark?

#

@timber lichen

#

also that pouring is due to shadow bias in the directional light so the only fix would be decreasing it, which could add shadow acne unless you set the shadows to hard

timber lichen
#

Well I don't want it completely dark

#

but, dark enough to look like a horror game

teal stratus
#

but you want the walls to cast a perfect shadow in the floor

#

?

#

like to completely block light there

#

in that case just destroy the directional light

timber lichen
#

just remove it?

#

Ok

teal stratus
#

ye

timber lichen
#

Ok, I did

#

So all of the lighting will just be baked?

teal stratus
#

hm its not related

#

if you want to make an horror game i guess you would reduce a bit the ambient lighting

#

add a reflection probe in there to catch a real reflection instead of the skybox

timber lichen
#

Ok, thanks!

dusky yew
#

Does anyone know how to fix the light coming through this mesh (I'm pretty sure it's caused by the normal map) in HDRP?

mystic dew
#

@dusky yew select mesh and mark it as cast shadow both sides?

dusky yew
#

it does cast a shadow, but the problem is the little specks of light

#

these disappear if I remove the normal map

vague cradle
#

how do i reference the urp lighting settings from code?

gaunt swallow
gaunt swallow
#

Anyone at all? I'd be grateful if anyone has even the littlest idea.

gaunt swallow
#

@vocal ivy thanks, will try. I tried a clear bake a few times but I can maybe try the different bake methods

gaunt swallow
#

Ok so it might be the Uvs then. Thank you. I'll check it out.

chrome badger
#

could be your uvs in some areas are too small

#

but I have done a ton of lightmap baking, but in texturing it'd cause that

gaunt swallow
#

I see. Would posting my lightmaps help you guys find the issue at all?

violet night
#

@gaunt swallow try enable double sided global illumination in the material

#

and you might need to enable double sided shadow in mesh renderer also

#

I just having similar artifact but then it fixed after I enable the double sided global illumination

gaunt swallow
#

Ok i'm going to test it right now, thanks.

#

Do i have to always enable generate uv lightmaps in unity import settings?

#

It seems like the model doesn't receive any lights without enabling it.

#

even though it has uvs of its own

gaunt swallow
#

Double sided global illumination didn't help unfortunately.

proper parrot
#

Hey guys, I need a hint.
My models are black as a black hole on the side away from sun, example:

#

I use default lighting, did not change anything. Any tips?

#

I mean, I can solve it by creating second sun on other side which cast no shadows, but I am looking for not hacky way

violet night
#

@gaunt swallow opps, sorry, didn't heck my discord message. Generally if you already have uv2, then you no need to tick the generate uv lightmaps

#

no think realtime GI is working with progressive, try uncheck realtime GI. Do you use mixed light on your light?

#

can bump direct sample to 64 or higher, indirect 1024, ambient can keep 512

#

and if you have better GPU, you can try to use GPU progressive, which a lot faster

wet locust
#

does HDRP have Eye Adaptation or something similar automatically on?

#

my indoor room (no directional light) is dark no matter how intense I turn up the point light, and seems to change brightness based on the direction the camera is looking

summer aspen
#

Setting renderer to cast shadows two sided usually fixes that.

#

in mesh renderer

wet locust
#

@small void all you have found is the setting to automatically bake lighting, rather than wait for you to press the button

#

so what you are seeing is the difference between the realtime representation and the baked representation

#

if you have auto on, every single time you move an object it will try to bake again while you are still working

wet locust
#

I would say it's mostly a nuisance

#

When you want the lights baked, press the button, otherwise you don't need stuff flashing and your editor lagging just because you touched an object

#

especially when it will keep starting again and again with every touch, so you aren't even letting it finish while you are actively working

#

so basically the reason why your shadow was so dark before baking is because there are no reflections with real time lighting

#

and so why baking takes time is that it calculates where the light can bounce/spread to when it hits surfaces

primal garnet
#

Hello everyone! I've tried to bake my lightmaps (at a low resolution for now) and this happens. The material is opaque, but for some reason, it gives a metallic feel, since the sky is visible on the buildings, and not only. What could I do to fix this?

silver kernel
#

This may seem strange but... with every unity version change (no matter if it's upgrade or downgrade) the lights seem to have much bigger numbers, like when I didn't upgrade it the good value was like 200 lumen, then after upgrade 2000, then after another upgrade 20000... it's like they were getting less intensive with every version, seems like it happens with bloom too.
@timber lichen yeah, I've also noticed that thing

#

not sure why tho

#

like bruh, I was so confused when met this problem first time, I thought my lights were broken or not even emitting light

#

it's not that big for me tho, I'm not using something more than 5k, but anyways that's still a thing (probably not that bad cuz I've upgraded it only once in my main project)

silver kernel
#

tried adjusting bias values but doesn't really help

alpine cypress
#

@proper parrot not sure if you resolved your black lighting issue, if I recall to ensure correct lighting you need at least one reflection probe. I t could be a large one for general area but that should resolve it without hacks. Ideally you would have more probes strategically placed, but can sort that as project progresses.

timber lichen
#

When the camera is too far away the shadows disappear, I think it's like a clipping plane. Where do i adjust that?

covert stirrup
#

Project settings>Quality @timber lichen

timber lichen
covert stirrup
#

Oh you're on URP, then it's on the pipeline asset

timber lichen
#

Thanks ๐Ÿ˜„

timber lichen
#

Does anyone know how I can change the values of a 2D point light, such as falloff intensity through a script? I have been trying to find the answer to this for around 6 hours today and have not found anything.
specifically how do I reference the lighting script built in. I have tried making the entire class public, but it has not worked.

timber lichen
#

nevermind

sinful moth
#

how can i fix this shadow bug

visual mural
#

I have a problem with my textures on unity, they are unlit materials. They look dull compared to the real colors of the texture exported from substance painter.

thick gull
#

hey all, there's no realtime gi support for unity 2020, right? are there other solutions?

hollow lintel
#

hey guys i am currently working on lighting in my game, i set up this light and it isnt lighting the room as i expected it to, how do i fix this, it only consists of a point light and the render pipeline is URP

#

its glowing only because of the bloom post process effect

#

thx for helping in advance

prime thicket
hollow lintel
#

yea i did

#

anyways i got it fixed

#

I duplicated the light and then changed it to spot light, and increased its area

icy plover
#

my skybox is turning off in play mode

icy plover
#

there might be some script switching it, iโ€™ll check it later

paper gorge
#

I get this error. its about raytracing so I thought this might be the chat to ask how to resolve this error

#

does anyone know how to

velvet laurel
#

why does the materials are dim by defualt

hollow lintel
hollow lintel
# velvet laurel why does the materials are dim by defualt

there can be many reasons why it doesnt show up brightly

  1. theres not much light in the scene
  2. If you want it to glow, you should give it an emissive material
  3. Change color space from gamma space to linear (gives much more better reuslts)
  4. Depends on your render pipeline too, for example, the default SRP (Scriptable render pipeline) gives these sort of results, while URP gives a better and sort of brighter look
velvet laurel
#

oo

hollow lintel
#

Hope your problem is solved : )

icy plover
icy plover
#

is there an easy way to see which script is changing it?

velvet laurel
#

using defualt material

#

nvm fixed it

jovial vigil
#

Hi guys. I Just created a ne 3d Project. The only thing i added is the ground and this guy. but why is he soooo dark when not in the light?

pulsar aspen
#

@jovial vigil your lighting is unbaked

#

Lighting tab > bake

#

@velvet laurel you answered your own question. Everything was fine it's up to you to retrace your steps and figure out what you did wrong

graceful yarrow
#

I was going to ask the same lighting question; I've rebaked lighting and reflection probes which brightened it up from pure black, however it still remains the incorrect color to a lower degree (the skybox is set to be black in the background if wondering)

pulsar aspen
#

@graceful yarrow remember if your shadows are too dark you can always adjust shadow intensity in the light itself

#

skybox can effect that yes, it can all be changed in your lighting window

#

using the skybox, or a gradient, or a color for example for ambient lighting

celest epoch
#

Why are all of my in game objects showing up as gray and black when they say they are white in their descriptions, this started happening yesterday and I don't know what to do.

stark temple
#

The light is probably yellow-ish and the lighting settings (Window/Rendering/Lighting) have defined the ambient colour

hoary fossil
#

open the original for a better view

fluid sapphire
#

Is this a good configuration for a underground (cave) scene? Can I tweak something to decrease baking time?

hoary fossil
#

What render pipeline are you using?

fluid sapphire
#

Standard (default non scriptable)

light narwhal
#

why cant i find SSAO in URP (WebGL)? in the docs it says: SSAO is a render feature

lavish stone
#

I mean i'm not complaining about how the material should look or anything

#

(yes I'm newbie it's not the engine fault but using basic skybox should give similar result

supple patrol
#

Hey, If I change my "Sky and Fog Volume" from "HDRI Sky" to "Physically Based Sky" and add the according Override to the Volume, the changes don't save and revert back to HDRI after reopening Unity.

Anyone had this before?
Edit: I think I answered it myself. Is it possible that even tho you can add the Physically based Sky to a global Volume, you're not supposed to? I added it to the environment profile, disabled the Visual Environment override in the global Volume and now it works.

rugged summit
#

why does my light baking thing never finish?

#

it will go to like 2 seconds and then jump to 30 over and over

#

it looks like it is re porcessing the same map over and over again

hollow lintel
#

How do i get screen space reflections ?

#

like i want water on the road

#

and i want screenspace reflections on it

supple patrol
#

It has to do with the slice distribution of the Fog Volume, if i change the "slice distribution Uniform", the issue changes. Is it possible to increase the Fog Volume Slices or any other way to get a smoother light transition?

grizzled edge
#

Does anyone have tips or resources for learning how to make high quality textures for stylized lighting? I am referring to textures such as a brush texture or complex hatching or different types of noise textures

#

Also ramp textures. I see so many complex ramp textures and I have no idea how you even approach making those

hoary fossil
#

final work finished. Unity is starting to look more professional and I love it.

#

Build: Unity 2020.2 Beta (HDRP version 9.52) using DXR

serene coral
#

Wow, looks great!

#

nice work

covert stirrup
desert orchid
#

trying to do baked lights on a level, how do i make the shadows not as dark?

#

also the ice isnt affected because of the shader i use for it, which is fine by me

random basin
random basin
#

if i look at task manager unity's memory usage is still increasing so it probably isn't stuck?!?!?

woeful prism
#

hey gang, can anyone tell me why my lightmaps look like this? Specifically that giant green square sure seems like a waste of texture memory....

eager sphinx
#

On 2D my shadows don't stack on other shadows. How would I allow to stack?

hardy hinge
#

Hi guys, pretty new to Unity here. I can't seem to find the emission value shown in a Brackeys tutorial on 2019.4.9f1

modest ibex
#

@woeful prism You can change individual object lightmap scale or all of them at once - it takes some time to find the right number. It will fill more space then. You might also have some messed up UV2 on some of the objects.

true swallow
#

any reason why?

modest ibex
#

@true swallow Are they static/baked?

#

if not, I would check the ambient light in rendering window

true swallow
#

they are not static and I have no ambient lighting

#

the ground for example is not lit up

modest ibex
true swallow
#

yea I have nothing there

modest ibex
#

Can You show the material?

true swallow
#

the tree material

#

The tree was built using speedtree

#

so its not your standard material

modest ibex
#

looks like the subsurface scattering?

#

can you remove mat from there?

true swallow
#

trying it now

modest ibex
#

texture*

#

I've never used this shader

true swallow
modest ibex
#

set the color next to it to black

#

Also, is there any info about the "Extra" slot?

true swallow
#

I set it to black and it helped a bit

#

trying it again with subsurface off

modest ibex
#

๐Ÿ™‚

true swallow
#

for some reason tho

modest ibex
#

mmm

#

Looks like something's not casting shadows on them

true swallow
modest ibex
#

Maybe it's directional light issue

true swallow
#

the tree renderer

modest ibex
#

๐Ÿ‘Œ

true swallow
#

but the thing is

#

I dont want shadows this strong haha

modest ibex
#

can You go to Window->rendering->lighting settings

true swallow
modest ibex
true swallow
#

sure

modest ibex
#

oups not this one

#

the one above

#

ahh you have intensity set to zero

true swallow
#

I set it to a colour

true swallow
modest ibex
#

I'm out of ideas for now ๐Ÿ˜›

true swallow
#

haha all good

#

Ill just fiddle around I guess

#

also I got another unrelated question

#

how can I acheive a similar look, I know its a big question but I figured maybe you would have some ideas

#

is it just a combination of bloom and lighting?

modest ibex
#

hm

#

There's probably loads of things going on here. Custom shaders, bloom are big part of it

true swallow
#

yea, ignoring planet atmospheres here do you think I just need bloom and a good skybox?

#

also interested in maybe introducing some volumetrics

modest ibex
#

there's some cell shading here as well

true swallow
#

cell shading?

modest ibex
#

Cartoony way of rendering materials

true swallow
#

im listening

#

how can this be done

true swallow
#

yea thats cool

modest ibex
#

You're using default renderer?

true swallow
#

yes sir

modest ibex
#

You'll probably need HDRP or at least URP for that ... unless you want to buy some plugins

true swallow
#

ah I see

#

how does it work?

modest ibex
true swallow
#

oh right thats pretty cool

#

using shader graph

modest ibex
#

Yeah shader graph is really cool ๐Ÿ™‚

#

It changed a lot lately so i bet this tutorial is quite outdated ๐Ÿ˜„

true swallow
#

well thanks alot for your help chriss

#

been really insightful

modest ibex
#

Glad I could help ... to some degree at least ๐Ÿ˜›

true swallow
#

haha, have a nice day bro

modest ibex
#

Same! ๐Ÿ™‚

shadow horizon
#

What is the best lighting settings for best performance? is per Pixel extremely taxing? Should i use per vertex instead?

woeful prism
#

@shadow horizon per vertex is faster, but very low quality as it will light only where geometery has vertices and do linear interpolation for the shading. Try it, maybe its a look you want but most games use per pixel.

#

@modest ibex Thanks man, i figured that was it. I have been doing global resolution settings through the panel, and have not gone through EACH object to determine if there are overlapping UVs (editor says 300+). Are you aware of any good tutorials for optimizing lightmaps? Seems very hard to find this info. I still haven't found good info on generating second UVs in a DCC app either. thanks!

modest ibex
#

You can use Unity's auto UV's. They work quite well most of the time. What DCC are you using?

#

@woeful prism

#

I don't know if there ever gonna be a good tutorial about lighmaps optimization. There's probably too many variable that can influence the lighmap ... scene size, target platform, game type, art style etc.

#

There's some helpful tips like .. using light probes for smaller objects (like pebbles) instead of lightmaps. Setting smaller lighmap size for objects that are far in the distance, etc.

pulsar aspen
#

I wish there was more content on the subject honestly, I've even purchased a course or two on it that only scratched the surface.

woeful prism
#

agree; very difficult to find specifics. Unity changing things too fast for good documentation.

languid ravine
#

How do I disable shadows

stark temple
#

It really depends what you mean by that, because shadows, you can disable on the lights

#

but darkness caused by the absence of light, you need to change the lighting settings (Window/Rendering/Lighting) to have a higher ambient

#

or you can use Unlit shaders on your materials

languid ravine
#

nvm*

#

ok

#

where can i disable the shadows

stark temple
languid ravine
#

thx

true swallow
#

Guys I really really really need and would appreciate any help here, currently working on a space scene (see attached) in the built in render pipeline. At the moment I pretty much hate how it looks, is there anything I can do to make this look better?

#

There are stars in the image also but are hard to see in the screenshot you can open original to see them better.

timber lichen
true swallow
#

You need some sort of constant ray line

#

laser line

#

I dont know much about that sort of thing but I imagine you would do something like shoot out a ray cast at infinite range and when it hits something then draw a laser graphic along that raycast

#

or you could just stick a static laser model on the front of the gun

#

check this asset pack out

#

Might help you

#

ps, its free

timber lichen
#

thanks

shadow horizon
lean prairie
#

what is the best way to do lighting with 2d sprites within a 3d space? i have this at the moment

serene galleon
#

sorry if this is not the right section but I tried asking this question in the reddit unity page but nothing that was suggested fixed my issue, I have very harsh and jagged shadows no matter the setting (even tried to use a simple cube in unity) and i'm really confused as to why I can not get the correct shadows, project had even been set to 4k with no luck. Is this more than just a lighting issue, did I set something up wrong? the lighting is a directional light, mixed lighting, and soft shadows. Props were set as static and lighting was set to baked indirect. Project is running on 2020.1.13f1 for URP unity -Thanks

bright drift
#

guys how can i disable lighting?

#

like how do i make fullbright

pulsar aspen
#

@bright drift do you mean flat colored without shadows?

#

that's a shader, called unlit

timber lichen
primal garnet
#

Hello everyone! I've tried to bake my lightmaps (at a low resolution for now) and this happens. The material is opaque, but for some reason, it gives a metallic feel, since the sky is visible on the buildings, and not only. What could I do to fix this?

rare torrent
#

how do i make lights with universal render pipeline

glacial pagoda
shadow horizon
#

I really want to understand lighting... But unity makes it so hard. WHY when i bake my lights, They just stop working??? They are set to baked. i bake, and they no longer work

#

Why is this

covert stirrup
tall arch
tall arch
shadow horizon
#

@tall arch But then whats the point of GPU instanced material? i cant have both

hoary fossil
mystic dew
#

@hoary fossil you have to work with video transition between scenes ๐Ÿ˜„

hoary fossil
#

@mystic dew um sure. Its not a short film, and im just showing off graphics thats all. Not trying to make the best edited film out there.

#

I appreciate the video editing advice though?

mystic dew
#

well all good exept moments between change scenes. its had a white flash frame

hoary fossil
#

Oh yeah yeah I noticed that

#

I guess I was too tired when I put it together Haha

hoary fossil
#

better ?

half bluff
#

Really needing some help with lighting and shadows. I have a model that is a plank of wood and is smooth edged, nothing jagged. The shadow casted however is very jagged when up close.

hoary fossil
#

what version of unity are you using

#

and is it standard, URP or HDRP

timber lichen
#

Is there a way to keep fog from showing in shadowed areas in HDRP? I mean perhaps in this specific area it isn't so bad, but what about cave systems? The directional light would light it up like a flashlight.

#

Ahh I think i found the solution. Not sure if it's the proper solution. I turned down "Ambient Light Probe Dimmer". Not sure if this will have any unforseen effects.

primal garnet
#

Hello everyone! I've tried to bake my lightmaps (at a low resolution for now) and this happens. The material is opaque, but for some reason, it gives a metallic feel, since the sky is visible on the buildings, and not only. What could I do to fix this?

gentle tiger
#

I've been trying to troubleshoot this issue for several days, and kind of at the end of my rope here. The blob shadow projector is causing seams to appear over every mesh border it covers, even these untextured squares. I've tried changing all kinds of lighting and texture settings and I have no idea what to do at this point. Does anyone know of a simple fix or an easy replacement blob shadow I can stick under the player object? This is just the default unity shadow projector, so I have no idea why I'm having such issues with it.

mystic dew
#

@hoary fossil much better now.

graceful solstice
#

yo, how could i remove this glow effect from the terrain

pulsar aspen
#

@graceful solstice it's either your intensity or the material itself

#

white light on white material is going to look.. white

graceful solstice
#

ik ik but this happens on any color, either sand, dirt, asphalt

#

and i can remove it by setting the intensity to something around 0.4

#

but then it is too dark

pulsar aspen
#

you have a brown dirt that's glowing white?

#

if that's the case check the material

#

not the texture, the actual shader settings

#

any post processing happening? that could be it as well

#

what is your environment tab look like in light setting?

#

that pic does not give much to go off.

graceful solstice
#

no post processing, it is a texture not a material.

pulsar aspen
#

You can't apply a texture to an object without a material.

sharp harbor
#

Hello there! I'm still a student but i want to know if Someone knows about a YouTube channel that teaches about lights? I want to create smooth ones, but every time i try something it looks horrible (i'm in URP, no HDRP, idk if that changes much).

serene galleon
#

quick question, what is the best way of doing modular walls and floors? I am using URP unity and was told that one sided walls would be alright so I made a 5m tall by wide wall and snapped them together in unity but after baking it gives dark lines in between the walls I did not get much better results after doing a test 5x5 wall with both sides

dusky acorn
#

How i can capture high quality hdri with unity ? Look like we are limited to the maximum quality of the reflection probe capture. DM plzhttps://www.youtube.com/watch?v=YJFlOLXU-Kw

Skyboxes are used for reflections and for lighting your scenes. Here's a quick beginner/intermediate tutorial on how to render your own custom HDRI skyboxes in Unity by baking reflection probes.

โ–ถ Play video
timber lichen
#

why

#

is this happening

timber lichen
#

fixed this with either setting light to deferred or legacy(prespass)

#

but on forward, my water doesnt display

#

so im left with legacy, isnt legacy something ancient ?

timber lichen
#

ironically in NEW SCENE, both forward works

#

with no shadow flickering

#

and water displays

pulsar aspen
#

with a new scene comes new light parameters after all @timber lichen

#

for fun I'd reset your light settings in that scene and see what happens

verbal garden
#

I have a completly black Skybox (Space, stars will be implemented later) and everything that isn't facing the Point Light(Sun) is just completly black. Can I change this somehow? PS: I have no idea how lighting works

zinc nexus
#

@verbal garden Directional lights maybe make a better 'sun' than point ones ... and there is an 'Ambient Color' in Lighting Settings/Environment that might help light everything up a bit.

verbal garden
#

Thank you. Also how could I use a directional light as sun? I need it as a real object the Player can fly towards.

#

@zinc nexus

zinc nexus
#

... then a point light makes more sense, thought you meant 'sun' as in global light

hexed sequoia
#

is there a way i could make lighting work in 2d?

zinc nexus
#

You can also make the 3D lights work on 2D stuff with a ton of caveats and headaches.

golden dock
#

is it possible to export lights from blender to unity?

lyric horizon
#

Anyone know why this is happening?

pulsar aspen
#

@golden dock yes

lyric horizon
#

@pulsar aspen My lighting is messed up. This is a brand new project and I'm not sure why this is happening.

pulsar aspen
#

Context..
What is the green?
Why is it moving?
What version of unity is this?

#

if you see banding in the background it's due to the shadow distance being too short, not the lighting being messed up

#

other than that I see no issue here

#

clarify if that doesn't fix your problem.

lyric horizon
#

I've expanded the shadow distance.

#

Previously.

#

The green is the ground.

#

Version is latest 2019

#

I'm moving to show that the shadows move along when you move back.

#

When you move back, it shrinks, when you move forward, it expands.

fierce glade
#

Some help please! Anyone know why my lighting is bleeding through my ceiling? There are no gaps.

fierce glade
#

Itโ€™s even worse when I bake. It just doesnโ€™t read the roof at all and all the light comes through it.

nocturne cave
#

As i know, this is Unity bug. I fix this by increasing scale of objects with very small nunbers (like 0.0001) in one way (x, y or z, depending on where you see that bleeding)

fierce glade
#

That doesn't seem to do anything

golden dock
#

and whats it called

stark temple
#

If you switch to Deferred then those limits aren't a thing

golden dock
stark temple
#

in HDRP there are limits to the amount of lights on screen too, I think you can play with them in the quality settings.
There's aslo a light limit per tile that cannot be changed, you can see those values in the render pipeline debugger for tile/clusters

golden dock
pulsar aspen
#

@golden dock go to quality settings and adjust light count

#

should be at the top cant miss it

#

pixel light count

#

first one in fact

golden dock
stark temple
#

I think those numbers look fine. Though I can't tell you what other setting or issue could be causing it, I'm not super familiar with HDRP. It's probably worth asking in #archived-hdrp

vestal hound
#

I have this weird bug that the light changes if I look up in my scene view (in HDRP). Does anybody know why that is happening?

#

this is what it looks like if I look down

pulsar aspen
#

@vestal hound I believe that's a post processing thing

#

not color grading something to do with auto x

vestal hound
#

yeah seems like using Fixed Exposure fixes it

pulsar aspen
#

auto exposure something like that

#

yep exactly

#

probably more suited for cinematic

#

giving the player that much control can end up wonky

#

what I would do though is give them a slider in the options so they can adjust based on their monitor

vestal hound
#

yeah I would probably do that at some point but in general I don't like that dynamic exposure. I'm happy that I could fix it xD

maiden vector
#

Is there any simple explanation for why does light behave differently in editor and play mode?
For context: I'm using HDRP, I have volumetric fog and some light sources which gives the cool effect and all.
Now the issue is that when I move a light source while in play mode, it leaves a trace behind, while in editor it updates instantly.
Can I do something to get the instant update result in play mode?

maiden vector
#

Ok, nevermind, had to go Edit > Project Settings > HDRP Default Settings and just uncheck reprojection

topaz jackal
#

So is SEGI not compatible with newest versions of Unity? It doesn't seem to be working in 2020.1.4

#

Tried it with URP and HDRP

vital finch
#

I have a big project on my hands and baked several times before the last week. All bakes were perfect but added things, fix others, etc. Now, every time I bake everything looks like shit, it's obvious UV's overlapping. Nothing in light settings seems to really help. I believe Mipmap is not working properly but I'm not sure, and despite having "autogenerate UV's" some models still have the sign warning me it's off, and that it is overlapping. It's not the models, I exported them to another project it is not happening there, reimporting won't work either. Cant migrate because this is an 8 month project and don't have the time to "remake" it whole. Does ANYONE have what the hell is going on? I'm getting desperate.

timber lichen
#

okay i have issue

#

basically

#

my character is all black on the back when helooks at the sun

#

well i guess adding light works

#

but the problem is with light, it doesnt know what direction sun is

#

so it will light both the unlighted and the lighted way

maiden vector
wispy skiff
#

Does anyone have experience trying to match lightmaps with light probes? I've lit with them for years, but now I need them to be near perfectly matched, but the lightmaps are just massively brighter than the light probes in every instance. I'm doing this in HDRP, but I also tried a fresh URP project and it's the same there.

#

The grass and terrain are the exact same albedo. I've tried with other things as well, like a quad with the terrain texture on it lit by probes, but it's darker than the baked terrain.

zenith spruce
#

Hopefully this is the right place -- I have an issue with HDRP where my Scene tab is rendering the volumetric lighting/fog but my Game tab is not. Here's what I'm seeing

#

I was assuming it was something having to do with the camera, but I wasn't able to find anything in my search

indigo cobalt
#

How do I get a 2d light to interact with other objects? What I mean by this is I don't want the light to shine through the floor as it does already

half bluff
#

@hoary fossil from last week, its Unity 2020.1.13f with URP

mortal raft
#

Hello,
Can I create a light only for the camera ?
Because my game is during the night but I want to create camera to display what's going outside

#

(In 3D)

zenith spruce
mint halo
#

Anyone please able to help me with some super basic lighting? Working on a school project for the first time in Unity with a small group of 5 and none of us know how to fix the lighting being glitchy

#

Its a super basic project and I think someone can help me out in no-time if they know what to look for.

timber lichen
#

damn

#

help

#

have issues with light flickering

#

@modest ibex did you fix your light flickering issue? i see you have exactly same issue (or had!)

#

omg..

#

well fixed i think..

modest ibex
#

@timber lichen I slightly moved the light and it somewhat fixed it

jaunty harness
#

Hey everyone! We are working on a trailer inside the HDRP right now and I am unsure on how to improve the performance for baking light in a scene that heavy in the end. Bakery seems to be making no progress at all (desptite not throwing errors, but it's slow AF). The integrated baker from unity keeps rendering, but the STA varies a lot. Are there any optimal settings I can chose to guarantee a bake in the end, or are there any numbers on how much long I can expect a bake to be?

#

I should also mention, that we are trying to reduce the overall batches in the scene but do not really pay attention to vertex count at all

safe compass
#

ho can i fix this hard shadows?

rare torrent
rare torrent
#

also no render pipelines

dense fjord
#

[JOB][PAID]
Hi Guys,
I bought the assets on the left and you I made the scene on the right.
I am looking for a professional that would help me perfect this scene to look more like on the one on the left.
If anyone is interested please send me a message.
Regards

forest rose
#

Does anyone know the reason why my light probe wont let me extend its boundaries in Unity?

dire siren
#

And game looks like this

verbal garden
#

Is ist getting worse if you increase the distance to the objects?

#

@dire siren

dire siren
#

I took camera closer to everything and downscale it and it works better now ๐Ÿ˜‰

#

Thanks

verbal garden
#

Window\Rendering\Lighting Settings. Then untick fog. Distance shouldn't be a problem afterwards

#

@dire siren

dire siren
#

Even better now! Thanks โค๏ธ

drifting cliff
#

Is there a way to do light filters in unity like you can do in Maya

hoary fossil
strong forum
#

wow (I'm poop in render xD)

heavy elk
#

Hm.. I'm getting some weird shading going on here on this seating area back here. (Using real-time lighting)

#

Anyone know how I can fix that?

hushed moss
heavy elk
timber lichen
#

Forgive me if this question does not belong here, but i have a cardboard cutout, and i want it to glare depending on where you look, how can i do that?

digital delta
#

but if the cave is underground, how do u iluminate it to looks like this??

timber lichen
#

I'm using 2020.1.17f1 HDRP.

Are Realtime light probes still removed? I seem to remember they ripped out Enlighten at some point...

fierce glade
#

Please help! When I bake lighting the normal maps on my rocks here disappear. Why does that happen?

#

It's supposed to look like this. This is the same mesh just dragged in without baked lighting.

#

Also all of my SpeedTree trees have black faces on one side after I bake. It looks terrible and this was a two hour bake, all waiting for nothing. ๐Ÿ˜ฆ

mystic dew
#

@fierce glade with mode are you use for bake? Shadowmask?

mystic dew
# fierce glade Indirect

after baking indirect and subtractive etc you will lose mostly normals and smoothens/metalic maps

#

try to bake in distance shadowmask mode

fierce glade
mystic dew
#

well its a optimization... The rocks use default materials, or custom one?

mystic dew
fierce glade
#

I'll look into it thanks, I'll see how a shadowmask bake looks like too

rare torrent
nocturne pebble
#

This might be a really basic question, but I can't quite figure it out in Unity. So I want ambient light to stream in through the windows, how would I go about that?

jaunty fox
#

hello

#

how to make my games light look broght

#

bright

#

and good

#

PostProcessing? Auto generate lighting?

#

Its so dark in default

digital delta
#

@jaunty fox yeah, first need to autogenerate light, to generate the "ambient light"

wet locust
#

has HDRP done anything about shadows cast from transparent objects?

#

found some tutorials on how to do the glass refraction and reflections and such, but nothing about shadows. In the standard pipeline I know transparent shadows such because of bad dithering

#

the day light can be coloured by going through glass will be good. I'm guessing things aren't at that stage yet?

timber lichen
#

i have question

#

whenever unity does assetdatabase.refresh (or basically something else that i dont know what) for example when i click SAVE project

#

(ctrl+s) then if project was indeed dirty and saved

#

my lights stop working

#

before and after saving

#

how to stop this? super annoying ;/

#

im not even use if this is light or not cus with scene light on off the effect is the same anyway

timber lichen
#

well its related to mesh/material

heavy elk
#

I'm sorry for repeating myself, but would anyone know why these two separate meshes are being shaded differently (they use the same material)

fierce glade
#

I tried shadowmask and Bakery, but my normal maps are still missing and my SpeedTree trees are still baking black. Images if you scroll up a few messages. ๐Ÿ˜ฆ

It says there's overlapping UV's or the lightmap has reached its size limit on the SpeedTree trees and the rocks, but there's no way for me to re-UV the trees as they're a unique file type and if I enable 'Lightmap UV's' on the rocks, it breaks all the UV's including the diffuse. Even with Swap UV's enabled.

heavy elk
#

I wish I knew the solution.

mystic dew
#

@fierce glade bakery need to use special shader that store normals data

fierce glade
#

Ooh ok thank you. I heard that shader doesn't work with VRChat though. But I'll do some tests.

So, the tree issue, they bake fine on terrain but any hand placed trees bake black. They only have some artifacts in the viewport, but when I press Play they're 100% black.

heavy elk
#

Okay I found out I needed to set my lights to "Important"

fierce glade
#

Could be your ambient skybox color or something? Have you got some cubemaps in there too?

heavy elk
#

Yeah I figured it out it was using an outdated reflection probe bake.

sonic nymph
#

hi, how can we bake a light in movement ?

covert stirrup
#

You can not @sonic nymph. Baked lights must be static

sonic nymph
#

right ๐Ÿ˜ฆ but it is possible to have light in movment ?

covert stirrup
#

Yes but it has a performance impact

sonic nymph
#

ok ok ^^

#

thx :3

#

and the light static can't "illuminate" movable wall ? it's same ?

#

( it's an example")

sonic nymph
#

I ll check it when i'm back from work

#

thx a lot ๐Ÿ™‚

compact remnant
#

np!

pure totem
#

what is a good lighting method for vr in urp for a procedural level ? im having trouble with environmental light since it will light* both the surface and the underground caves and dynamic light is too expensive to lit the entire surface

brittle zinc
#

Hey I have a question for you all-- disclaimer im pretty new to lighting - im trying to get super soft dynamic shadows from a directional light, is this possible (in URP)? I know you can use "soft shadows" but it seems it doesn't really get nearly as soft as I'd like. Any solutions out there?

haughty plume
#

could anyone explain to me, in idiot terms, why i would want SSGI enabled and baked at the same time? as it seems the SSGI effect by itself is so weak you cant really see it. i don't doubt i have the wrong idea totally about what's its for, but i'd like a pointer ๐Ÿ™‚

lunar pollen
#

i just upgraded to 2020.2, can anyone tell me why my sun gets really big when i look at it? and why i went from 100+ fps to 30?

#

2020.1 to 2020.2

#

hdrp

#

nvm about the performance thing. for some damn reason it defaulted to 4k

#

the sun issue still persists

golden dock
covert stirrup
#

Thereโ€™s a vertex colour node in shader graph @golden dock, just use that

covert stirrup
#

Yea, I'd add a multiplier for the emissive intensity

timber lichen
#

wow nice game @golden dock

golden dock
timber lichen
#

ohh

#

lol

golden dock
covert stirrup
#

you can do whatever you want in the shader

golden dock
#

but how?

#

when i change the shader it loses textures and i cant add them manually for every material there are hundreds of materials

covert stirrup
#

If you create parameters in your new shader and give them the exact same names as in the default shader, parameters will carry across when you switch shaders

golden dock
#

thank you so much i will try that

covert stirrup
#

What you see there is not the names of the parameters. Look at a standard shader in debug mode

golden dock
#

oh i have to put it in reference thanks

jovial shadow
#

I have a question about my project about lighting can i ask it here or is there another channel?

covert stirrup
#

This is it

jovial shadow
covert stirrup
#

did you try playing with the bias on your light?

jovial shadow
covert stirrup
#

Oh you mean the green square?

jovial shadow
#

no, i mean the light under the capsule

#

It's a capsule with a flashlight, but there is light under the capsule

covert stirrup
#

Almost looks like a point light

golden dock
#

@covert stirrup tysm everything looks amazing now but alphas doesnt work anymore how can i fix it?

covert stirrup
#

You need to set your shader to use alpha. On the gear icon on the master node I think

#

Actually you see it tpo the right in the screenshot there

#

Surface type

golden dock
#

there are only 2 options, opaque and transparent. transparent just makes everything worse

covert stirrup
#

You'll need to apply your alpha in the shader as well

#

As alpha mask I think

#

I'm off now but good luck

golden dock
silk iron
#

guys how do i do good lighting with neon lights? Im new to unity and making games in general.

glass aspen
#

does anyone know why with URP, shadow distance when increased, lowers the quality of shadow edges?

rare torrent
magic rivet
#

Does anyone here know how to disable light-refraction/reflections off of game objects? I've turned all of the shaders' smoothness to the minimum, yet light still refracts off of it a lot

rare torrent
delicate sonnet
#

hey does anyone know why I still get these shadow artifacts of deleted objects on the table even after generating new lighting?

potent heron
#

Hey guys so lightning in unity 2018 version looked pretty good in the beginning when u start a project but i'm now on 2019 unity and it looks pretty crap how can i make the lightning like nice and not bright and hurt my eyes i also have trouble with shadows i want no darkplaces just bright place

upbeat oxide
#

it's hella bright

#

nvm i got it

wraith goblet
#

Question! I have a house with a bunch of switched lights (they can be either on or off). In that case I would not bake any of those lights right? They would all be realtime since that dynamic?

manic pebble
#

@wraith goblet Right, I believe they should be realtime or mixed.

wraith goblet
#

Cool, tyty I thought so!

pure totem
#

anyone knows good Realtime GI methods for generated levels ?

sonic nymph
pulsar aspen
#

looks like they're fighting for priority, higher count gives more screentime

wraith goblet
#

Hello! I am running into a weird stitching issue between two gameobjects and realtime lights. Anyone know of some documentation to point me to to solve this?

#

2019.4 *

sonic nymph
#

@pulsar aspen where can i find it in setting ?

pulsar aspen
sonic nymph
#

I fixed my probleme

#

if you want know :

pulsar aspen
#

What was the fix?

sonic nymph
#

i set "important" in render mode

#

instead of "auto"

gleaming cipher
#

I can't get the lighting right on my game, either half the character is dim or the whole world is too bright

manic pebble
manic pebble
proven pasture
#

extremely basic question, but here's my setup. I have a point light as a child of light, a chinese character. I'm trying to have it so that the character eminates a light, but it's pitch black when i run the program. i'm using universal RP

idle nymph
#

@proven pasture did you get an answer?

proven pasture
#

no @idle nymph

idle nymph
#

@proven pasture Is your sprite renderer still set to Sprites-Default for a material by any chance?

proven pasture
#

@idle nymph it's set to sprite-lit-default

idle nymph
#

Try adding a 2D point light instead of a regular point light.

proven pasture
#

oh my gosh i feel so silly

#

i could have sword i added a 2d one

idle nymph
#

Haha

proven pasture
#

alright, so i have it lit like this, but how would i have it light up the background as well?

#

do I just need to add some background object?

idle nymph
#

I'm a total scrub, most of what I'll suggest is guessing. I think if you add a background sprite which is also sprite-lit it should work. Double check the light because you have to specify the layers affected by the 2D light

proven pasture
#

gotcha

#

any advice for making it not a perfect circle? like having the edges maybe flicker a little so it seems more like an actual light?

idle nymph
#

There are scripts you can write to flicker a light. you've already had more success with your lights than I have lol

If I were to try and make a flicker, off the top of my head, I'd probably cobble together some DoTween messing with intensities or something.

#

When I set UPR as my projects renderer it immediately ruins everything. ๐Ÿ˜ฆ I can't get my Christmas tree to glow nicely at all.

proven pasture
#

it always feels so weird starting in a new engine
i feel like i've gone back to elementary school lol

idle nymph
#

I've only started playing around this year. I had a little basic experience with Java and Python... but that's about it.

wraith goblet
#

Is it possible to have [Global Illumination] lights that can be switched on and off in 2020.2 HDRP?

heady plinth
#

Anyone else seeing the build gi data step take hours

#

I'm running a ryzen 5 3600

wraith goblet
heady plinth
#

You'll be fine

lusty vine
#

Does anyone know why my shadow looks choppy like this? I tried "generate UV maps" but it stays choppy.

wraith goblet
#

I believe that has to do with your lightmap resolution settings

idle nymph
#

Morning, I've got this scene with a point light rigged to the moon. My sprites don't react to the light in any meaningful way though... Any advice? .. really struggling here ๐Ÿ˜ฆ

keen crow
#

I'm using the second uv set for detail texturing, but whenever I enter playmode the uvs change. i'm guessing this has something to do with unity autogenerating the second set of uvs for lightmaps, but not sure how/why it's happening or if I can do anything about it. Here's how the detail texture changes when in/out of play mode

timber lichen
#

My baked lightmaps always have these weird artifacts in them, how can I fix it?

#

These are the settings

wraith goblet
#

If I want realtime GI in 2020.2 HDRP I should use HDRP + DXR is that right?

pulsar aspen
# timber lichen

feel like it's something to do with either compression or res/size

hot harness
#

yo guys im having trouble with lighting again

#

its just applying the light maps in view , even tho the light maps are there