#archived-lighting

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solemn heath
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trying it now!

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didn't find shadow size tho

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yeah no change

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it's ok, i'll just go with thw shitty visuals

frozen crypt
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Looks like they are casting shadows to me.

radiant oar
languid wing
radiant oar
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I'm having a hell of a time uploading pics ๐Ÿ˜›

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Either way, I changed the directional light 's shadow bias to custom and adjusted some settings and seems to be fine

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Thx

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I still can't get rid of the shadow weirdness on this step ladder

frozen crypt
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Is that an actual cube or do you have more faces in there?

radiant oar
frozen crypt
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Looks good to me. Must be the lighting.

radiant oar
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It's the AurynSky Forest Pack

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Also... why is all my stuff so low res and showing a bunch of resolution aliasing?

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I've never had this problem before... I think they're related

tidal musk
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hey guys, anyone have any insight into why a few objects are just completely black with no light probes affecting them.

-does have uv's.
-is read/write.

entirely no idea whats up ๐Ÿ˜ฆ

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nvm , dumb me , few probes outside geometry , insta gibb everything

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fixed, ty, come again

tropic sable
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Hello!

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Im having some issues with lighting, specifically with light probes on HDRP

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they just dont work

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I placed some light probes for testing, and placed my lit shaded character inside of it, and the color remains the same, glowy and unrealistic in dark ambients

radiant oar
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Yeah, I straight up can't get Anti Aliasing to work in Scene view. Using URP. I've set up the Global Volume and Post Processing with Bloom is fully working, but not AA

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Google search seems to say that I need to set up Post Processing with Layer, but as far as I know you don't need to do layer anymore, and my post processing seems fine

frozen crypt
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Seems to work fine for me. Reset your light settings?

radiant oar
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How?

frozen crypt
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Window > Rendering > Light setting > top right corner, click the cog wheel, click reset.

radiant oar
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Didn't work

languid wing
radiant oar
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I created a new project with URP and this is what came up. Anti-aliasing is broken somewhere

radiant oar
languid wing
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Is that from scene view though?

radiant oar
frozen crypt
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No, in play mode. I thought we were trying to fix the shadow issues. I don't think MSAA is enabled in scene view.

languid wing
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Yeah thought so

radiant oar
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Thx. My Game view looks pretty clean so I'm alright

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Shadow issues... I still gotta fix those

frozen crypt
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wth lol

radiant oar
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I don't know why playing with Shadow Bias fixes things a bit

radiant oar
radiant oar
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Thx for telling me to reset my light, though. I deleted it and made a new one and it's much better. Shadows are better.

mellow onyx
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i have a problem

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the shadow map just looks awful, can anyone tell me how to make the shadowmap smooth on lowpoly opbjects?

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i tried smoothstepping it, no luck

tired kindle
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guys e n my friends setup a rain shader everything works flawlessly but the surface doesnt catch any sunlight

tropic sable
tropic sable
tired kindle
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hmm

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its a shadergraph shader

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@tropic sable

tropic sable
tropic sable
mellow onyx
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so noone can guide me to smoother shadows? using unlit and the shadow map

tropic sable
mellow onyx
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urp

tropic sable
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if not, then you need to choose the create node option, choose PBR master node and after that, right click on the PBR master node that you created and choose "set active" (I dont remember if that is the exact name, but has the word "active" on it)

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and after that, you need to reconected the nodes you had on the unlit master to the master node and need to delete the unlit master

mellow onyx
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i'm using unlit for exaclty the purpose of changing shadows and having full control in the shader. setting it to lit doesnt change the shadow res btw ๐Ÿ˜„

tropic sable
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Omg, im sorry, I thought you were the guy that was asking about the rain shader

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regarding shadows, I would say that you should mess with shadow bias and near plane values, that could help a bit

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but personally I love how those shadows are looking right now

mellow onyx
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@tropic sable problem is the sphere and half lit flat surfaces, makes everything janky

tropic sable
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Ahh, I see, in tha case, I dont know how to help you there, sorry

slender light
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How do you fix a problem like this,

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where specular light becomes harsh at the edges?

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it is because of the normal map, or shader/material settings?

frozen crypt
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Low faces?

tropic sable
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Hey, have someone fixed the issue where light probes are not working on HDRP in play mode? it seems like GI data loses when entering play mode and every dynamic object looks fake because of the bad lighting

slender light
frozen crypt
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The model. Is there very few faces in that area with harsh light?

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Need to see the whole thing.

solemn nest
knotty briar
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I am having a problem with mixed lighting, my baked lighting is not casting shadows in realtime

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is this a known bug in unity 2019 or is there an easy fix?

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ah changing to baked indirect from subtractive and rebaking the lighting seems to fix it

snow shuttle
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the same build but loaded the second time from cache has correct light map as game window

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Any help?

frozen crypt
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Check your shadow settings in Project Setting > Quality.

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Shadow Distance and check your cascades.

snow shuttle
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Good point, thanks.

I use urp template to setup my project. In Quality setting, only high quality uses Distance shadowmask, while WebGL use medium as default quality.
high quality urp pipline asset has and is the only one having more than 1, two, cascade counts. Split = 12.5 (m).
then, I am wondering why the initial load will cause the problem, using high quality maybe? but loading from the cache has correct quality setup.

sinful gazelle
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how do I turn up intesity of a light (material light source thing)
it is very dark currenty

timber lichen
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how do you change the color of different things differently?
I tried ambient light but
its kinda the same for every object

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i can use Point Light but it will be many lights then

lunar pendant
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Anyone know why my leaves turn white as shown in picture? Im using HDRP and the trees from book of the dead. Subsurface scattering is turned off.

agile obsidian
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They have this on YouTube. But I do not have this (Universal RP). How do I add this to my Unity?Unity (my Game is 2D)

spark garden
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Hello! I am using progressive GPU as a lighmapper. I have 2 scenes that use a lot of light panel lights. In one of them I have no problem with the baking, and it takes 5-10 minutes with progressive gpu and 1-2 hours with progressive cpu. In the other scene, when I try to use the progressive gpu ligtmappper the editor gives me the falling back to cpu ligtmapper error and it takes more that a few hours. I have tried everything I found online, using the nvidia studio drivers, the last unity version(2020.2.3f1) and other things, nothing helped

spark garden
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I think I found the problem, I have imported some chain 3D models from online and now I deleted them and now it works fine.....

stuck arrow
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This might be a dumb question, but is there anyway to increase how many light sources will bake on an object? When baking lights in the scene right now it only does 4 per object. I did try googling to solve the problem, but I must be asking the wrong question

snow shuttle
stuck arrow
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Thank you for your response @snow shuttle

naive scaffold
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maybe its a question here, i just upgraded my project to use unitys built in 2d lights from packages, but not all my particle effects are purple boxes. Anyone know what i need to change?

frozen crypt
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Probably need the new materials.

naive scaffold
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was just looking into that, but not sure which one it should be.

frozen crypt
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Not too sure. I never use 2D

wheat fog
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Hey guys, this shadow is really harsh. Especially since I told the directional light "no shadows". How do I reduce this effect? I am using Universal Render Pipeline / Lit shader.

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Nevermind, I figured it out. I didn't realize the angle of the directional light mattered. Thanks for help ๐Ÿ˜‰

timber lichen
agile obsidian
agile obsidian
edgy isle
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Can somebody tell me how to get baked lighting?

timber lichen
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Stupid question. I've added 3D objects to my 2D (mobile) game but they aren't making shadows...

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My light is like this

covert stirrup
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what material are you using

timber lichen
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On the object or lightning ?

covert stirrup
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On the objects

timber lichen
covert stirrup
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Do you have lights enabled in the viewport?

timber lichen
covert stirrup
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Ok, the last thing I can think of would be to check your quality settings

timber lichen
covert stirrup
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Try changing those values around perhaps. It's not immediately clear to me what the problem is

timber lichen
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Thank you for trying ^_^

desert orchid
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my lights just refuse to bake

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they just dont appear

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and now im sad

elder spear
fallen mist
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nope

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sorry

desert orchid
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why the heck are none of my baked lights showing up, i have everything set to static, generate uv's is on, the reflections are working, just not the lights!

lunar pendant
covert stirrup
desert orchid
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I've done everything i can think of, none of my baked lights are working, none. My reflections are working though

desert orchid
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oh my god it was because of metallics im so angry

muted ridge
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Setting my lights to Mixed helps, but I'm wondering if it baked at all - moving the lights removes any color so it might not have any improvement on performance

tame basin
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Can anyone suggest a good beginner tutorial on how to get started lighting a scene? I am fuzzy on when and how to use baked and real-time lighting, and I'm not sure how things like light probes work

clear crystal
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I have realtime lighting in a scene. The sun moves through the sky. The intensity lerps down to 0 at night. Sometimes everything works fine, sometimes however I get these white 'flashes' and certain items will flash pure white for just a few frames. Does this sound familiar to anyone and how would I fix?

serene tartan
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Any idea why Skybox might be not showing? Whatever skybox I set (including default one) I only see gray in scene view and black in gameplay view. Those are my lighting settings and I am using URP 10.2.2

covert stirrup
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Normal maps are not baked with unityโ€™s default light system @muted ridge

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What you see is determined in your camera settings, not light @serene tartan

serene tartan
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@covert stirrup You are right, thanks ๐Ÿ™‚

olive iris
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Are your materials reflective at all? And have you tried increasing the reflection size or intensity to see if it does anything for you?

olive iris
olive iris
# timber lichen On the object or lightning ?

Any reason you are not using real time or baked lighting since they are set on off? Also your bias are too high. Try lowering them down for the light it might reveal the shadows. Play around with clipping.

timber lichen
olive iris
clear crystal
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Dycerius, theres no light probes in my scene. Maybe its something in urp settings? Its very strange it usually only happens on the first 'night' when the sun goes down and then never again.

clear crystal
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ya, I'm still new to a lot of these consepts. I enables some post processing effects and decided to come back to them later

olive iris
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And those items that flashes are they dynamic objects that are moving?

olive iris
clear crystal
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it lerps intensity down to 0. i like the idea of mabe just keeping it a few points off 0. that might work

olive iris
clear crystal
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@olive iris Thank you for your wisdom! I set the light to lerp down to 0.01f. It looks great and Ive tested it a dozen times and have not seen the issue creep up.

ruby oxide
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Anyone know what setting I need to be adjusting to keep fine shadows in tact when baking a directional light? I get great shadows from realtime but all but the thickest shadows disappear when I switch it to baked.

lunar pollen
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how do i fix this lightmap bleeding in hdrp?

lunar pollen
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also, why do i get results like this, where the walls have brighter lighting than the floor

junior nebula
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How can I stop a reflection probe from reflecting onto certain surfaces?

vast quartz
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Does anybody know how to change the color of a 2d point light using a script?

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I have a script on my player that used GetComponent<Light> on the light gameobject but it returns null

languid wing
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GetComponent only gets you a component on the same GameObject as the current script.

vast quartz
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Its attached to the player but its not a component but I have a [serializefield] to drag the light into the script and Im using getcomponent on that

languid wing
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you dont need getcomponent if you have a field already

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just use the field

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[SerializeField] Light theLight;

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theLight.color = whatever

vast quartz
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If I do that it says its a type mismatch

civic pendant
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I think 2D lights are of type Light2D

vast quartz
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I tried Light2D but it doesnt recognize it as a type

languid wing
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using UnityEngine.Experimental.Rendering.Universal

vast quartz
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Does that need to be in the script for Light2D to exist?

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You have to import it?

languid wing
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it needs to be in your script for you to reference the type Light2D

vast quartz
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Ill try that thats probably it

languid wing
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you need a using statement to use any class that is not in the same namespace as your script

vast quartz
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Yeah I know that I just didnt know light2d wasnt in the default statements

vast quartz
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That fixed the getcomponent at least so I think im good

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Thank you so much

languid wing
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you still shouldn't need a getComponent...

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but you're welcome

vast quartz
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If I just drag the gameobject it should work?

languid wing
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yes

vast quartz
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Im pretty new to unity so Im probably dumb

languid wing
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[SerializeField] Light2D theLight;

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you can drag the gameobject (The one that has the Light2D on it) into that field

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and use the light

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no GetComponent required

timber lichen
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hey all is it possible for environment to receive shadows from other objects but not the direct light?

timber lichen
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hey guys, sorry if my first message is a question...
I have been on this problem for more than a week now.
My 2D tilemap platforms have a really strange minor jitter effect, some pixel ghost and appear only in certain perspectives.
when the player moves...
and the camera follows.

summer aspen
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@timber lichen Don't cross-post, please.

timber lichen
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sorry but the issue could be related to any of the groups I posted in.

summer aspen
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Then post there later if you don't get an answer.

timber lichen
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Ok, thanks.

jovial jasper
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Hey all. I have a unity terrain I am using navmesh on and under the terrain I built a cave system using probuilder.. I have a directional light in scene (I am a lighting neophyte sorry. I know nothing) and it lights the terrain great but it also lights the cave. someone suggested light is bleeding in or something so I should put a box around the cave syste, I just created a 3D cube entirely around the caves but the directional light still lights the caves underground. Any idea what I am doing wrong?

ionic grotto
muted wyvern
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Hi im new to unity and i have a queston is lighting in unity 2d a thing

hollow tundra
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Man, lighting & textures make me hungry. Baked illumination, light cookies, crunch compression...

unreal marten
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โœ… Get the Project files and Utilities at https://unitycodemonkey.com/video.php?v=CSeUMTaNFYk
Let's make an awesome Line of Sight effect that interacts with walls, enemies outside the Field of View are not visible. Excellent effect for any sort of Stealth or Horror game.

Get Survivor Squad and Survivor Squad: Gauntlets in the Game Bundle
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โ–ถ Play video
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Planning to implement this in a 2.5d game, can't figure out a wae yet

jovial jasper
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Well I've tried everything I can think of including completely encompassing my caves in 3d objects (like the caves are a box inside a box) well below the terrain. I've tried all manner of shadow adjustments but the directional light in my scene (the sun) still lights up the cave system somehow... Driving me batty. Any suggestions graciously appreciated. BAsically at night the caves are pitch black like the surface and during the day they are as bright as the surface..

hollow tundra
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Is the directional light set to cast shadows? @jovial jasper

surreal trench
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Hi I generated Lightning yesterday in my scene it took like 5 Hours & when I opened Unity again I had to do it all over again is there a way to save the Cache?

jovial jasper
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@hollow tundra As the sun yes it is. I want shadows on the main terrain but I don't want the light to cary through the terrain to my cave system underneath.

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I've stopped the shadows from bleeding through by setting the shadow to two way on the 3d boxes I created around the cave but the light is still the same in the cave vs the terrain

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Or is that the wrong way to do shadows from the sun? The issue isn't shadows in the cave it is the ambient light. So at Midnight, the main world area in the scene is the right darkness for midnight and during the day, at noon for example, the light levels are perfect outside. I just want the caves which are below the navmesh terrain object and now wrapped in 2 different sets of cubes to try and occlude the light (uneffectively), to be not lit by the scenes directional light, the sun.

jolly current
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Hey does anybody know why I just can't update the hdrp to 10.3.1 when I have like 10.1.0? I enabled the preview packages in the project settings.

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also killed the asset cache in the library

whole mural
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Unity's GPU lightbaking is so frustrating sometimes

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I have a 3080 and it STILL falls back to CPU halfway through the bake, even though I'm getting 300+ mrays per second

languid wing
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There's a reason Unity decided to support Enlighten again

lunar pollen
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anyone know how to fix this?

frozen crypt
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@jovial jasper you can assign it to a layer and then have your sun light ignore that layer.

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Light the cave with area lights.

jovial jasper
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@frozen crypt ! Been a while mate. I tried that. Zero effect.. Going to double check I am not smoking something but I swear I did that.

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Oh wait.. Does everything in the cave need to be flagged as that I bet?

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I flaged the cave shell and the other layers.. More testing.

jovial jasper
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Ya no I had done that.

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Interdasting though. I just testefd making a building the dungeon layer and the light didnt hit it.. So now I suspect its some assenine thing to do with probuilder..

jovial jasper
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Aside from that torch there is nothing else there to light. That is the sun behind the cave walls setting.

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It seems like intensity or something..

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Yup that was it..!!

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When I turn the intensity on Enviro down to .05 it's almost unnoiceable

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Still there though. It's like the probuilder GO isnt blocking.

frozen crypt
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Is it fog?

jovial jasper
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Hmm. I did try putting a post processing layer in there. Good idea. Will turn it off.

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Nope.

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When I flag a GO as a dungeon layer it definitely stops receiving the light.. but when I do that with the probuilder gameObject it still lights..

fierce glade
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I need some help! Every time my Unity bake finishes, it automatically starts over again for no reason. It's been cycling like this for hours even though the estimate is 30 mins. Have tried restarting everything and these settings worked fine for me before.

jovial jasper
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So every other object in the dungeon I can stop the directional light from hitting but the probuilder which is my terrain unfortuantely

fierce glade
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I simply moved my camera and now it's starting all over again...it went from 20 minutes to now an hour and a half estimated.

shadow remnant
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What causes the lights to pass through walls

fierce glade
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I fixed my issue! Just had to 'clear baked data' and try again. I must have clicked Force Stop and caused it to save a weird unfinished lightmap somewhere it thought could be completed but couldn't.

lilac fern
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Is there any alternative to real-time global illumination in HDRP? In Unity 2020

tired kindle
lilac fern
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@lunar pollen oh interesting. Is it a post process effect #?

lunar pollen
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yea, you need to update to unity 2020.2

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its an hdrp 10 feature

lilac fern
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Okay. Thanks!

lunar pollen
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from my experience it doesnt work the best, but it will most likely be update

timber lichen
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So Iโ€™m going to try and be specific as possible here

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But my idea for the game Iโ€™m creating is having the player in a dreary โ€œdream likeโ€ world where the only shining, bright, white light is from the occasional window in a building etc. How hard would this be to achieve, and would anyone recommend the best tutorial for it? Thanks

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I assume I should create the game in HDRP

frozen crypt
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@fierce glade your lightmap resolution is way too high. Unless you are making a professional car commercial.

fierce glade
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Really? What should I put it at?

frozen crypt
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I use 2. Pump it up to 20 when you are ready to release or something. Keeps everything quick

fierce glade
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Compress lightmaps should definitely be turned on for VR builds though

frozen crypt
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Yea, use whichever settings you need. But for performance, check the blue and yellow.

meager stratus
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Anyone know why in the world my mesh-based grass is randomly dark in some areas? It's randomly dark even with 'receive shadows' unchecked. Object-casted shadows seem to be working just fine though (see sphere shadow on grass)

fierce glade
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I think I have the same issue. My speedtree LOD's are like completely black in some of them.

frozen crypt
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You can extend the shadow cascades for that

meager stratus
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I think I had some weird vertex normals via Blender. Messing with the normals seems to fix the issue

timber lichen
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Does anyone know if it is possible to paint vertex colour directly in unity?

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@meager stratus yes youll need to make all the normals of each vert face directly upwards for the best lighting effect

frozen crypt
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When I looked into, around 2018, Polybrush was the only solution. I think Unity made it one of their tools. @timber lichen

timber lichen
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neat thanks ๐Ÿ™‚

steady yew
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I think Polybrush is the standard tool right now too

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I guess the more things change the more they stay the same

jovial jasper
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Whats the cheapest type of lightsource to use in unity? CPU wise. point?

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Ive gto light 10 torches in my scene and Unity is whining about lights.

covert stirrup
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Pretty sure it goes (from cheap to expensive) directional, spotlight, point light, area light (realtime)

frozen crypt
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Bake your lights?

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I think there is a limit to how many lights you can have in URP with forward rendering.

jovial jasper
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Thanks guys. Wow. I thought directional was always the expensive one. LEarning slowly but surely ๐Ÿ™‚

frozen crypt
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I think directional light is only expensive relative to the bounces used.

vague rivet
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Anyone have an idea why my material turns basically one sided when its rotated..?

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heres a screenshot..

stark temple
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it looks like it's always one-sided to me

vague rivet
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I can fly around the left one and can always see it

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The right one (pointing down) I can only see the half that is further away.

stark temple
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nothing about the one on the left shows me that it's not exactly like the right

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it's just that it's not clearly intersecting with something

vague rivet
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how bout now

stark temple
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yeah, still looks the same to me

vague rivet
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its not

stark temple
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one's intersecting with the floor, showing the issue, the other isn't

vague rivet
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well..it is an issue..

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bottom

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should i just make a solid cone??

worldly nova
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why do all unity shadow lights cast offset

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like the shadow does not start at the base of the object

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the shadow starts behind it after a while

pale rivet
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Does anybody know why is light baking like that?

frozen crypt
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@worldly nova there is an offset adjustment slider in the shadows settings. I think its called Bias.

frozen crypt
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Disabled shadows?

sharp cedar
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Is it still possible to have realtime GI (HDRP) in 2019.4?

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And does 2021.1 beta include the said new realtime GI system?

sharp cedar
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I have a weird effect in HDRP, the shadows have this blue-ish tint but I dont know how to fix it

frozen crypt
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Looks like fog to me. @sharp cedar

sharp cedar
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apparently it was my probe

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ok so I saw a unity staff mention realtime gi being re-enabled, do we know when?

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is it in 2021 beta?

sharp cedar
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the lighting looks good but

sharp cedar
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its most likely a reflection probe setting

olive iris
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@sharp cedar Might also be indirect lighting or light probes.

sharp cedar
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I dont have light probes in the scene

olive iris
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@worldly nova You need to adjust shadow bias and shadow plane settings for your light if this occurs.

olive iris
olive iris
covert stirrup
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But since there's no distance involved I thought it was cheaper?

olive iris
olive iris
# covert stirrup But since there's no distance involved I thought it was cheaper?

No, the cost is how many objects are affected and casting shadow. Or draw calls. Directional light would affect the whole game, thus be the most expensive one. The second expensive one is the point light. And then spotlight. Area light should be more expensive but currently it is baked only, so the expense would be texture space instead.

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That said the reason you might say directional light is cheaper from math point of view is due to the uniform direction and no fall off. And the other lights technically need per vertex and attenuation per pixel math.

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For forward rendering that is.

covert stirrup
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Indeed

olive iris
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For deferred the cost comes in draw calls.

covert stirrup
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Obviously a directional light wouldn't be a candidate for a torch ๐Ÿ˜›

olive iris
junior atlas
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Hey all I tried to add some simple lighting but it making any tiles stand out any one got a tip to avoid this effect?

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In the unity editor it shows up like this. Being much closer to what I was looking for where likes look like they are lights. But when running in game they look like crap

frozen crypt
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Move the meshes closer together. Use seam stitching on the object mesh renderer settings.

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Auto generate lightmap uvs

junior atlas
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Hum ok thank you

stuck fjord
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why is a material completely black when the metallic/smoothness is completely up?

frozen crypt
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No environment lighting?

olive iris
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@junior atlas Probably helps to increase lightmap resolutoin among some things.

junior atlas
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@dy cool ty I have no idea how to do that but I will look it up. not strong with the art side at all

fierce glade
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It looks like a problem with my lightmap UV's but I disabled lightmap UV's and reenabled them hoping it'll re automatic UV them

frozen crypt
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Clear baked data?

sharp cedar
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whats that weird shadow?

sharp cedar
glass pollen
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The black thing

eager fox
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can someone tell why my baked light map looks so weird?

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im using just a default directional light and all objects are static

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i checked "generate lightmap uvs" for my meshes

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just mention me @eager fox

simple nacelle
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i want to show the healthbar only when its inside the light, and everything outside should be black

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but im not sure where to adjust this

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@ me if you have any ideas ๐Ÿ™‚

frozen crypt
#

I dont know much about 2D but you should have some sort of layering system. Bring the darkness forward.

languid wing
#

alternatively - enable/disable the health bar based on a trigger collider (circle) around the player

#

with the same radius as the darkness

#

or simply distance to player

vague cradle
#

in this scene, i have 9 spotlights arranged in a 3x3 pattern on the ceiling. they are using mixed lighting. why are only some of the lights casting light?

vague cradle
#

so do i need to change the pixel light count to 9?

stark temple
#

you should bake your lights

#

consider using a deferred render pipeline

#

or, at the cost of performance increase the pixel light count

vague cradle
#

where can i find a deferred rp? i have the lightweight active right now

stark temple
#

lightweight hasn't been a thing for a while

vague cradle
#

really

stark temple
#

URP?

vague cradle
#

yes

stark temple
#

URP does not have a deferred render path.

vague cradle
#

I can use HDRP if it's necessary

stark temple
#

If you can change them you would do so in the pipeline asset

#

I think HDRP's lights are unlimited, though I'm not familiar with its quirks

vague cradle
#

okay

#

thanks!

stark temple
#

baked lights are unlimited for all pipelines, so if you can, baking is always advised!

frozen crypt
#

Hate to be that guy but why the hell do you need lights like that? Why not just use one and call it a day?

vague cradle
#

because i'm new to lighting and i wanted to create the effect of there being multiple lights

#

if there is a better way to do that, please tell me

frozen crypt
#

I would use one light and then set a material to be emissive with post processing.

vague cradle
#

noted

frozen crypt
#

Like on the light model it self

#

So when players look up, it looks like there are multiple lights there.

#

Im also very stingy on performance lol

spark fractal
real chasm
#

Hey guyys, so im facing another problem where everything is perfect, but when i turn up the reflection of my material and use reflection probes, my light sources (baked area light and directional light) are being reflected onto the surface and a huge amount area is "WHITE". How can i hide the light sources in the reflections, or maybe anyone can come up with another solution for this? Im using urp with hdr rendering and postprocessing

fervent ore
#

Hey guys I have a question regarding having lighter shadows in unity - I read somewhere increasing ambient light intensity leads to less intense shadows but if I increase ambient light intensity - a 3d plane out in the open becomes so bright you cant see the point light on it.

#

but objects with shadows like this seem much better when i turn ambient intensity to 1

keen wedge
#

Have y'all dealt with this weird default lighting change in Unity 2019.4.20? Everything is blue

haughty atlas
#

Facing this issue while using Progressive GPU lightmap render in 2020.2.4 and 2020.1.5, this works fine in 2019 lts

#

unity crashes while using cpu/gpu lightmap render

frozen crypt
#

If you are making a game, you should stick to LTS.

haughty atlas
#

yep reverted back to 2019

frozen crypt
#

Shadow Distance

lilac fern
#

Do we know when real time gi will be coming to HDRP? I read somewhere that they are adding enlighten back but any ideas when and for what version?

quartz yacht
lilac fern
#

@quartz yacht does that mean it will be in the next release?

quartz yacht
#

Not sure what the pipeline from the main repo to a package is.

lilac fern
#

Okay. Thank you! This is great news itโ€™s coming back for now

lilac fern
#

I hope it ends up being in the final release of 2020. I read on another thread that this was added for HDRP 12. But I may have to wait for word from Unity about it.

subtle haven
#

anyone know why i would have no light in my scene

eager fox
#

Hey guys

#

I have a walking animation and there is an any transition with condition move forward > 0. that works fine, however:

  • if hasExitTime is checked, the animation does not start straight away but waits for the time of the walking animation then plays it
  • if hasExitTime is NOT checked, the animation replays in the middle, so it looks odd.
#

Suggestions as to what I should do?

#

Just mention me @eager fox when you have an idea

covert stirrup
#

wrong channel @eager fox

lilac fern
#

@subtle haven is there a light in your scene? Double check your hierarchy

#

You may also have to turn up the brightness of the light quite a bit

eager fox
unreal marten
#

1 Light Peach spotlight in the middle, 4 light blue spotlights in the corners

covert stirrup
#

Increase the pixel light count to 5 in your pipeline/quality settings @unreal marten

#

Or bake the lighting

warped schooner
#

hey i think this goes under lighting, but im way unsure

#

basically the transparent rendering mode on a shader is not working properly

timber lichen
#

is mixed lighting as fps demanding as realtime lighting?

#

im new to unity so forgive me if it sounds stupid

warped schooner
#

here is if im close, but if i move a pixel away

#

it turns way too transparent

gritty ore
#

Is it possible to have baked lighting, and also have some realtime shadows?

#

I've tried using the mixed setting on lights, but that creates more light on static objects, and I only want shadows

gritty ore
#

How can I do it?

timber lichen
#

mixed lighting

gritty ore
#

I tried that already

timber lichen
#

idk why it isnt working for u

gritty ore
#

But that creates realtime light onto the baked objects

timber lichen
#

hmm

#

heres my scene with mixed lighting

inner seal
#

hi! is there any way of removing these weird shadows on the edges of things without upping the shadow bias?

frozen crypt
#

Not really. Use textures or don't use such hard edges.

#

Depth at 1.5 looks good to me. Strength 0.8

eager star
#

im not sure if this is the best place to ask, but i think its something to do with lighting, maybe. I have this model i brought in from blender and it only works from one angle, as i rotate the camera it starts disappearing, any thoughts as to why?

lilac fern
eager star
#

im unsure how to check, still fairly new to this whole thing

frozen crypt
#

You'll need to fix the faces

#

Rookie mistake when it comes to modeling. Happens to everyone.

vague rivet
#

How can I make my baked reflection probes NOT reflect the skybox??

stark temple
vague rivet
#

so solid color..? that just makes everything black

stark temple
#

well what on earth do you want it to be? Just change the color

vague rivet
#

Chrome

stark temple
#

I have no idea what that means

#

a different skybox?

stark temple
#

that doesn't explain how you want the background of your reflection probe to be. The probe already captures the environment from that position

#

if your probe is only capturing the skybox and not other things, then those things mightn't be marked as reflection probe static

#

or maybe your probe's clipping is incorrect

vital finch
#

I hace theese weird spots on my meshes after baking

#

There's no object that gives that shadows

#

Only in that part of the scene

#

on walls too

#

Is there any way to know what objects are the one responsible of giving shadow to other objects?

summer aspen
#

Haven't used baked illumination, but did you try display tools in the draw mode (top left on the scene view)?

wet locust
#

anyone here good at doing indoor reflections

wet locust
#

no of course not. No one is here

wet locust
#

@quartz yacht what?

quartz yacht
#

You have been here for long enough that you should know how to ask questions

#

Large % of people are likely going to just skip that, whether they do or don't know the topic

wet locust
#

just didn't feel like going into details before I knew anyone was here, or could help

#

trying to resolve issues like that

#

that is a straight line, but the reflection shows it on a 45 degree angle at the end

#

and this:

#

box projection but it's showing reflections like they are viewed from the centre of the room where the probe is

#

I do it without box, the roof is mega zoomed in

#

also not on box:

#

I can't do Planar because it's in standard renderer

#

@quartz yacht so now I gone through some of the details... do you know anything on the topic?

#

I'm considering getting an asset like 'PIDI : Planar Reflections 3 - Standard Edition', but don't even know if someone in the know would expect it to help or not

spring pond
#

Can anyone explain how to use Indirect Lighting? No matter how high or low I set it, it doesn't change the appearance of the scene at all.

eager fox
#

yo guys, i suddenly have this error

Baked lightmap denoising failed during progressive bake on lightmap 5. Try disabling the denoiser or lowering the Lightmap Size.

so im looking forward to change my baked light settings.. any recommendations? is there a general guideline / recommendation? ups and downs of the different filtering/denoiser algorithms?

#

i changed from auto to optix and the error occurs there so it seems like the error comes from there

hushed axle
#

Had lots of people tell me Linear color space is the way to go, only it seems way worse? Is there some trick I'm missing

hallow stag
#

Guys, is baked linear color space compatible for all mobile devices ?

neon forge
#

anyone have an idea of how to get the lightness of the surrounding enviorment? i have thought of one way of doing this, by having a camera looking on the ground(ortho) and taking the pixels of the image and doing a greyscale and avrage out the pixel image array to get the lightness, but its not that performat. Does any other sugesstions?

timber lichen
#

how do i bake the lightning

neon forge
#

@timber lichen in the unity editor -> window -> rendering -> Lightning Settings , a window for the lighting should appear and at the bottom there should be a button that says "Generate Lighting"

timber lichen
#

ok thanks

#

but does it help me with this?

#

if i baked the lightning would this dissapear

#

my lightning is black there

#

oh thank you so much

#

now the black lightning is removed and the normal one is added

main portal
#

I am new to the lighting, whats a good place to get started?

#

what light object do I have to make for a colored spot light

#

like in a specific direction

#

like this

covert stirrup
onyx turret
timber lichen
#

Hi all, I have a lantern here, i'm trying to add a light source to it, the lantern casts shadows but I dont want the point light (which is attached as a child) to use shadows on it's parent.

I dont think I can use Mask layers for this as it would require hundreds probably, anyone know a workaround?

Adding the light directly to the mesh just results in the light being above the lantern instead of inside it.

olive iris
olive iris
olive iris
# wet locust and this:

You can place the reflection size according to the object and room. And then move the ball within that radius to see how it looks like. I tend to use real time to get an idea of how it should look, and then try and do it with baked. I will also put reflection probes closer to specific objects to better control them and using priority settings.

olive iris
# spring pond Can anyone explain how to use Indirect Lighting? No matter how high or low I set...

You did not provide enough information. What is your unity version, what are your lighting tab settings etc. If you do now have Realtime GI on, it will not work. It is also very expensive. You can use it for baking instead, and you will see that indirect multiplier increases the amount of bounce that the light does. Rather than adding multiple lights to have the light reach a darker area. You can cheat and increase this instead.

olive iris
olive iris
olive iris
olive iris
olive iris
olive iris
# timber lichen Hi all, I have a lantern here, i'm trying to add a light source to it, the lante...

What are you saying here? You do not want to cast shadow at all from the lantern? Or you do not want the point light to cats any shadow from the lantern? For the latter, which is what I think you mean. You create a layer for example IgnoreShadow, you assign the layer to your lantern. And you pick the point light and you turn off the layer IgnoreShadow in the occlussion settings. What is a layer? What and where are the other settings? I am sure you can figure it out.

timber lichen
#

It's fine, I believe i've sorted it

wet locust
timber lichen
#

hey guys im facing this problem

#

so i baked my reflection probe

#

and then baked my lighting

#

and this happened

timber lichen
#

hey guys
how do i add bloom effects to unity?

#

unity 3d

#

like this

hallow stag
#

hey guys
how do i add bloom effects to unity?
@timber lichen install urp, add the pipeline, make a volume, done.
If confused watch brackeys videos

timber lichen
#

which video

#

from brackeys

hallow stag
#

Uh there's a lot

#

Just pick the one in 2019 or 2020

timber lichen
#

alright thx :D

cinder igloo
#

Just note one thing

hallow stag
#

I mistype, should be 'install urp'

cinder igloo
#

PPSv2 as covered by Brackeyes is not compatible with HDRP anymore

#

If you're not using HDRP, you're fine

#

Otherwise, the steps are slightly different

timber lichen
#

ah ok i'll keep that in mind

timber lichen
# hallow stag Just pick the one in 2019 or 2020

Master EVERY Post Processing effect in Unity!

โ–บ Check out AT+Explore! https://bit.ly/AT_E_BR1

โ— RPG Poly Pack Lite asset: https://assetstore.unity.com/packages/3d/environments/landscapes/rpg-poly-pack-lite-148410?aid=1101lPGj

โ— HDR and Tonemapping in Unity: https://docs.unity3d.com/Manual/HDR.html
โ— Filmic Tonemapper(ACES) and Color Grading: ...

โ–ถ Play video
#

this?

#

ah ok

#

i found in 9:09

snow shuttle
#

Hey, I am super novice in lighting and my current focus is why the reflection probes in my scenes looks like a sun?

snow shuttle
#

I get no idea. After I deleted these light probes, clear baked data, disable directional light, the strong sun-like reflection still exists

olive iris
snow shuttle
olive iris
spring pond
olive iris
spring pond
#

Just whatever the default is. No HDRP or URP or any of that stuff.

#

I've tried changing all of this. Ticing on/off each toggle. Raising the bounces, raising other things. And yet the lights still don't do any indirect lighting.

olive iris
spring pond
#

I tried having it bake the lighting, but after 30 minutes it was still loading, so I gave up on that.

#

Which is odd to me, since my scene isn't even big. It has like 3 lights in it.

#

I'm using a 2018 Macbook Pro

olive iris
#

@spring pond Do you have a GPU to render with?

#

I would just use the baked settings and the indirect should work fine. You do not need to keep the settings for realtime lighting on if there is no good reason. You can also turn down the indirect samples to 256, and lightmap resolution to 20 to speed up your renders a bit.

spring pond
#

I see, I can try using GPU. I'll give those things a try. I'll come back if nothing still turns up.

#

Thanks for the advice

olive iris
#

@spring pond Not that I think its a problem but try clearing your cache also, assuming it might be full.

spring pond
#

Oh, how do I do that?

olive iris
timber lichen
#

@snow shuttle It's probably something with the smoothness value of the material assigned to your fridge, the entire fridge looks like it's reflecting the light emmensely, so turn down the smoothness, that may solve the bright reflection problem

olive iris
#

Might be normal direction too for all we know.

snow shuttle
snow shuttle
# olive iris Increase lightmap parametet to high? And if that does not work. Increase lightma...

I have tired high resolution but the probe still looks like a sun on screen of TV.
I tired both 16 and 56 lightmap resolution with max 1024 lightmap size. The first 16 resolution creates 512x512 lightmap, and 56 one creates three 1024x1024 lightmaps. Anything wrong with the result?
But after I git push and pull from another PC, the reflection probe problem disappeared. Everything looks so dark in the scene. Looks like reflection is not rendered.
In my previous laptop, the reflection probe issue resists after reimport all, and modify Edit->Quality from medium to high (the project is built from URP Template).

onyx turret
#

Anyone know why turning on a spotlight can cause all your point lights in the area to turn off? (I know of the lighting limit, but I can add additional point lights, but a single spotlight causes all my point lights to turn off unless I drop the intensity of the spotlight to almost nothing (this is in HDRP btw)

candid geyser
#

does anyone know how to add lights to ui objects?

timber lichen
#

What is the difference between progressive cpu vs gpu. im assuming that one setting just uses the different hardware, correct?

olive iris
olive iris
stuck fjord
stuck fjord
#

@stark temple got it working thanks ๐Ÿ‘

carmine hedge
#

hey, i have huge map and i want to bake my light onto it with static objects. my problem is i can't scale its lightmap more than 0.1 and it means my shadow looks like just blury. how should i increase my shadow quality on bake ?

midnight cipher
#

How did you get the lights to react to the textures and stuff?

#

Cause I couldn't even get to that point ๐Ÿ˜ฆ

covert stirrup
#

if you have a 'huge map' you shouldn't be baking your lights @carmine hedge, it's not feasible

#

You have the option to split your terrain into smaller chunks but you're gonna end up with pretty big texture memory

carmine hedge
#

it is mobile game and i was thinking i must bake static objects light. what is the best aproach for good of performance

#

game like mini gta

#

and about chunck thing - 256x256 size heightmap says it has 16 pieces for lightmap and 128x128 has 4 chunked map for lightmaps. is not that auto ? i mean on every stuation they seems equal but i don't have any idea , just small icon says that

covert stirrup
#

if you look at a large world mobile game like pugb mobile you'll see they've disabled shadow casting on the light

carmine hedge
#

hmm you are right, i don't see any shadow on similar to my game aswell but without shadow, i dont know - everything look so simple ๐Ÿ˜ฆ

covert stirrup
#

unfortunate reality of mobile

carmine hedge
#

okay thanks for answers

midnight cipher
#

Oh so if I have a map with 200 objects and 1.2 million vertices, baking lights is out of question?

covert stirrup
#

No. Totally depends on your scene

#

I have a scene around those proportions baked pretty nicely in a single 2k lightmap

midnight cipher
#

Well I've merged all the items that are the same (so like all the doors, all the vases)

#

I don't know how that would affect it

#

I tried to bake the lights, but some textures either didn't work, or got lit up everywhere

covert stirrup
#

Baked lighting needs some preparation and planning to work properly. It's not just a matter of hitting bake on a realtime scene

midnight cipher
#

๐Ÿ˜ฆ

covert stirrup
midnight cipher
#

I seem to get better results but I also have warnings

#

On some objects it worked and some just really try to ignore it XD

plucky canyon
#

Having an issue where shadows don't render outside of a certain distance from the camera. It looks like this

#

Here's an MS Paint edit to illustrate which part is missing (the red part)

#

I'm using URP and the floor material uses the Simple Lit shader, any ideas?

snow shuttle
olive iris
olive iris
carmine hedge
#

okay thanks! i will try

unreal marten
#

How to blur real time shadows?

unreal marten
#

I want to do sth liddat

olive iris
keen wedge
#

We finally figured it out: Game objects are turquoise because the new Unity 2019 (2019.4.20 vs 4.19) gives a default Intensity Multiplier in Lighting as 1, when I change it to 0 stuff looks right again:

timber lichen
#

I'm using the same textures and the result is so different. I used generate lighting but it didn't look any better before

unreal marten
covert stirrup
#

The lighting setup is completely different @timber lichen. If you want the same lighting you'll need the same skybox, same lightsetup, and even then there are fundamental differences between blender and unity. You can get it as close as you can

timber lichen
#

so if i have similar hdri's it should be better?

royal narwhal
#

Hello everybody. I apologize for interrupting your conversation, and for my general stupidity and ignorance.
I was trying to see if Unity allows for dynamic lighting to be built and designed, for example dynamic RGB lighting into a model / object placed into the game environment?

plucky canyon
#

Oh I looked it up, with the render pipeline asset apparently

#

I'll give that a shot

olive iris
spark fractal
ruby stirrup
#

nevermind i got it

snow shuttle
final adder
#

There's NOTHING in my scene, but something is casting a shadow. I don't get why, it's driving me crazy

#

Note : the shadow in my scene view is different from the game view.

final adder
#

it seems to appear when I've got 2 directional lights in the same scene, is it normal ?

olive iris
quick flower
#

How can i fix this weird lighting at the seams of my objects?

#

My mesh is set to two sided

olive iris
final adder
final adder
# quick flower

Check out your shadow settings. May be contact shadows, or micro shadows should be on better quality (?)

wet locust
#

Is it possible to have a realtime light that lights up and casts a shadow from only a specific layer, and shines through all other layers but projects the shadow on them?

#

I'm trying to fix a situation where the lighting is meant to be continuous from the roof, but is in reality made by multiple point lights. So instead of casting a shadow straight down, it's casting multiple shadows from the angles of each point light

olive iris
olive iris
wet locust
#

@olive iris mind if I show you more about my problem with screenshots?

#

note the chain of spot lights in the hall. They are the stand in for what should be continuous light from lots of little bulbs in the roof

#

this is creating a situation where dynamic objects are obviously casting multiple shadows, and the orientation will change as they do

#

but in reality, they would only have one shadow straight down

#

One idea for a fix was to have a light that is over the dynamic object casting it's shadow down (and the object being ignored by the room lights) but that creates a light spot on the floor and walls as well as the shadow

final adder
#

Thanks a lot for your help, Dycerius.

final adder
wet locust
#

hm so you mean light only affects the character, and this transparent mesh? so that's the false floor for the shadow to hit? I'll see what happens

olive iris
#

Go on

wet locust
#

so far transparent doesn't have shadows

#

transparent, cutout, and fade don't get shadows when using no texture but the colour set to alpha, nor with a all alpha texture

olive iris
#

Soooo.

#

You want to not have shadows?

wet locust
#

see the above for my screenshots and explanation

#

I want the guy to have a shadow facing straight down

#

the room is made of multiple lights so doesn't work like that

olive iris
#

It would if you light it differently.

wet locust
#

I want it to look like the last shot but with no light circle under him, just a shadow

olive iris
#

You would use spotlight facing down with dynamic shadow on. And point light baked to fill in the darker areas.

wet locust
#

I don't get it

#

the last shot shows a point light over the character straight down

#

the problem isn't the dark areas, it's the light circle under him

olive iris
#

Yeah because the cone is not wide enough

#

You increase the cone radius or add point light to fill the dark areas. The dark area, is the lack of light. Which is why you see the dark circle.

#

If you fill in the darker areas of equal intensity you will not notice the dark circle anymore.

wet locust
#

but it will light the whole room then

olive iris
#

Not if your a lighting artist like me. ๐Ÿ˜œ

wet locust
#

see the light to his side? It's meant to be dark light the panel closest to camera on right

olive iris
#

I would never use point lights in this hallway to be clear.

#

They are expensive and not needed for a hallway.

#

Not like you used it at least.

#

I would have considered baking area light to get a decent level of brightness and try spot lights.

wet locust
#

the area light looked like shit when I baked it

olive iris
wet locust
#

plus

#

area is baked

#

so no real time shadows

#

if the spot light doesn't affect the walls, it also doesn't cast a shadow on them

olive iris
#

You assign your walls a layer not to be affected by the spot lights.

#

You use your baked lighting to cast the shadow.

wet locust
#

but if it doesn't get affected, it doesn't get the shadow

#

only his layer gets that light. No shadow on floor

olive iris
#

You dont need it that wide. You keep it wide enough to cover the floor only. You use a layer to ignore the walls just in case. And you use baked lighting to cast shadow in general.

wet locust
#

he is dynamic

#

one moment he will be in the middle of the room, next against a wall

#

so wide enough is relative

olive iris
#

First you put spot light to figure out your floor and shadows. Like this

#

You then figure your walls. And intensity, radius and ranges together with spotlight. You then turn off shadow casting for half of your spotlight, so it only cast shadow as it moves from area to area. Obviously, you will not get a perfect top down for this example. But that is the thought process of achieving it.

wet locust
#

the not perfect is the problem

olive iris
#

You would have to create square cookies for that to control it more.

wet locust
#

I'll either need 20 spotlights per hall or it will cast on an angle

olive iris
#

Or the non technical solution is that you could also use layers and use directional light to only affect the hallway. You would most certainly get this affect.

#

So you would use a directional light, tell it not to cast anything on anything but that hallway. It would look like you want it to be.

#

I have to go on with my day, I hope one of the solutions gets you closer to your desired effect. Lighting is a very specialized area so there is a limit on how much I can pass on in short notice.

wet locust
#

thanks for the suggestions

timber lichen
#

what happened here??

olive iris
#

I see you have a sphere shape on the walls also.

timber lichen
#

i dont know

vague prism
#

So when i bake my lighting, everything looks extremely pixelated. When i am in lightmap mode, it doesnt look as bad, but when i am in normal display mode, everything looks like sh*t

#

The lightmap resolution is 1024

olive iris
timber lichen
#

How can I make lightning everywhere so that there is no shadows

unkempt kindle
#

Hi everyone! I was trying to build a project containing a Light 2D with Universal render pipeline. On Windows no problem, everything works. On Android It seems lights are not working: camera associated with 2dRenderer only displays background and not sprites (for which visibility depends on light 2d). Can you help me? Thanks in advance

celest ice
#

Hey everyone, how would I go about making walls in 2D that block light?

#

the blue box shows the region we shouldn't be able to see

olive iris
celest ice
#

So even though its a 2D light, if there was a 3D cube on top of the tiles it would block the light?

olive iris
#

If you dont want light AT ALL you just put it to ignore using layers and culling etc.

olive iris
olive iris
olive iris
#

@celest ice You can use the same principles I explained to @wet locust but I made a quick dirty video to show it in practice. https://youtu.be/1cjKPU_3A4A

This short video is to show the principles of using Unity Layers on Objects which is then used to ignore them during Occlusion so light will not affect them. This allows you to finetune your lighting and get more control to solve different issues.

โ–ถ Play video
celest ice
#

@olive iris not yet, been trying a few different things but no luck, thank you for the video I will try this!!

olive iris
# quick flower How can i fix this weird lighting at the seams of my objects?

In case my short answer about how to fix shadow not connecting to your objects was too little. Here is a video to kind of give you an idea of how it works. https://youtu.be/Plp-LEm_G4A

In this video we use Shadow Bias to adjust the shadows so they will connect to the objects on ground and overall around the scene. It also quickly explains the theory of solving light coming through walls for baking.

โ–ถ Play video
quick flower
olive iris
#

That is okay. It is a common question which is why I made a video for people to just copy paste as answer.

wet locust
# olive iris did you figure it out?

thanks. I checked the video out. I get the impression it may do the shadow effect, but would be a pain to calibrate the lighting in general when the directional light add to everything (so everything else will need to be turned down), but also because it will disproportionately light the floor compared to the walls due to the direction. I will keep this method in mind though. I actually gave up on trying to do it through lighting and got on to a free 'blob' shadow, which actually uses a render texture to get that actual look of a realtime object to create a fake shadow

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it's set to be subtle sorry so not great as a showing example, but see how it looks like he has a shadow below him that is in his pose

fervent ore
# olive iris did you figure it out?

Oh man - no I haven't , thanks for getting back to me I appreciateit. Edit - I didn't know you could do that so thanks for the video, but I'm still not sure how to deal with my question; if my ambient lighting intensity is high I can't see any point lights on a plane out in the open - but I'm keeping ambient lighting high because I don't like how all my shadows are almost black. I feel like I'm doing something really dumb though but idk what

wet locust
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which will calculate bounces

fervent ore
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You're right I - I shall try that (but what if I want to do realtime lighting? can i still bake stuff then)

fervent ore
#

Also thank you as well for helping me out : ))

olive iris
fervent ore
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I see - so it's not a good idea only relying on ONE directional light for everythin?

thorny tundra
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I wonder if this is a problem on lighting or camera but how do I get rid of this annoying texture going on every asset that has a specific edge?

wet locust
olive iris
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Of course, it can be expensive to bake a big map using baking. And it can be expensive to cast shadow too. So, there are optimization things to consider eventually.

fervent ore
olive iris
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Up to you. The project. Use profiler. :)

fluid current
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This is probably a massive noob question but I'm using a demo scene from an asset pack as my practice level for a game I'm making, and the global illumination rendering message pops up every few minutes. What are some basic settings that I can lower to reduce the demand on the light renderer?

olive iris
silk plover
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Hey friends. I've got a question in hopes that someone will be able to shed some light on this issue. When I bake reflection probes, one of the cubemap sides remains empty (realtime reflections look ok). Did anyone ever come across similar issues? Using Unity 2019.4 with HDRP 7.5.1

tropic quest
lost shadow
#

I accidentally clicked Generate Lighting and completely destroyed all the lighting and reflection probes in my entire game! is there really no way to undo this? it's an absolute nightmare. I have a duplicate backup of this project. Can I just copy and replace the lighting data from the other project back into this one?

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if a file of such lighting data exists, i can't find it

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also, there are a ton of reflection probes in this project file. They all appear to still be saved. yet for some reason all the reflections in the game have reverted to ugly/dark/just the skybox. can i not drag the data from on of these reflection probe maps that appear to be saved back onto the reflection probe object in my scene?

olive iris
olive iris
silk plover
#

No. Doesn't really matter how large the Influence volume box size is. The blank face also moves with the reflection probe, so there is a constant cutoff point that is a set distance away from the center of the reflection probe, no matter the probe's position or size.

olive iris
tropic quest
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that's working out better for me ๐Ÿ™‚ thank you

olive iris
silk plover
#

We've been debugging this issue internally for two days now, breaking down all possible steps, from the HDRP settings up to game objects in scene. We'll probably send a test scene to Unity directly, but that's outside my work domain.

olive iris
silk plover
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We tried disabling and enabling all Volume components we use one by one, changing the sky type etc. Did not try disabling lights, will give that a shot. We use realtime lights so there can be no issues with lightmaps.

olive iris
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That said, your reflection looks different regardless if I can not see the surrounding areas.

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Meaning, a reflection should generally look like something else.

silk plover
olive iris
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Did you clean your GI cache?

warped hemlock
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why does my game look like my post processing settings in scene view, but in game view its like with default setting

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scene view:

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game view

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I baked lightmaps but it looks like no light is emitted or reflected anywhere

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this is what my baked light map looks like:

timber lichen
#

how can i stop my lights from only being on when i look in a certain direction

silk plover
olive iris
warped hemlock
olive iris
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Or is it the emissive?

warped hemlock
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both I would say

olive iris
#

Did you turn on static for everything around it?

warped hemlock
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well the cube in the middle isn't static the rest yes

olive iris
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This is your emissive shader or?

warped hemlock
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the baked light map

olive iris
#

This is not a new issue so you should fine an answer in your browser search.

warped hemlock
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something else is weird too

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when I turn the emission intensity high up and bake the light, everything becomes black in the end

olive iris
#

Create a new scene and add a emissive to see if it works

warped hemlock
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ok

olive iris
#

And use normal color no texture

warped hemlock
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but I'm gonna do that tomorrow its already late for me ๐Ÿ™‚

olive iris
#

Ok

naive edge
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In URP (2019.4), is there any way I can make a static object receive light and be baked into lightmaps but NOT cast shadows on other objects?

I have flat shapes lying against the floor, I want them to match up with the lighting, but they leave shadows on the floor even though Iโ€™ve moved them as close as possible.

olive iris
naive edge
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I do have it turned off

olive iris
naive edge
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On the object. Because I want other objects to cast shadows still, just not the flat ones

olive iris
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show me the flat ones that its shadow casting is off

naive edge
olive iris
#

@naive edge did you turn off shadow on the other object too? The one that is also next to them?

naive edge
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Yup all the yellow pieces have it turned off

olive iris
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And the grey?

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Are you using progressive lightmapper?

naive edge
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The gray floor doesnโ€™t cast shadows, but it receives them because I want other big objects to cast shadows on the floor. I just figured turning cast shadows to off would be a thing you can do for static lights per object, but it seems to only make a difference for dynamic objects.

#

Yes progressive GPU, subtractive

olive iris
#

You can use mixed lighting and turn off GI for the yellow ones.

#

Instead they get real time, since they do not cast shadow anyway it is low cost or almost free.

naive edge
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Oh I see. I will try that thank you

#

Sorry Iโ€™ve actually got one more question if anyone has a minute. I keep seeing this and have tried everything.

Iโ€™ve got a mixed directional light for letting dynamic objects cast shadows, itโ€™s pointing straight down. In this image, the 2 cubes are dynamic, the platform and floor below is static.

The boxes cast shadows on the platform AND on the floor as well. Any idea why this would be happening?

olive iris
naive edge
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But why would it cast shadows through the static object and onto the static object behind it as well?

#

If I have three in a row one underneath the next, the dynamic boxes cast shadows on all three of them

olive iris
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might be that the object is allowing it to cast through....

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Might be something with the material or lighting settings. It could also be bias settings.

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Also, make sure your shadow strength is set to 1.

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I have no idea how any of you keep getting all of these weird lighting issues. ๐Ÿ˜„

#

You can also use layers to control your lighting if you can not figure out the problems. https://www.youtube.com/watch?v=1cjKPU_3A4A

This short video is to show the principles of using Unity Layers on Objects which is then used to ignore them during Occlusion so light will not affect them. This allows you to finetune your lighting and get more control to solve different issues.

โ–ถ Play video
naive edge
#

Thanks, I will try those suggestions out

silk plover
#

Here is a lighting pass I did in Unity 2019 with HDRP 7.5. I would love some feedback!

silk plover
#

If you bake lights (you said generate, I presume you mean bake), then you need to re-bake your lightmaps every time you make a change. If you want realtime changes for a specific light, set its lighting mode from Baked or Mixed to Realtime.

kindred turret
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I'm trying to light a bitcoin model, however it looks really awful. How could I fix it?

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I looks like there's no self shadows/ambient occlusion

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any help would be greatly appreciated.

snow shuttle
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Hey guys, I am using 2020.2.6f urp.
I messes up models with real-time point light.
These two pics have almost everything the same. The difference is just transform of the wall. I don't know why point light get pass some part of the wall, which is unexpected.

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Btw, the messed up wall is exported from 3ds max

olive iris
kindred turret
#

It's a unity material with metallic and smoothness pretty high up, and a normal map to add some texture. it looks just as awful with any other material

olive iris
# kindred turret It's a unity material with metallic and smoothness pretty high up, and a normal ...

See if you can learn something from this https://www.youtube.com/watch?v=Jbd0cx5GM_Q

In this Unity tutorial I show you how to create a simple gold bar using the Unity standard shader to create the overall material effect! It's really easy and only requires a few simple steps.

Patreon: https://www.patreon.com/SpeedTutor
Join the Community Discord: https://discord.gg/vnhWy6R

ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท...

โ–ถ Play video
kindred turret
#

I'm pretty sure it's the lighting, not the material. it looks like this with a directional light:

#

still bad, but more like what I want

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I ended up using a spot light for the coin. Point lights just wouldn't cast self shadows on it.

frail quartz
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My shadows are missing from my built game but present inside my Game View. Can someone help?

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This is my game view.

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This is my built game.

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The shadows on the left part of the ground are missing.

olive iris
olive iris
modern girder
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how can I make this sun look better

frail quartz
modern girder
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@frail quartz how. im new to unity and this cant be an effective way of light right?

frail quartz
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I think you should put just one in the middle and increase some values to make the light go further? I don't know, I'm new to lighting.

modern girder
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@frail quartz where is the post procceseing

frail quartz
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It's a Unity package. You need to get it through the Package Manager.

modern girder
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@oh ok

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where is the package manger @frail quartz

frail quartz
modern girder
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@frail quartz ok I have it now

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@frail quartz where is it

frail quartz
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It's in the Package Manager.

modern girder
#

@how do I activate it

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@frail quartz

river moon
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I'm having wierd lighting issues.

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In a previous build taken before baking the lighting it looks perfect. what could be the cause of this problem?

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Nevermind. it was because probuilder didnt create lightmap uvs

snow shuttle
# olive iris See if you can learn something from this https://www.youtube.com/watch?v=Jbd0cx5...

Thank you for your video. But these setting does not seem help. Only shadowOnly cube works for me now. I tried hard and strength=1 soft shadow, both with bias=.001 , normal=.4, near plane=.1.
As you may see, the light on the side of wall casting shadows looks like Gaussian blurred, if bias depth <= .2. The behavior doesn't show at the side of wall not casting shadows.
To be worse, the setting of bias depth bias normal bias near plane intensity range takes no effect at the side of wall not casting shadows. No matter how up or down I turn transform value to, this side just doesn't cast shadow.

olive iris
#

That is a question not a problem, what is the problem?

#

@snow shuttle Did you try two sided shadow settings on your object mesh?

snow shuttle
#

Yea, I tried, but it looks worse

mystic dew
regal night
#

I'm trying to make the inside of my buildings dark and evenly lit on the outside (but keeping the shadows), I changed the settings in (Lighting Settings> Ambient Color) to very dark, so the inside parts of the buildings were dark , but on the outside they were also dark where there is shadow, I want to know how to make the inside of the room dark but leave the ambient color on the outside light, if someone can help me!

olive iris
#

Probably not exactly no.

#

You still have not stated the issue. If the issue is you are trying to light something, it is not a problem but a matter of practice and knowledge. But that is still not a problem but rather you wanting help to light up something. If that is the case, you should show your scene and what you want to do with it.

olive iris
regal night
#

on the outside I want the shadows on the wall and floor much lighter, but the inside part I want even darker than it already is

gray oxide
#

Hey all. So I have a game which is all realtime (meaning I can't bake lighting exactly except for the initial stuff for realtime stuff). Any ideas how to make lighting not so dark on unlit areas?

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Oh @regal night asked a similar question

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I have decent environment ambient lighting (I'm using a flat color to help)

olive iris
# regal night I can make it dark inside, because I just want to illuminate it with lights, but...

Sure, try one of these methods https://www.youtube.com/watch?v=1cjKPU_3A4A
Or around 3 min https://www.youtube.com/watch?v=Plp-LEm_G4A but probably the one that is 3 min in

This short video is to show the principles of using Unity Layers on Objects which is then used to ignore them during Occlusion so light will not affect them. This allows you to finetune your lighting and get more control to solve different issues.

10h Unreal Lighting Course - https://www.wingfox.com/c/8221
My Artstation - https://www.artstation...

โ–ถ Play video

In this video we use Shadow Bias to adjust the shadows so they will connect to the objects on ground and overall around the scene. It also quickly explains the theory of solving light coming through walls for baking. #lighting #shadow #bias #clipping #unity #unity3d #unityengine #gameengine #lookdevelopment #postprocessing #spotlight

10h Unreal...

โ–ถ Play video
regal night
#

The inside I want

#

The outside I want (no matter the intensity of these projected shadows on the side outside)

olive iris
#

There would be no shadow in the inside to begin with. Since it is a square with surface on.

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So, it should be dark to begin with if you are lighting like this.

regal night
#

Everything is ok, what I want is for the outside to be lighter

olive iris
#

And that gives what issue? It is too bright once you remove the top surface inside the square?

regal night
olive iris
#

Nah, you follow my videos and you can solve this.

#

You put a fake top that never removes itself and is not showing its mesh but blocking the light. So you can see through it once you remove the real surface. You then have a point light with no shadow casting inside the square to control the light inside the square, regardless of the light outside. Since that light will not be going through.

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You just need to put the video knowledge into practice using other knowledge of lighting.

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  1. Duplicate the top surface.
  2. Set it to cast shadow only
  3. turn off its mesh collision
  4. Adjust your directional light or exterior light as you want to be outside.
  5. Double check that you understand and used this trick correctly by removing your real top surface.
  6. Add a pointlight inside the box to illuminate it a bit, turn of shadow if needed, if so do not have too high radius outside of the thickness of those walls.
regal night
#

What I want is if it is a closed space, stay completely dark, on the outside as it is open and has directional light, I want it to be clear, but without removing the projected shadows outside

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I will try to follow your steps

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I put the top part as "shadows only" to be able to see inside it as I want, but using ambient color (or intensity multiplier) as "black" I get the inside part as I want it dark but on the outside it is also dark (outside must be light), if I set ambient color (or intensity multiplier) as "white" the outside is as I want light, but the inside also remains light (inside must be dark). Like the pictures I sent

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This is the inside that I want

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This is the outside that I want

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I left the top part as "shadows only" to be able to see inside

olive iris
olive iris
regal night
#

URP, realtime, forward rendering

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I think it's not possible to make what I want right?

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I didn't find anything

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I tried change settings on directional light, on Lighting settings, on objets etc

azure wyvern
#

Is it possible to have more than 8 real time lights in a scene at once using URP? How am I supposed to load a large scene with only 8 lights? I'd use a directional light or bake lightmaps, but obviously baking doesn't really work properly in Unity, so I'm having to only use real time

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I'd use directional lights, but they seem to pierce through geometry. So the only two options are real time point and spotlights. I've set them to "important", but I can still only get up to 8 lights

olive iris
regal night
#

@olive iris You said that to me?

olive iris
#

At least take away the skybox.

regal night
#

But I want environment lighting, and dark rooms

olive iris
regal night
#

But the outside is dark as the inside

olive iris
regal night
#

I want outside more clear

olive iris
#

Yeah, this works. Now go fine tune it.

regal night
#

I can't tune it

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You did it?

olive iris
regal night
#

I love playing The Sims, I just found out that their lighting is the way I'm looking for

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The inside of the room is dark, but I want more dark

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In the red circle is outside, and it's clear

olive iris
#

Yeah, you can do it like I showed you.

regal night
#

But in the pictures you sent the outside is not clear

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It's dark, but colored

olive iris
#

Of course, I am not going to do the work for you. That is your job.

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I am just taking time out of my busy schedule to give you the guidance so you know what you need to do.

regal night
#

I know, but I want someone to give to me some tip How to do it

olive iris
#

You have been given the resources to do it, now you just need to learn how to do it properly by thinking how one thing affects another thing.

regal night
#

In the pics you sent all the shadows are the same, outside and inside

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:(

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You just put a light :(

olive iris
#

Shadow is the absent of light.

olive iris
regal night
#

But in outside the parts where is against directional light receive some light in real life, so I think to make more cleared this parts

azure wyvern
olive iris
azure wyvern
#

I spent weeks trying to bake scenes and the lightmaps were always horrible and completely broken

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or would take like 16 hours to bake a tiny room with 5 cubes in

regal night
#

Deferred it's bad if you want to run your game in any device right?

olive iris
regal night
#

Oh ok

regal night
#

I have a doubt, if deferred not run on some device, Unity changes it at runtime to Forward?

olive iris
olive iris
regal night
#

I already did the dark inside, but the outside keep like inside

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I want inside dark and outside more clear

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I think this is not possible to do

azure wyvern
#

Thanks Dycerius. I have multiple scenes, however. The lightmaps always come out completely wrong and blocky

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So it seems that way for every scene

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I should look into the pipeline maybe

odd flax
#

hey guys

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I made "a thingโ„ข" in Probuilder

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I want to fix the lighting, though. each part of the "arc" is a separate face, and I'd like to keep it that way

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see? they're separated. I'd like for the lighting to behave as if I clicked "merge faces"

olive iris
olive iris
olive iris
odd flax
olive iris
blissful remnant
#

I don't know what causes the problem, but when the player approaches a shadow, the shadow partially disappears and instead creates an entire circle without a shadow (circle's diameter is 2-4 times the height of a capsule), I put in light probes, but I removed them, I tested with both with global illumination and without

#

I'm using HDRP

elder pike
modern girder
#

@elder pike TY

odd flax
blissful remnant
#

No?

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Where do I find it?

olive iris
#

Then you try it out somehow, and then you tell me if it works or not. And then we keep troubleshooting. ๐Ÿ™‚

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Screenshot or gif or video would help also.

odd flax
#

why is my "ambient light" leaking inside? there is no space between the construction and the ground

supple carbon
#

Um........ why can i not use anything other then realtime

olive iris
supple carbon
olive iris