#archived-lighting
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didn't find shadow size tho
yeah no change
it's ok, i'll just go with thw shitty visuals
Looks like they are casting shadows to me.
Could someone kindly explain why I have these artifacts in my views?
Shadow bias I think?
I'm having a hell of a time uploading pics ๐
Either way, I changed the directional light 's shadow bias to custom and adjusted some settings and seems to be fine
Thx
I still can't get rid of the shadow weirdness on this step ladder
Is that an actual cube or do you have more faces in there?
Looks good to me. Must be the lighting.
It's the AurynSky Forest Pack
Also... why is all my stuff so low res and showing a bunch of resolution aliasing?
I've never had this problem before... I think they're related
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 ๐ฆ
nvm , dumb me , few probes outside geometry , insta gibb everything
fixed, ty, come again
Hello!
Im having some issues with lighting, specifically with light probes on HDRP
they just dont work
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
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
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
How?
Window > Rendering > Light setting > top right corner, click the cog wheel, click reset.
Didn't work
I don't think AA has ever worked in scene view...
I created a new project with URP and this is what came up. Anti-aliasing is broken somewhere
But @frozen crypt 's screenshot shows perfect aa
Is that from scene view though?
Hey @frozen crypt was your SS from scene view?
No, in play mode. I thought we were trying to fix the shadow issues. I don't think MSAA is enabled in scene view.
Yeah thought so
Thx. My Game view looks pretty clean so I'm alright
Shadow issues... I still gotta fix those
wth lol
I don't know why playing with Shadow Bias fixes things a bit
I specified my issues were in scene view
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.
i have a problem
the shadow map just looks awful, can anyone tell me how to make the shadowmap smooth on lowpoly opbjects?
i tried smoothstepping it, no luck
guys e n my friends setup a rain shader everything works flawlessly but the surface doesnt catch any sunlight
Hmmm, I just tested my urp project, and it seems that antialising have not been developed for scene view yet, it only works on HDRP (tested on URP 10.2.0)
He is using an unlit shader, he needs to use a lit shader
well, just change the shader type to lit
what master node is he using?
so noone can guide me to smoother shadows? using unlit and the shadow map
what render pipeline are you using?
urp
alright, I dont know if your URP version has this panel on right
if that is the case, then click on material and choose lit
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)
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
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 ๐
Omg, im sorry, I thought you were the guy that was asking about the rain shader
regarding shadows, I would say that you should mess with shadow bias and near plane values, that could help a bit
but personally I love how those shadows are looking right now
@tropic sable problem is the sphere and half lit flat surfaces, makes everything janky
Ahh, I see, in tha case, I dont know how to help you there, sorry
How do you fix a problem like this,
where specular light becomes harsh at the edges?
it is because of the normal map, or shader/material settings?
Low faces?
looks like a normal map quality issue
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
scene view
playmode
Low faces? What do you mean?
The model. Is there very few faces in that area with harsh light?
Need to see the whole thing.
Has anybody encountered this crap after a light bake?
I am having a problem with mixed lighting, my baked lighting is not casting shadows in realtime
is this a known bug in unity 2019 or is there an easy fix?
ah changing to baked indirect from subtractive and rebaking the lighting seems to fix it
scene loaded by addressables, WebGL, Unity 2020.2, URP, shadowmask
the same build but loaded the second time from cache has correct light map as game window
Any help?
Check your shadow settings in Project Setting > Quality.
Shadow Distance and check your cascades.
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.
how do I turn up intesity of a light (material light source thing)
it is very dark currenty
how do you change the color of different things differently?
I tried ambient light but
its kinda the same for every object
i can use Point Light but it will be many lights then
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.
They have this on YouTube. But I do not have this (Universal RP). How do I add this to my Unity?
(my Game is 2D)
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
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.....
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
I only know 4 light probes per object if light probes baked. The exact number is at Lightmapping settings -> lightmapper ->light probe sample multiplyer. But no idea about the light sources. I assume it depends on the distance and intensity. please correct me if I am wrong.
Thank you for your response @snow shuttle
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?
Probably need the new materials.
was just looking into that, but not sure which one it should be.
Not too sure. I never use 2D
Did you solve the problem?
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.
Nevermind, I figured it out. I didn't realize the angle of the directional light mattered. Thanks for help ๐
Apparently light probes can also be pretty ๐
i uppdat my unity. (2019.1 to 2020.3) . I'm going to look and tell you if it was right :)
yes . if u have this problem u have to update your unity . :)
Can somebody tell me how to get baked lighting?
Stupid question. I've added 3D objects to my 2D (mobile) game but they aren't making shadows...
My light is like this
what material are you using
On the objects
Do you have lights enabled in the viewport?
I believe so.
Ok, the last thing I can think of would be to check your quality settings
Try changing those values around perhaps. It's not immediately clear to me what the problem is
Thank you for trying ^_^
Hey guys,
Any idea why this happens ?
https://gyazo.com/7136b253090aa4cc9c7750796d934390
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!
Nah i just wanted to tell you that if you update it will probably fix it!
Since there's movement on the Y axis I assume it's blending between two light probes
I've done everything i can think of, none of my baked lights are working, none. My reflections are working though
oh my god it was because of metallics im so angry
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
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
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?
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
Normal maps are not baked with unityโs default light system @muted ridge
@tame basin hereโs one https://youtu.be/KJ4fl-KBDR8
What you see is determined in your camera settings, not light @serene tartan
@covert stirrup You are right, thanks ๐
Are you using light probes?
Unity has some good basic tutorials on their site.
Are your materials reflective at all? And have you tried increasing the reflection size or intensity to see if it does anything for you?
Probably light probes as suggested earlier.
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.
Even if I use real time or baked lightining, nothing is changing. Tried just now to play with bias, lowered them, regenerated lightning. Nothing seems to change
Turn off indirect multiplier a bit.
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.
Are you using post processing?
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
And those items that flashes are they dynamic objects that are moving?
Try turning it off completely and test without your post processing online.
The next thing to test is not to turn intensity down to 0 but 0.3 or something so you still get some light at night. Also, are you gradually making it day and night or instant on and off?
it lerps intensity down to 0. i like the idea of mabe just keeping it a few points off 0. that might work
Generally you do not want it at 0 though. So I suggest you have something still. It might just not be able to deal with the 0 for that matter.
@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.
And I hope it stays this way.
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.
also, why do i get results like this, where the walls have brighter lighting than the floor
How can I stop a reflection probe from reflecting onto certain surfaces?
Does anybody know how to change the color of a 2d point light using a script?
I have a script on my player that used GetComponent<Light> on the light gameobject but it returns null
is the light on the player?
GetComponent only gets you a component on the same GameObject as the current script.
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
you dont need getcomponent if you have a field already
just use the field
[SerializeField] Light theLight;
theLight.color = whatever
If I do that it says its a type mismatch
I think 2D lights are of type Light2D
I tried Light2D but it doesnt recognize it as a type
do you have the right using statemetns?
using UnityEngine.Experimental.Rendering.Universal
it needs to be in your script for you to reference the type Light2D
Ill try that thats probably it
you need a using statement to use any class that is not in the same namespace as your script
Yeah I know that I just didnt know light2d wasnt in the default statements
If I just drag the gameobject it should work?
yes
Im pretty new to unity so Im probably dumb
[SerializeField] Light2D theLight;
you can drag the gameobject (The one that has the Light2D on it) into that field
and use the light
no GetComponent required
hey all is it possible for environment to receive shadows from other objects but not the direct light?
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.
@timber lichen Don't cross-post, please.
sorry but the issue could be related to any of the groups I posted in.
Then post there later if you don't get an answer.
Ok, thanks.
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?
I'm currently having an issue with a building I have. Shadows are bleeding right through the object, could anyone help?
Hi im new to unity and i have a queston is lighting in unity 2d a thing
Man, lighting & textures make me hungry. Baked illumination, light cookies, crunch compression...
How to do something like this but for 3D? https://www.youtube.com/watch?v=CSeUMTaNFYk&ab_channel=CodeMonkey
โ
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
https:/...
Planning to implement this in a 2.5d game, can't figure out a wae yet
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..
Is the directional light set to cast shadows? @jovial jasper
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?
@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.
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
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.
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.
also killed the asset cache in the library
Okay had to get it from git... https://github.com/needle-mirror/com.unity.render-pipelines.high-definition
Unity's GPU lightbaking is so frustrating sometimes
I have a 3080 and it STILL falls back to CPU halfway through the bake, even though I'm getting 300+ mrays per second

There's a reason Unity decided to support Enlighten again
@jovial jasper you can assign it to a layer and then have your sun light ignore that layer.
Light the cave with area lights.
@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.
Oh wait.. Does everything in the cave need to be flagged as that I bet?
I flaged the cave shell and the other layers.. More testing.
Ya no I had done that.
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..
This is the effect I'm getting:
Aside from that torch there is nothing else there to light. That is the sun behind the cave walls setting.
It seems like intensity or something..
Yup that was it..!!
When I turn the intensity on Enviro down to .05 it's almost unnoiceable
Still there though. It's like the probuilder GO isnt blocking.
Is it fog?
Hmm. I did try putting a post processing layer in there. Good idea. Will turn it off.
Nope.
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..
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.
So every other object in the dungeon I can stop the directional light from hitting but the probuilder which is my terrain unfortuantely
This is what's in the error log
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.
What causes the lights to pass through walls
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.
Is there any alternative to real-time global illumination in HDRP? In Unity 2020
any fix?
screen space gi
@lunar pollen oh interesting. Is it a post process effect #?
Okay. Thanks!
from my experience it doesnt work the best, but it will most likely be update
So Iโm going to try and be specific as possible here
But my idea for the game Iโm creating is having the player in a dreary โdream 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
I assume I should create the game in HDRP
@fierce glade your lightmap resolution is way too high. Unless you are making a professional car commercial.
Really? What should I put it at?
Also looks like you are doing VR? This might help.
I use 2. Pump it up to 20 when you are ready to release or something. Keeps everything quick
Compress lightmaps should definitely be turned on for VR builds though
Yea, use whichever settings you need. But for performance, check the blue and yellow.
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)
I think I have the same issue. My speedtree LOD's are like completely black in some of them.
You can extend the shadow cascades for that
I think I had some weird vertex normals via Blender. Messing with the normals seems to fix the issue
Does anyone know if it is possible to paint vertex colour directly in unity?
@meager stratus yes youll need to make all the normals of each vert face directly upwards for the best lighting effect
When I looked into, around 2018, Polybrush was the only solution. I think Unity made it one of their tools. @timber lichen
neat thanks ๐
I think Polybrush is the standard tool right now too
I guess the more things change the more they stay the same
Whats the cheapest type of lightsource to use in unity? CPU wise. point?
Ive gto light 10 torches in my scene and Unity is whining about lights.
Pretty sure it goes (from cheap to expensive) directional, spotlight, point light, area light (realtime)
Bake your lights?
I think there is a limit to how many lights you can have in URP with forward rendering.
Thanks guys. Wow. I thought directional was always the expensive one. LEarning slowly but surely ๐
I think directional light is only expensive relative to the bounces used.
Anyone have an idea why my material turns basically one sided when its rotated..?
heres a screenshot..
it looks like it's always one-sided to me
I can fly around the left one and can always see it
The right one (pointing down) I can only see the half that is further away.
nothing about the one on the left shows me that it's not exactly like the right
it's just that it's not clearly intersecting with something
yeah, still looks the same to me
its not
one's intersecting with the floor, showing the issue, the other isn't
why do all unity shadow lights cast offset
like the shadow does not start at the base of the object
the shadow starts behind it after a while
@worldly nova there is an offset adjustment slider in the shadows settings. I think its called Bias.
Disabled shadows?
Is it still possible to have realtime GI (HDRP) in 2019.4?
And does 2021.1 beta include the said new realtime GI system?
I have a weird effect in HDRP, the shadows have this blue-ish tint but I dont know how to fix it
Looks like fog to me. @sharp cedar
apparently it was my probe
ok so I saw a unity staff mention realtime gi being re-enabled, do we know when?
is it in 2021 beta?
its most likely a reflection probe setting
@sharp cedar Might also be indirect lighting or light probes.
I dont have light probes in the scene
@worldly nova You need to adjust shadow bias and shadow plane settings for your light if this occurs.
Directional is pretty expensive since it affects everything.
You should be able to go into settings in your project and increase pixel light. I think it is set on 4 by default.
But since there's no distance involved I thought it was cheaper?
It can also restart sometimes because you have prioritize view on. So if you move the camera it will change the priority.
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.
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.
For forward rendering that is.
Indeed
For deferred the cost comes in draw calls.
Obviously a directional light wouldn't be a candidate for a torch ๐
Well, for two reason. The overall range and affect...obviously but also because it gives parallel directional lighting and not a sphere.
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?
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
Move the meshes closer together. Use seam stitching on the object mesh renderer settings.
Auto generate lightmap uvs
Hum ok thank you
why is a material completely black when the metallic/smoothness is completely up?
No environment lighting?
missing reflection probes
@junior atlas Probably helps to increase lightmap resolutoin among some things.
@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
Anyone know why I'm getting these baking artifacts?
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
Clear baked data?
can someone tell why my baked light map looks so weird?
im using just a default directional light and all objects are static
i checked "generate lightmap uvs" for my meshes
just mention me @eager fox
hi guys, I have the following problem:
i want to show the healthbar only when its inside the light, and everything outside should be black
but im not sure where to adjust this
@ me if you have any ideas ๐
I dont know much about 2D but you should have some sort of layering system. Bring the darkness forward.
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
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?
so do i need to change the pixel light count to 9?
you should bake your lights
consider using a deferred render pipeline
or, at the cost of performance increase the pixel light count
where can i find a deferred rp? i have the lightweight active right now
lightweight hasn't been a thing for a while
really
URP?
yes
URP does not have a deferred render path.
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@11.0/manual/universalrp-builtin-feature-comparison.html
URP's light limits are listed here
I can use HDRP if it's necessary
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
baked lights are unlimited for all pipelines, so if you can, baking is always advised!
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?
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
I would use one light and then set a material to be emissive with post processing.
noted
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
You should check the UV's in the lightmap preview, it looks like they're being overlayed. I have this problem if the lightmap scale is wrong, there's bad lightmap UV's, or an odd issue with xatlas in bakery
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
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.
default lighting
ambient intensity turned to 1
but objects with shadows like this seem much better when i turn ambient intensity to 1
and im guessing this is the ambient intensity
Have y'all dealt with this weird default lighting change in Unity 2019.4.20? Everything is blue
2019.4.19
2019.4.20
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
If you are making a game, you should stick to LTS.
yep reverted back to 2019
https://gyazo.com/c62dedac75655eb6458fad35660f25a7
there is like a big circle like thing when my character moves close to interior mesh
no idea how to fix it, any help would be great
Shadow Distance
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?
@lilac fern It has been merged to the main branch https://github.com/Unity-Technologies/Graphics/pull/3385
@quartz yacht does that mean it will be in the next release?
Not sure what the pipeline from the main repo to a package is.
Okay. Thank you! This is great news itโs coming back for now
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.
anyone know why i would have no light in my scene
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
wrong channel @eager fox
@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
Oh crap I thought this was #๐โanimation
1 Light Peach spotlight in the middle, 4 light blue spotlights in the corners
Increase the pixel light count to 5 in your pipeline/quality settings @unreal marten
Or bake the lighting
hey i think this goes under lighting, but im way unsure
basically the transparent rendering mode on a shader is not working properly
is mixed lighting as fps demanding as realtime lighting?
im new to unity so forgive me if it sounds stupid
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
yes
How can I do it?
mixed lighting
I tried that already
idk why it isnt working for u
But that creates realtime light onto the baked objects
hi! is there any way of removing these weird shadows on the edges of things without upping the shadow bias?
Not really. Use textures or don't use such hard edges.
Depth at 1.5 looks good to me. Strength 0.8
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?
Is it a single sided mesh? You may be seeing the back side of the mesh as only one side will show in engine
im unsure how to check, still fairly new to this whole thing
You'll need to fix the faces
Rookie mistake when it comes to modeling. Happens to everyone.
How can I make my baked reflection probes NOT reflect the skybox??
just set the clear flags to not the skybox
so solid color..? that just makes everything black
well what on earth do you want it to be? Just change the color
Chrome
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
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?
Haven't used baked illumination, but did you try display tools in the draw mode (top left on the scene view)?
anyone here good at doing indoor reflections
no of course not. No one is here
@quartz yacht what?
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
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
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.
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
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
Guys, is baked linear color space compatible for all mobile devices ?
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?
how do i bake the lightning
@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"
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
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
Here @main portal https://youtu.be/_JX2ywSgB7o
Anyone here ever use the progressive lightmapper to bake light cookies? From this article here: https://docs.unity3d.com/uploads/ExpertGuides/Create_High-Quality_Light_Fixtures_in_Unity.pdf, I'm trying to follow this method and can't seem to get it to work
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.
You would have to reflect the skybox or something to get the chrome effect, if there is nothing to reflect you would not see the reflection. You can even see the reflection of the sky and everything in your reference.
Looks like resolution settings. Try clicking the mesh with the issue, and scale the lightmap up for it, or/and increase to higher resolution in lighting tab. There are other things you can do, but this should be a good start to test.
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.
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.
I find OpenImageDenoiser to be more reliable.
When you use the color space linear it is making the assumption that your textures are in gamma color space. If you made the textures in linaer color space you need to bypass the sRGB sampling. See if that gets you any closer. https://docs.unity3d.com/Manual/LinearRendering-LinearTextures.html
It is recommended to use gamma for mobile.
That made no sense to me, what are you trying to do?
You answered your own question. Spotlight.
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.
It's fine, I believe i've sorted it
My problem is that there is no one place the probe can be in a room to give good reflections on all the surfaces. When I have more than one, I end up with blurred mixed reflections. I also have a problem of reflections going through walls, and so am anchoring them. As far as I have found, I can't have it anchored to more than one probe though
hey guys im facing this problem
so i baked my reflection probe
and then baked my lighting
and this happened
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
ah ok
which video
from brackeys
alright thx :D
Just note one thing
I mistype, should be 'install urp'
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
ah ok i'll keep that in mind
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this?
ah ok
i found in 9:09
Hey, I am super novice in lighting and my current focus is why the reflection probes in my scenes looks like a sun?
I get no idea. After I deleted these light probes, clear baked data, disable directional light, the strong sun-like reflection still exists
Did you make sure the reflection probe range does not go outside the walls?
Did you turn off emissive intensity?
Did you check that your fridge is set on static to bake?
Did you set texture resolution to be high enough?
Thank your for replying!
I intentionally set range go through the wall while I am wondering whether it is a correct way now. I suppose this take no harm.
I only have material of lights with emission enabled, intensity =0.6.
The fridge and TV are static.
The texture of TV and fridge used to be good enough baked in Unity 2020.2.3f.
Increase lightmap parametet to high? And if that does not work. Increase lightmap scale for the object higher.
Hi, thanks for getting back to me. I am using the latest 2019 version of Unity, I have tried all of the lighting settings - toggled on/off every lighting setting multiple times, tried high values and low values for numbers, and Indirect Multiplier on the lights still does absolutely nothing.
And you are using what settings? And what lighting pipeline?
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.
And what do you actually need? Can you get by using baked lighting?
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
@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.
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
@spring pond Not that I think its a problem but try clearing your cache also, assuming it might be full.
Oh, how do I do that?
I am sure you can look that up.
@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
Might be normal direction too for all we know.
Turning down smoothness of the fridge does work. But in the case of TV, because it should be in kind of high/above average smoothness, this does not work.
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).
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)
does anyone know how to add lights to ui objects?
What is the difference between progressive cpu vs gpu. im assuming that one setting just uses the different hardware, correct?
Try placing new reflection probes in smaller areas and expand if needed. If problem happens, reduce the range and add another one instead of one big one.
Simple answer yes. If you have powerful GPU you tend to use that.
do I need to add them to the scene?
@stark temple got it working thanks ๐
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 ?
How did you get the lights to react to the textures and stuff?
Cause I couldn't even get to that point ๐ฆ
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
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
if you look at a large world mobile game like pugb mobile you'll see they've disabled shadow casting on the light
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 ๐ฆ
unfortunate reality of mobile
okay thanks for answers
Oh so if I have a map with 200 objects and 1.2 million vertices, baking lights is out of question?
No. Totally depends on your scene
I have a scene around those proportions baked pretty nicely in a single 2k lightmap
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
Baked lighting needs some preparation and planning to work properly. It's not just a matter of hitting bake on a realtime scene
๐ฆ
Here's a nice official tutorial on the subject https://youtu.be/KJ4fl-KBDR8
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
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?
Thank you. The problem of sun-like reflection probes seems not to persist after upgrading to 2020.2.6f.
You could technically turn only trees to cast while bushes and such does not and see if that works. You get higher resolution you need to increase texture size in lighting settings.
Increase your shadow distance settings.
okay thanks! i will try
How to blur real time shadows?
Gotta put in your own work besides using soft shadow.
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:
I'm using the same textures and the result is so different. I used generate lighting but it didn't look any better before
may I request for an elaboration? ๐ฅฒ
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
so if i have similar hdri's it should be better?
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?
How does one do that?
Oh I looked it up, with the render pipeline asset apparently
I'll give that a shot
I would have told you to look it up anyway. 50/50 shared effort here. ๐
My guess is your HDR workflow is improper. Or your prob is reading lights your scene isn't, so it's a masking issue.
nevermind i got it
Probably, but not sure how to disable HDR workflow
Hello, there's a problem I don't know how to resolve :
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.
it seems to appear when I've got 2 directional lights in the same scene, is it normal ?
Why are you using 2 directional lights to begin with?
How can i fix this weird lighting at the seams of my objects?
My mesh is set to two sided
shadow bias probably
I just wanted to simulate light bounce. No the plane you're poiting is the floor. Anyway thanks a lot. I feel like using 2 directional lights is not normal
Check out your shadow settings. May be contact shadows, or micro shadows should be on better quality (?)
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
Its not ideal to use two directional lights. There are other ways to do things
You could try using layers and occlusion. Or if this is specific case, change shadow settings. But not sure what your trying to do or why. And if its a normal way to do this..
@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
Thanks a lot for your help, Dycerius.
I would simulate it by using a transparent mesh just to cast a shadow on the layer you want the shadow, if you know what I mean.
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
Go on
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
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
It would if you light it differently.
I want it to look like the last shot but with no light circle under him, just a shadow
You would use spotlight facing down with dynamic shadow on. And point light baked to fill in the darker areas.
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
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.
Not if your a lighting artist like me. ๐
see the light to his side? It's meant to be dark light the panel closest to camera on right
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.
the area light looked like shit when I baked it
You can use layers so the spot light is not affecting the walls.
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
You assign your walls a layer not to be affected by the spot lights.
You use your baked lighting to cast the shadow.
but if it doesn't get affected, it doesn't get the shadow
see
only his layer gets that light. No shadow on floor
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.
he is dynamic
one moment he will be in the middle of the room, next against a wall
so wide enough is relative
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.
the not perfect is the problem
You would have to create square cookies for that to control it more.
I'll either need 20 spotlights per hall or it will cast on an angle
In your case you have other solutions like having a spotlight following him over his head upon entering this hallway.
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.
thanks for the suggestions
what happened here??
What did you do?
I see you have a sphere shape on the walls also.
i dont know
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
Increase your lighting settings. It should be fine once you tweak the correct setting.
How can I make lightning everywhere so that there is no shadows
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
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
Turn off shadow
You can use layers. You can add 3d object that are hidden on top and cast shadow. A few methods.
So even though its a 2D light, if there was a 3D cube on top of the tiles it would block the light?
You could just add a 2D shape on top for that matter too. But it all depends what you really need or want. As its not that simple.
If you dont want light AT ALL you just put it to ignore using layers and culling etc.
shader coding normally
Need to do the lighting...you can not just build light from basic unity lighting.
did you figure it out?
@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.
@olive iris not yet, been trying a few different things but no luck, thank you for the video I will try this!!
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.
Thanks. Sadly i'm not working on it anymore
That is okay. It is a common question which is why I made a video for people to just copy paste as answer.
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
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
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
I don't know what your original question was like, but excessive dark can be helped by baking shadows
which will calculate bounces
You're right I - I shall try that (but what if I want to do realtime lighting? can i still bake stuff then)
this was my original question btw
Also thank you as well for helping me out : ))
You use another light with cast shadow off to create and fill your light for shadows.
I see - so it's not a good idea only relying on ONE directional light for everythin?
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?
you can combine baked with realtime. To do this, you select Mixed mode on the light sources. Items marked as lightmap static are baked, but dynamic objects are lit and cast shadows in real time.
I see thanks
Really depends on your pipeline and how you do your lighting. My approach is probably a bit more than placing out directional light and a few lights. But as Voodoo says, you can use mixed if you want.
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.
what would be the best way to do things for a big map? Use culling or something? I thought realtime lighting was always more performance heavy compared to baking
Up to you. The project. Use profiler. :)
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?
Do not understand your question. No comprend. System malfunction. What are you saying?
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
hey! i've got a question, does anyone know how to set up these scripts + shader in a scene to get the effect?
https://github.com/Unity-Technologies/VolumetricLighting/tree/master/Assets/TubeLight
I'm trying to use this TubeLight from the Unity Adam demo
I have TubeLightSource.mat, TubeLightShadowPlane.cs, TubeLightEditor.cs, TubeLight.shader and TubeLight.cs
๐
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?
if a file of such lighting data exists, i can't find it
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?
Is your reflection range going outside of a wall etc?
Did you read through the readme file and documentation?
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.
The files are generated into the lighting map folders.
It didn't help much, but i downloaded the scenes and have been accompanying them
that's working out better for me ๐ thank you
Sounds like you need to provide tests, and narrow down what it can be.
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.
Did you delete the reflection probe? Make a new one? Move it around? Turn off lights and sky etc?
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.
Did you turn off set of objects, one by one and see how it reacted with the reflection?
That said, your reflection looks different regardless if I can not see the surrounding areas.
Meaning, a reflection should generally look like something else.
I'm sorry, I don't understand what you mean by that. ๐ As for your first question, we stripped down the scene objects to until there was nothing left. We're thinking maybe something got saved into the scene file and that's causing problems.
Your reflection looks odd regardless of your issue.
Did you clean your GI cache?
why does my game look like my post processing settings in scene view, but in game view its like with default setting
scene view:
game view
I baked lightmaps but it looks like no light is emitted or reflected anywhere
this is what my baked light map looks like:
how can i stop my lights from only being on when i look in a certain direction
Yes, had no difference.
What did you do so far to see what changes it?
Coding
Well tried to adjust some settings in the post processing, but nothing changes
So the bloom is not working in game view, is that what you are saying?
Or is it the emissive?
both I would say
Did you turn on static for everything around it?
well the cube in the middle isn't static the rest yes
This is your emissive shader or?
the baked light map
Did you check online and go through the dozen of similar issues people had?
This is not a new issue so you should fine an answer in your browser search.
something else is weird too
when I turn the emission intensity high up and bake the light, everything becomes black in the end
Create a new scene and add a emissive to see if it works
ok
And use normal color no texture
but I'm gonna do that tomorrow its already late for me ๐
Ok
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 Iโve moved them as close as possible.
turn off cast shadow for the mesh 3d plane
I do have it turned off
on the light or the object itself?
On the object. Because I want other objects to cast shadows still, just not the flat ones
show me the flat ones that its shadow casting is off
@naive edge did you turn off shadow on the other object too? The one that is also next to them?
Yup all the yellow pieces have it turned off
The gray floor doesnโt 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
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.
Oh I see. I will try that thank you
Sorry Iโve actually got one more question if anyone has a minute. I keep seeing this and have tried everything.
Iโve got a mixed directional light for letting dynamic objects cast shadows, itโs 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?
Because you have a directional light casting shadow. It does not matter if something is static or not static when using mixed lighting. It will cast shadow down to the closest surface.
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
might be that the object is allowing it to cast through....
Might be something with the material or lighting settings. It could also be bias settings.
It is a long shot but try adjusting the bias settings for your directional light https://www.youtube.com/watch?v=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.
Also, make sure your shadow strength is set to 1.
I have no idea how any of you keep getting all of these weird lighting issues. ๐
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.
Thanks, I will try those suggestions out
Here is a lighting pass I did in Unity 2019 with HDRP 7.5. I would love some feedback!
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.
I'm trying to light a bitcoin model, however it looks really awful. How could I fix it?
I looks like there's no self shadows/ambient occlusion
any help would be greatly appreciated.
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.
Btw, the messed up wall is exported from 3ds max
First you need correct materials
Try this for now https://www.youtube.com/watch?v=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.
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
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
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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
I ended up using a spot light for the coin. Point lights just wouldn't cast self shadows on it.
My shadows are missing from my built game but present inside my Game View. Can someone help?
This is my game view.
This is my built game.
The shadows on the left part of the ground are missing.
Your going to need more than a few lights to make it look good.
Gonn have to provide more info on what you have done, tried, tested, settings etc
how can I make this sun look better
I think you can add bloom. It's a post-processing effect that makes glowing things look way better in my opinion. You can also change the light colour to orange or yellow to make it look more natural.
@frail quartz how. im new to unity and this cant be an effective way of light right?
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.
@frail quartz where is the post procceseing
It's a Unity package. You need to get it through the Package Manager.
It's in the Package Manager.
I'm having wierd lighting issues.
In a previous build taken before baking the lighting it looks perfect. what could be the cause of this problem?
Nevermind. it was because probuilder didnt create lightmap uvs
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.
That is a question not a problem, what is the problem?
@snow shuttle Did you try two sided shadow settings on your object mesh?
Yea, I tried, but it looks worse
better to make a coin with baked AO texture on it.
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!
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.
Dont use ambient color. Just turn it off if you want to. And use directional light instead and sky light.
I can make it dark inside, because I just want to illuminate it with lights, but on the outside I want it brighter, as if it were in real life, not so dark shadows, is it possible?
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
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?
Oh @regal night asked a similar question
I have decent environment ambient lighting (I'm using a flat color to help)
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...
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...
That didn't help me ๐ฆ
What I want is on the inside (as it is closed) to be dark, and on the outside as it is open and there is light I want it to be illuminated evenly but preserving the projected shadows (no matter the intensity of these projected shadows on the side outside)
The inside I want
The outside I want (no matter the intensity of these projected shadows on the side outside)
There would be no shadow in the inside to begin with. Since it is a square with surface on.
So, it should be dark to begin with if you are lighting like this.
Everything is ok, what I want is for the outside to be lighter
And that gives what issue? It is too bright once you remove the top surface inside the square?
If I make the outside so clear, the inside is also clear, because I have to use Intensity Multiplier
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.
You just need to put the video knowledge into practice using other knowledge of lighting.
- Duplicate the top surface.
- Set it to cast shadow only
- turn off its mesh collision
- Adjust your directional light or exterior light as you want to be outside.
- Double check that you understand and used this trick correctly by removing your real top surface.
- 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.
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
I will try to follow your steps
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
This is the inside that I want
This is the outside that I want
I left the top part as "shadows only" to be able to see inside
Because your approach to this is not accurate per my personal thought. I would not depend on ambiance for this.
What were you using? HDRP? URP?
Also, are you using baked or real time? Or does it matter?
URP, realtime, forward rendering
I think it's not possible to make what I want right?
I didn't find anything
I tried change settings on directional light, on Lighting settings, on objets etc
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
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
If you are using forward rendering you need to increase your pixel amount in Unity settings for the projects. And baking works fine, and so does directional light.
@olive iris You said that to me?
No, for you need to be unrealistic. You need to remove the skybox and turn down environment lighting.
At least take away the skybox.
But I want environment lighting, and dark rooms
But the outside is dark as the inside
I want outside more clear
Yeah, this works. Now go fine tune it.
I love playing The Sims, I just found out that their lighting is the way I'm looking for
The inside of the room is dark, but I want more dark
In the red circle is outside, and it's clear
Yeah, you can do it like I showed you.
Of course, I am not going to do the work for you. That is your job.
I am just taking time out of my busy schedule to give you the guidance so you know what you need to do.
I know, but I want someone to give to me some tip How to do it
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.
In the pics you sent all the shadows are the same, outside and inside
:(
You just put a light :(
Shadow is the absent of light.
No, URP is still in development from what I know. So even if you increase the slider to 8, you might get a few more out of it. You need to consider HDRP or deferred.
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
Are you sure? Everywhere I've checked online says it's absolutely broken beyond repair
It is not broken, you need to change your pipeline.
I spent weeks trying to bake scenes and the lightmaps were always horrible and completely broken
or would take like 16 hours to bake a tiny room with 5 cubes in
Deferred it's bad if you want to run your game in any device right?
That was not for you but Crippled issue.
Oh ok
Send me your scene if you want.
I have a doubt, if deferred not run on some device, Unity changes it at runtime to Forward?
As for you. You need to start with something like this (ignore the red, it is just to show you what is going on)
This is a low res bake. Seems like a fine beginning too me. You sure you know what you are doing?
I already did the dark inside, but the outside keep like inside
I want inside dark and outside more clear
I think this is not possible to do
Thanks Dycerius. I have multiple scenes, however. The lightmaps always come out completely wrong and blocky
So it seems that way for every scene
I should look into the pipeline maybe
hey guys
I made "a thingโข" in Probuilder
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
see? they're separated. I'd like for the lighting to behave as if I clicked "merge faces"
I just showed you how to do it. Three different versions. You need to consider more lights to solve your issue and other settings.
Probably just the settings really. ๐ And the fact you are unfamiliar with it, probably.
Show us a reference of what you want.
this is basically what I'd like
I think the surfaces need to be changed in terms of smoothing group etc?
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
Use halo
@elder pike TY
Yep, I think that's the problem as well. Any way to do it without merging the faces in Probuilder?
I got it working with the Smooth Group Editor window
https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/smoothing-groups.html
Might be shadow distance settings?
I thought as much.
uuumm, the blend distance?
No?
Where do I find it?
You type in the keyword I gave into a search engine and click the documentation that pops up.
Then you try it out somehow, and then you tell me if it works or not. And then we keep troubleshooting. ๐
Screenshot or gif or video would help also.
why is my "ambient light" leaking inside? there is no space between the construction and the ground
Is that sunlight real time?
Um........ why can i not use anything other then realtime
Depends what you have been up to. What happens if you take off the Flare?
still doesnt work its on all of my lights like that, the grayed out Mixed and Baked
Is this a fresh project? Or did it work before in this existing scene with content?
it never worked