#archived-lighting
1 messages · Page 56 of 1
What is stopping you from clicking create new project or new scene?
Nothing i was just never worried about it. even in a new scene it still doesnt work
How about a new project from the Hub?
And? What did you do?
i forgot i turned Baked Global illumination off
😅 Yeah, that would be the first thing to check on your own. 😄
never knew it stopped those really dont do baked lighting
mixed
ANy idea what could cause this
this world is for vrchat so its on 2018.4.20f1 I think
It was a UV overlap issue, I wasnt generating UV's on imports, so it was kinda cramming shit together
You answered your own quesotion...you find the directional light or just click on the sun light on top right under the skybox...and reduce it.
sorry , but which option ?? there is no sun light option under skybox
Hello guys,
I am doing engine research for our next projects and I was wondering if you could point me in the right direction. We plan to do a sandbox game where every object in the game can be built/destroyed by a player. Therefore all the scene is going to be fully dynamic. My question is - does Unity support dynamic lighting without baking lights? So far I have encountered only baked lightmaps + light probes (which we also can't use). Also, is there a solution for dynamic reflections? (myabe screen space reflection with dynamic probes?)
The light itself....
Check the intensity of your directional light @opaque ice
If I have the real-time GI and baked lightmaps turned off, and I hit “generate lighting” what happens? All I can think is it bakes the ambient light probes
Did you want this answered?
In “project settings > quality” I recall a setting that’s light “max point light count”, you may try that
Depends on your target. If mobile, then low as possible. If it’s high end PCs, you could go as high as 100 without significant impact I would assume
Objects are drawn once per pixel lights that touch them. So an object within range of 100 lights is as costly as 100 objects
I would test performance on your ideal machine, I can’t make a guess as there’s a lot of factors
i'm a very begginer and i wanna make a project , but the last project i made looked very dead because of the ligth and the look in general , it seemed too "original cube" (well it wase made with cubes but still)
also ligth is very frustrating cuz there is always a part of a cube that is totally black
any advices on how i can make my game look alive and flashy
the only solution i found for now is to put two directional ligths
hey guys is ther a way i can make all 4 of my walls not dark? or do i need 2 directional lights
@sullen acorn @grim magnet change the ambient light (Environment Lighting) or bake lighting. Both can be done in the Lighting Window https://docs.unity3d.com/Manual/lighting-window.html
i dont see that but ill try to find it thanks
yea i tried to put the directional light up top
but it didnt work
nothing is ambient lighting and the 3-4 options
dont work
i dont have that or its not the same
i think i found it
i like the 2 directional lights better
when i dup this one tho it doesnt work out compleatly right
makes it mega bright
Duplicating a light just means double the brightness - you need half intensity on both now. Lighting does not reach a nice peak brightness - it just gets brighter and brighter until the whole scene is white or light color. Also the total brightness is ambient + all lights hitting an object. Lighting isn't easy!
Hopefully there is a tutorial on Unity's site
@grim magnet https://youtu.be/ZtpmfpEJFtc
In this video I quickly show you how to brighten your surroundings and walls. These videos are mostly being created based on question that pop up regularly in Unity Official Discord and because I know a lot of the people are under age 18.
#lighting #beginner #lightingartist #unity3d #unityengine #unity #environmentlighting #blackwalls #directio...
@grim magnet https://youtu.be/v89oQUYp-jk
In this video I show how I would setup a basic HDRI skybox to light up my environment, instead of other beginner methods that does not give accurate lighting.
#lighting #beginner #lightingartist #unity3d #unityengine #unity #environmentlighting #blackwalls #directionallight #skybox #tips #tricks #bakedlighting #realtimelighting #g...
How to create a showroom style interior with more than ten ceiling lights...when I tried only two lights is getting active...
Where can I find it I couldn't locate it...if possible can you share a screenshot
What pipeline are you using?
hey I need to ask about lighting in unity editor
learning the tutorials, but the illumination is not sufficient for me, how do I setup a proper lighting to see my objects properly
What is proper? @somber dragon What did you try? What do you want it to look like?
I want to add illumination around the shadows so that I can see then
by default theres just a directional light,
how do you add ambient occlusion to it, I think thats the lighting term
There is literally two links above your question that might be relevant to you.
ok thx
Try them out. And come back if you need more.
can anyone help me? How do i turn on volumetric lighting ?
i'm new to unity
Are you telling me you did not find the answer online?
What did you search for?
What link showed up?
Can you just help me
I am helping you to be a life long problem solver on things all of us know are on the internet if you just know how to search for it.
Do not cross-post.
This has already been discussed in #💻┃unity-talk
sorry
And if you can not find it. I might make the video for you. So, show me what you found. Because I find it hard you could not find one of the top ranking topics in this server, and online.
@timber lichen How old are you?
14
I suspected so.
@timber lichen I dont expect you to know how to find information as easily at age 14 🙂
But, you can learn. 😄
So you want to do volumetric lighting? Do you know what unity version you are using and if you are using hdrp or urdp or ?
i saw on youtube that i need to have HDRP for volumetric lighting
and i don't have that option there
i have pipeline
You know the window where you create new projects, unity hub?
@timber lichen Do this for now by creating a new hdrp project
Why are you not following a youtube tutorial next?
oh it was not volumetric lighting
guys so my shadows aren't rendering
URP.I was creating an environment with hdrp then I came to know it's not working properly for mobile games so switched to URP
Anybody can help me because i got a scene with floor and walls and the floor is fully illuminated even tough the light is in spot mode the light is baked btw
on your lighting settings, on the enviroment tab, mess around with the skybox intensity
What causes this muddiness?
It only seems to occur on the walls, which have this plaster texture
Still clustering, but I dont think its gonna fix once its all done
Wil keep updated
Could it be a result of Area Error?
Ok switching from soft to hard shadows seems to fix it!
Increase your texture resolution for the walls or everything.
Check videos above
im having an issue with shadows on my terrain, when the camera gets further from the terrain the LOD of the terrain decreases and it causes these errors
the X shaped shadows on the side of the hill
would appreciate any advice
I'm not very good at unity, I have been doing a lot of research in Shaders and RP's as of recently and I would recommend looking at the render pipeline your using in the project manager and messing with the shadows there to see if you can fix it.
Also, that's most likely an optimization unity has automatically implemented into the pipeline your using, so it should be editable in the project manager
so, I have an enclosed room but the floor still gets this sun reflection like there were no walls or roof around it, how can I stop this reflection from being rendered?
is there a Bakery equivalent for AMD cards? im using 2018.4.20f1 Im trying to bake lights on my first ever map and dont wanna wait 3hrs just to have to slightly tweak settings and wait another 3hrs
i really love that
What's up with this fog being stuck to the ground
I've tried googling this error but I can't seem to find anything unless I'm just googling the wrong things
I can't figure out why in the world it's doing that
It's almost like the fog is baked into the ground texture data or something
I'm using Unity 2021.1.0b11.2079 with the URP template
probs need to mess with the URP in project manager
my lights are not working, when I restart the level they go dim
Hi, everyone.
I'm stuck at some weird moment with URP Light. My point light not working, but directional works good. In pipeline max lights set to 8.
How can I make ambient lighting more intense?
I want these shadows to be gone
In the lighting window the max is 1
But I need more
If you don't want shadows you should use an unlit material @woven crane
Sorry but, I cannot find any option like that in the material window, where is it?
change the shader at the top
I tried unlit and
it worked a little too well
I basically just need the shadows here to be softer
like noticable
Try lowering the intensity on your directional light instead perhaps
No it isnt working, although I am trying out brackeys tutorial on how to add post processing
I will try to mess around with shadows in post processing and make it work there
Hi guys. Please help me. I get strange shadows flickering when move camera and my player https://imgur.com/a/Xt0uPht
What am I missing?
seems like your VFX books not rendering when its out from camera view?
How can I fix that? It seems only the shadows are flickering, the books themselfs did not bug @mystic dew
you have videos on top showing you how to do this properly
finally got raymarched volumetric lighting working in URP
probably needs lots of optimization but renders in <5ms on gtx 1650
wow, seeing a lot of frowny faces in lighting.hlsl
Hi folks, can an emissive material dynamically light other objects in a scene? I have a movie texture and I wanted to know if I can make it illuminate objects in the scene.
Where is the project manager
Nvm I was able to fix the fog problem by splitting the ground up into several different cubes
you sure your vfx doesn't get culled? Try increasing the box for those effects
@supple patrol Hey! Yes, I tried to tweak the whole boundary box (AAbox)
Made it 1000 x 1000 x 1000 but the problem still persists.
The VFX particles does not disappear. The problem is only in the shadows :/
Isnt 2021.1 supposed to have a new realtime gi system?
This keeps happening to my scene when I try to build the lighting. Could someone let me know what causes this and how I can prevent/fix it?
How is this room being lit? I have no lights inside at all. I want it to be completely dark so I can add my own lights.
I also want to know why only the sidewall I am looking at is lit. Shouldn't the wall to the left and top of it also be lit?
is it possible to control global illumination intensity per object unity?
for a moving object?
I have a cockpit whos brightness I would like to ramp up as screens turn on effectively faking light coming into the cockpit
any idea on how this could be done?
what's old is new again, yes. enlighten real-time GI is coming back in a new implementation for URP & HDRP. looks like this and other GI features are being tracked on a new roadmap page: https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/tabs/64-global-illumination
Product roadmap and feature requests. Welcome to our product portal.
Turn off ambience under lighting tab.
you could bake lighting with a bunch of area lights (one for each screen), then animate & interpolate textures/lightmaps from the "screens off" state to the "screens on" state. or something similar, like you were saying if you could just animate the amount of GI intensity / contribution that could work too though i'm not sure exactly how to do that.
Add light sources for that?
yeah i mean you could use real-time lights for the interior cockpit instead of baked lights, it will just cost you in performance.. especially if you want it to look physically accurate.
so, just a consideration depending on your platform and performance budget
not sure if you are using fully baked GI or real-time GI with probes? that and which render pipeline you are using are likely to be factors in how you would accomplish this exactly.
maybe bake multiple lightmaps with separate monitors on, then use a technique like this one?
http://wiki.unity3d.com/index.php/LightMapSwitcher?_ga=2.230081688.584468206.1615907991-1397480526.1601299161
Propably finicky to set up, maybe limiting in features later on but would safe system ressources.
cc @austere drum I was looking at this, though currently it seems Lightmaps must be copied from RenderTexture on the GPU to Texture2D on the CPU which has a hefty performance cost to do in real-time / every frame which would be required for a smooth blend transition between lightmaps. It seems Unity devs are open to improving Lightmaps to support RenderTexture in the future however as the discussion this forum thread shows: https://forum.unity.com/threads/support-supplying-lightmaps-as-texture-instances-rather-than-texture2d.993138/
so, since blending between 2 lightmaps is not very feasible (right now) I followed up on your original idea to just control the intensity / contribution of Baked GI. (which is all you need for your particular use case.) this Shader Graph example with HDRP is very much incorrect in the sense that I haven't taken the time to fully replicate the Lit shader in shader, but i did prove that it would be possible to add such control using Shader Graph via this Baked GI node which is available for both URP and HDRP: https://docs.unity3d.com/Packages/com.unity.shadergraph@10.4/manual/Baked-GI-Node.html
Guys do you know what happened here? I can't alter any lights or add new ones. New ones don't project anything either
Oh and on other levels where lighting still works, if I turn auto generation off they turn off too and don't turn back on even if the auto generation is turned back on
What is wrong with the lighting in my room? There are no lights inside at all, but some walls are still lit. I turned off ambient lights in Light Settings. Some of the walls are purely black too and the floor is lit infinitely.
wohha you guys are awesome!! @errant rose @supple patrol @olive iris !
this is meant to run on the quest. aka 4 year old mobile tech at 72 fps haha
so real time lights are a no go
you figured it out? how did you achieve your goal?
not yet! was going to take the day to figure this one out
we have thought about doing a shader based approach, but then this would involve animating like 10 material at the same time for this effect
the end goal can be quite crude
basically cockpit glowing at full bright and then none.
as screens turn on I just ramp this up.
ive not messed with light probes and wondered if I could parent them to my cockpit? as to carry around there own bake information with the mech and then some how turn up and down the intensity as needed.
this would reduce the amount of friction when designing as they would effect all materials they are in contact with.
is there a method for doing this? basically have the cockpit carry around its own mini pack of light maps?
pretty sure you can add lightprobes to prefabs, but i don't think it would work for a moving object
ohh this is super interesting!
yeah its interesting, I dont need half the tech that light probes provide just the local independence that controls light intensity
how do i fix this i dont wnat it to show black!
how do i fix this i dont wnat it to show black!
add an hdri to the sky or play with the enthronement ambient light values
thank ya
Hey guys. I still have this problem #archived-lighting message
Any idea?
Sent this in 3d channel but its way more relevant here
Fog lights up dark places way too much, is there something i can do to it?
This is wihtout fog (too dark as i tried turning ambient light down to fix the first one)
post your fog volume settings
Managed to narrow it down to being about the terrain that i used as the ground
It doesnt seem to play well with lights :(
Hello guys, can you please tell me, did the Global Illumination Ray tracing override got removed in Unity 2020.2. ? When I started the HDRP+DXR example project in v2019 the option was still there.
Anybody any idea why my second portal isnt being lit even tho its a direct duplication just with a sprite change
What causes this banding? Is there easy way to mitigate it?
check your quality settings
check light settings, bias etc
Got that solved, been playing with lighting non stop :D
I have another issue now
Why does this object catch ambient lighting, the selected object is shadowscasting box
leaving a gap between the wall and the shadow caster seems to work
Videos for that are above
Hi guys, I'm hoping this is the right channel but how can I make this object, or I guess the material to not have shadows on it and have it's emission not be affected by directional light
this is how it's supposed to look
You would have to make a shader for that
If you are on universal render pipeline you can use the unlit base shader they provide and start from there
I am using a shader but it seems like the directional light is overpowering the emission, I used the HDRP template and made a new scene with HDRP, the difference between the screenshots above is me turning on/off the 'Sun' which is the default directional light in that scene
it looks like you have wrong bias on your direction light
Bias on your light
what videos
Thanks guys!
I use URP and it seems to be hard to adjust the biases correctly. Feels like no matter what value I put there's artifacts
At least one solution is to set on Mesh Renderer to cast shadows Two Sided
That does seem sligthly better. Thank you!
is there any way to have shadows with real time lighting
you see light going through because your mesh is flat shaded meaning vertices/edges aren't connected, if you were to smooth out the models it would fix light passing through character, also if every polygon will be flat you can make shader to turn even smoothed out model into flat one without disconnecting vertices/edges so light will cast properly.
Oh I didn't know edges were disconnected in flat shading
Any way to achieve good shadows with flat shaded models? I'd rather not change the models
Flat shading doesn't mean your edges/vertices aren't connected, it means that the polygon has one normal vector across the entire surface which is what gives the surface it's flat look since the normal vectors aren't being interpolated between vertices like with Phong shading.
hey guys does anyone know a technique to make a sun appear in the sky? like some sort of sprite but infinitely far away? without putting it in the skybox cuz i want it to move
How do you guys deal with area lights and specular highlights? If I use a point light here set to mixed, I get nice specular highlights on the ceiling (first light in picture). But if I use an area light, which looks more accurate, I get no specular highlights (far back in the picture).
I have reflection probes here, but they don't seem to help.
Furthermore, it would be very nice if I could just have emission here without any lights, and then bake that. But again, that yields no specular reflections despite there being a reflection probe.
I've been fiddling with the lighting settings on the light inspector, but can't seem to be able to reduce the intensity. Any clue?
Trying to make it look like this (Blender view)
@thorn musk You usually want some environmental lighting to not have completely black blind spots and direction lighting for shadows.
@summer aspen Sure, but how would that be achieved on Unity?
Setup environmental lighting
@summer aspen I intent to do so, but what I was hoping for was instructions on how to do so.
You should lookup environmental lighting. Exploring manual is important when learning, there's a lot of additional information in there.
@summer aspen I have been looking at the manual. It seemed to me that my question was quite clear, though: I asked for clues; I don't see how suggesting to look into the manual would qualify as one.
Needless to say, there is no need to contribute if you don't wish to, so engaging with my request in a way that contributes to nothing isn't a wise use of either of our times, right?
Anyone have any suggestion on steps to set up the lighting in the first screenshot to look like the second?
This is a learning server. You should at least be able to google what you were pointed at as a solution. Make at least some effort.
@summer aspen Sorry, I have more than once highlighted that I have made an effort. There are many other learning servers I'm a part of where help was provided upon my asking identical questions.
In fact, throughout this conversation, I have been working on it. The assumption that I haven't is something you couldn't possibly have a basis for.
So which part of googling environmental lighting in Unity did you find difficult? https://www.google.com/search?q=environmental+lighting+unity&oq=environmental+lighting+unity&aqs=chrome..69i57j0i10j35i39i362l8...8.406j0j15&sourceid=chrome&ie=UTF-8
@thorn musk I suggest you concentrate on solving your problem and not spamming the channel instead.
@summer aspen None of it. I have opted to ask a question instead. There is nothing obliging you to engage with my question nor any use in you doing so in that manner. I would like to move on with asking for assistance, can we do that?
@summer aspen I have already tried to move on with our conversation since 13:12, as you can see in the log. If you don't mind, I'll start ignoring your remarks in the interest of focusing on the issue.
!mute 310876730506084363 1h Let me help you.
Lox#1819 was muted
Could someone tell me why the game play preview is so grey compared to the editor? How do I fix this?
Top left icons on the scene view, see if you have effects like fog turned off.
@summer aspen That did the trick but in game view its still foggy. Does that mean the final product will be foggy too?
Yep. Lookup fog settings, should be in Lighting.
Thank you very much @summer aspen
Is there any solution as to why this wall isn't receiving light even if the point light is in front of it? it happens whenever I put a light close to a model... But if I can't do that, how am I supposed to put lights on walls? 😭
Should point out which render pipeline is in use here. It could be max limit of lights reached or unlit shader used in material, which would ignore lighting entirely.
I'm using the built in pipeline and I only have one directional light and that point light!
And what shader the wall is using?
the standard
@rocky lodge How did you construct the wall?
is it default object?
Create default cube and place it in front of the wall. Does it receive the light?
no!, its a simple model i did on blender, all vertex are closed and the normals are seemingly ok
sure wait
Does the cube receive the light?
nope
that wall is the cube
it gets, but just a tiny bit
where as the other object is way more bright and it's further from the light source
If it receives the light then issue is with the light, not bright enough or spread out to large distance. Did you try increasing intencity?
the thing is, it receives light, buuuut whenever i put the light closer to the geometry it goes dark
The light has near plane setting for that
it's on the light
oh I tried modifying that but there's no change 🥲
play around with settings, maybe on the renderer. Something controls light precision, where it starts, it also could be shadow related
I'll try playing around settings. I've been searching all day on google but i haven't fin anything
By default light works up to the point of contact, so something was changed.
I have been messing with the config for making it run better on mobile, I have never done something like this so I'm a bit lost in this haha thanks for the help, I hope I repair it asap
I changed this and now it seems to work at least better :D
idk what this does but if I put it at 2 doesn't do that weird thing from before
Yep, at 0 it break close range lighting.
one last question, does it affect much on performance?
I have no idea. If you want performance URP supposed to be better for mobile performance in some configurations. I don't have personal frame of reference.
oh well.... I started all this on the built in and when I change to urp my shaders stop working. And one of them is script shader so I have no idea how to fix it hhaha well thanks again for your help!
Shader Graph is easy to get into and recreate most of the stuff. Should ask in #archived-shaders .
sure thx
Based on that scene there the far back light is more realistic. You wouldn't really get specular highlight on the ceiling like the first one if the light is inset into the ceiling. The highlights you would get on a ceiling like that in real life would usually be bounce light from other reflective surfaces in the hallway. My suggestion would be to change the wall and floor material to be something slightly reflective to capture nice specular highlights rather than the ceiling. Though if the ceiling is your specific goal I'd opt for sticking with a point light. It's not the most realistic, it just depends on whether realism is your goal.
Yo. Why my directional light goes through the terrain ? I am using HDRP 7.5.3
Is this bug?
Its something from Anisotropy setting, it is allow the light to comes through
I hope this is a good place for this-
My flare is being weird
This is the texture
This is how it shows
How do i fix this?
guys does realtime light make light probes useless? I'm trying to implement a day-night cycle in my game but I'm not sure how that would work with bounce lights on non-static objects (URP 2020.1)
Are the objects you're looking to reflect set to static? You can't reflect dynamic objects in a baked reflection probe unless you set it to custom and include dynamic objects. Though as far as I know this only bakes the dyanmic object into the reflection, it won't be a realtime reflection.
I wish I knew that. I downloaded a script that captures the cubemap of the environment @cyan bronze thank you I'll try that out
Yeah so that's what the bake function of the reflection probe is doing. It's capturing a cubemap of the environment from the spot which the probe is located.
Hopefully you get it sorted out 🙂 good luck!
hi, i was directed here from #💻┃code-beginner so i could ask for help on #💻┃code-beginner message. anybody? i have the description on the linked message
nevermind, i got it figured out
hi guys someone know why i have this options disabled?
You have to be using the 2D renderer with URP to access 2D Lights.
Hi guys. Please tell me why my shadows are flickering like that? I am using HDRP https://imgur.com/a/w5ZhYeJ
Tried everything and cannot find the reason :/
It is something from the grass
Nope tree's cull for some reason on terrain
I had this problem myself and i have no idea what the solution is
This is less a shader problem more a unity problem, for some reason they cull trees including the shadows.
I'm not sure why this is not a more well known issue 🤔
I posted about this here a long time ago but never got a response on how to fix it
Anybody have a weird issue where when they bake lighting, volumetric light doesn't appear?
What would cause that
exact same light prefab, on the opposite side of the room
one shows volumetrics, the other doesnt
I have a bunch of lights acting like this
anyone know a good tutorial on sun rays?
I looked in google but all I find are assets
I want to learn how it's done
nvm found this
Hello guys, can you please help me? I am trying to find out a solution for a problem, where my completely enclosed room is being lit from Sky and Fog Volume. I'd like to have a complete darkness there. The scene needs to be completely dynamic.
later on I want to have a directional light coming through a window and the room will be partially lit with GI
But for now I can't figure out how to make this pitch black
A "solution" would be to have a local Volume with different Lighting Settings. But I can't tell you if this is a hacky workaround or a valid solution to your problem.
https://www.youtube.com/watch?v=ZtpmfpEJFtc
https://www.youtube.com/watch?v=v89oQUYp-jk
https://www.youtube.com/watch?v=1cjKPU_3A4A
https://www.youtube.com/watch?v=Plp-LEm_G4A
In this video I quickly show you how to brighten your surroundings and walls. These videos are mostly being created based on question that pop up regularly in Unity Official Discord and because I know a lot of the people are under age 18.
#lighting #beginner #lightingartist #unity3d #unityengine #unity #environmentlighting #blackwalls #directio...
In this video I show how I would setup a basic HDRI skybox to light up my environment, instead of other beginner methods that does not give accurate lighting.
#lighting #beginner #lightingartist #unity3d #unityengine #unity #environmentlighting #blackwalls #directionallight #skybox #tips #tricks #bakedlighting #realtimelighting #g...
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...
It says shadow right under it.
It doesn't work
Oh I screenshotted the wrong thing
The shadow wasn't working in realtime
You add a second non shadow casting real time light.
It works. You are just doing something you are not suppose to do be doing.
Not for me
There's an error when i put shadows on
Won't that add extra lighting?
I'll screen shot it when I get home
seens like a flare or fog issue but unsure since your screen does not show the light settings.
You do that.
Super cheap.
No I mean won't that literally contribute to more lighting in the scene
which is not what I want
Not if you balance it out.
You divided the intensity.
So if you have 5 right now, you can do 3 and 2 etc
There is a flare already in Unity, open it up and check it out first.
Because you are baking it and not using mixed lighting on your light or real time?
Lighting Tab - Environment Reflection and Skybox, play with them such as turning them off or into black.
I have to use baked lighting which i completely suck at
it says it clearly that it is not suppose to work for point lights using the pipeline you are usinag right now.
you are using URP I assume
yes
I have mixed on all my light sources
I'm also getting a lot of lights just not baking at all
That's it baked
thats without a bake
It seems to be related to shadow mask
If I select 'baked indirect'
They appear fine
Hey guys looking for some help to understand lighting systems
So im trying to have a nice clean mesh with like deleted faces that will never be seen
but when i do, shadows seem to be strange
why is there that diagonal column of shadow, why is it all not a shadow from the ceiling of this mesh
fixed by just making mesh have faces on each side
@olive iris what do you know about 'peter panning'? Is it unavoidable? Only thing I have seen is to turn the bias down, but that doesn't fix the problem
it's bad enough the shadow doesn't meet at the bottom of the shelf, but it shows books which would be impossible to cast a shadow through the shelf
I recreated it with just regular cubes to rule out any mesh issues;
the light comes in roughly the angle of the red line. That's f'ing horrid. I didn't realise Unity was so terrible. When I googled it I found the name 'peter panning' but no solutions.
Is there anything you can tell me about it? Am I really stuck with this crap? It makes me want to use a different game engine
It might be related to this. Check the very bottom message and watch the video. https://forum.unity.com/threads/shadows-not-working-with-draw-instanced-on-split-terrains-in-hdrp-7-5-3.1061891/
You need to use real time GI, which isn’t available in 2020. It’s coming back in 2021.2. It’s there currently actually in the most recent release of 2021.2. It’s in the lighting settings.
@wet locust Try this as you pointed out, to be sure you tried it 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. #lighting #shadow #bias #clipping #unity #unity3d #unityengine #gameengine #lookdevelopment #postprocessing #spotlight
10h Unreal...
@wet locust If that does not work it could be good to just have a look at how I might light first https://www.youtube.com/watch?v=Pn4Q_WRYxec
This is a very cut out lighting process for Unity 2020 HDRP. You get an idea of the thought process, colour theory, lumens intensity and general workflow that is useful to keep in mind when doing lighting in Unity. #hdrp #unity #tutorial #lighting #lightingartist #colortheory #composition #cinematic #gamedevelopment
10h Unreal Lighting Course -...
@wet locust Other things can be your mesh, like normals being wrong or you might need two sided shadow turned on, if you are baking it can be too low settings etc
No, it is just something with your settings, mesh, modeling, and so on.
Or turn on two sided shadows if I understood it correctly
First, get your lighting correct without the volumetric. Those volumetric can also be done as cheap mesh god rays.
Yes I watched the video about bias and that's exactly what I tried already. It reduces the gap but it's still really far like the screenshot I shared
In regards to the mesh, I ruled this out by doing a test using regular Unity cubes
I showed one shot already (with the red arrow line on it) which is just cubes arranged with the same point light. Here is another one where I have a point light above a stretched out cube. There should be no way for the light to go through/around but there is still a gap:
I will think about it or you can send just that scene project to me and I will look at it.
Im using HDRP, even so, even with volumetrics turned off, the lighting appears incorrect. In some cases, the lighting doesn't appear at all
Can anyone here help me with hdrp lighting?
Trying to light up this scene without killing my framerate
I've learned that 2d lighting is a thing in unity - I want to simulate the sun but it's a little difficult because with a point light you generally get one area being better lit than the rest. I honestly don't know EXACTLY what I want, but I'd like it if my hills had more depth and had darker shades at the top. Does anyone know the right direction to point me in? Here's a screenshot of my dumb game 😛
(PS - yes this game is exactly what you think it is. Shhh :P)
Understood, thank you
After generating lighting this happens, help please
hey guys, i just did a full lighting generation and then i erased my directional light to see some stuff and now that i added another one, whenever the lighting does the process my walls and so look like this:
guess im kinda getting same problem as you 😄
still a little glitchy for me but i unticked "static" on a wall and ticket it back and the lights generated again and everything is back to normal
You just excluded the wall from the lightmap I believe
maybe idk, but it fixed all the other walls after reprocessing the lighting
idk if that's the issue you're having but kinda looks a little so you can try that out
Exactly. Focus on lighting it first.
What is the issue for you?
What is it you want?
my walls keep getting like that whenever I generate lighting
Up your brightness, the walls have weird shapes on them when I build lighting
What is "that"? I dont know your intended look.
What wierd shapes?
nah its suposed to be a clean white painting
On the wall there are different shades and rectangular shapes. The wall is a solid color with no texture but after lighting it gets weird artifacts
I see a checker board on your wall
Increase resolution for baking
ahaha ye
its so weird, if i remove "static" from the wall and let it render lights again it gets good
but as soon as i change anything related to walls it just gets bad again
There are many things to do, depending on what you already did. And your render pipeline. Probably should increase resolution for lightinf setting a bit first. Etc
Are those boxes imported by you? If so did you make lightmap uv 0 channels? If not, does it have texture channel? If so, did you turn on generate uv map on the meshes?
Anyone got a clue why lighting bypasses the wall for a bit?
It happens both with point and spot
here's a hard shadow
My normal reply in here for that is to check the bias settings first
zero
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...
Yesh, watch my video first. Try the things out, 0 is not good.
And shadow under 1 is neber good either
After all thay, for testing. Turn indirect to 0. See if if removes it. If so, tell me. If not, rurn on real time, clear baked setting, tell me what it does etc.
Turn on two sided wall on your shadow after all this if it does not work
I'm on realtime already
nothing
It's really confusing
I'll look at it when i'm done with class
I am using URP and basic lighting settings (+ ambient occlusion checked), but it's been 'finalizing bake' of the global illumination for like 10 minutes now. My test scene only has 1 cube sitting on terrain. Why is it not working? Do I have to abort and retry? I'm afraid to lose all that time again
Also with AO disabled, it does work. But as you can see my static objects don't have any shadows
anyone have the issue where mixed directional lights are not illuminating anything in builds, but work fine in the editor? Using progressive GPU, shadowmask lighting mode
Is shadow turned on? For point light. Cube and ground set to static? Light set on baked?
What else do you know about your light setup?
Yep, yep, yep
Gonna need more screenshot rather than keep asking questions.
I am working with a basic lighting setting, newly created with no settings changed.
I need screenshot of your light, lighting tab, inside lighting tab there is lightbake lightmaps, in your scene view you can change to baked view etc
Your culling is set to mix, set it back to default for now and make sure everything has default layer
already tried, with no success
I need top also with skybocx
Turn indirect to o for now at the bottom.
Does not look right
which one? there's multiples
Only one at the bottom. Indirect Intensity
Click your ground and show me the settings for it
Are you planning on doing something with terrain?
yes, eventually
Replace it with a plane for now, for this testing.
that seems to work, but there are a few issues
Get your terrain back
Click on the wheel on the right
Show me what it says in lighting and lightmapping part of the settings
What does it say in lightmap parameters?
default very low resolution
put it to very high and try again
i get exactly the same terrible lighting as before
Turn scale in lightmap to 1
try again
(going to take longer to bake) We normally do not bake terrains for this reason, hence I wanted to test plane to see if it was the terrain that has low settings
scale to 1 has no effect on bake timing and once again gives me terrible lighting
what do you usually do with terrain?
Just stick to real time really. Unless its a small terrain but in your case your having issues for unknown reason and going throgh 10000 reasons is going to take ages
Turn back indirect lighting in lighting tab to 1
Show me texture resolution part of the terrain in the same setting rollout
so realtime for outside scenes and baked for inside scenes?
Depends on many things but generally
What is your mesh resolution settings for terrain
it's just a default terrain with no changes made to it
Double those texture resolution and do a bake, see if it does anything.
Double detail resolution also and then do another bake, see if there is any differences
makes absolutely no difference
I have no idea how most of you manage to break lighting in Unity on this level. 😄
Okay, there is baked view in scene view , can you find and show what you see
Baked Global Illumination
Baked Lightmap or something
where exactly? I am getting a bit lost by all the different lighting setting locations
Scene view
There is a tab on top left with different debug views to help troubleshoot
It says shaded probably
Next to it you have the light on and off, skybox and all the way to the right you have gizmo button
yes got it
What are we looking at now in scene view?
there is no global illumination option
are there checkers on your cube?
yes
Go to terrain again and increase the scale until it says no space in atlas
(We are experimenting for now, we should not have these settings generally this random and high)
I forgot, what pipeline are you using>
And what did you put in scale in lightmap
default, 0.0256
if we screw up i'll just grab a new terrain
now there's no lighting
at this point I might as well just keep outside lighting as realtime. I don't see how this is going to work with baked lighting
do you need point light though?
is there a better alternative?
Well it is not you.
Does not work here either, so I must not know something with the current URP 😄
I am going to go do some test here then. Let you know if I figure it out.
Actually, I do not have time
But, know that it is probably something with URP
okay well thanks for helping anyways. At least I now know I have to use realtime lighting for lights on terrain
Or the terrain itself most likely
You can use mixed
o yes of course
You can turn on static for the baking and the real time for others, and place out light probes for anything dynamic inbetween
I haven't gotten that far into lighting yet
No I was right
All you have to do is increase scale in lightmap for the terrain and maybe increase lightmap size in lighting tab to 2k or 4k.
You did not follow my directions correctly maybe? I confused you with many things.
i set the lightmap size from 500x500 to 1000x1000, not to 2/4k
Although, I do not recommend baking a terrain.
why not?
It is very costly in texture maps to get it correctly and high quality, as you would be baking trees, rocks, mountains, sheds, buildings, poles etc.
It is better to use mixed and select key areas into real time and lightprobe workflow
but wouldn't it be more efficient on the hardware of the player?
Not really, you still need to load it all. And player need space for all the texture map.
For example Ubisoft games need to be very concerned about this because a lot o players download games paying for per mb. So they would be broke and never download a huge game.
o I see
And this is just flat terrain right now and two cubes.
And you would probably be using directional light and not point light also
why would that make a difference?
Directional light would cover the whole terrain
So it would catch every object, not just the range of the point light.
yea but I'm using point lights for lanterns
Right, so you could use other workflow and experiment what is best for you.
You would probably have some directional light for moon light
this setting takes 192mb
wow that's not worth it
This takes 1mb
how do you manage to get such nice shadows with those settings on terrain?
mixed lighting?
From what I can tell it is the point light and terrain settings that is the issue of your choices
also why would I be getting this error?
Point light in URP does not cast shadow
So if you want this to work you use spot light
I am getting this really strange result
and I also have 1 light, but the result shows this
Yeah, if you setup the whole terrain lighting to it would be
okay so that's because the light is set to mixed. Realtime and baked lights give 1 result and also give correct lighting
Of course you can lower quality and thus size
In your case if you want to bake, set things to static and use spot lights
but why does mixed give no/weird shadows?
Where?
my last screenshot
huh, now it no longer does that
do you know how to fix this AO issue?
You can pay for my future lighting course. 🙂
I do have to move on with my day. Hopefully you learned a bit.
The AO settings are in lighting settings, just tweak them.
Nah, I just happen to do this for a living and also make free tutorials. And sometimes I make courses for extra revenue.
youtube?
So, these are very specific questions and also high level. I think for now you need to focus on picking the right pipe line for your needs, and understand them and then light it good.
This channel contains content regarding game development such as visual scripting in playmaker using Unity. Lighting for games. Environmental Design for games. Sometimes I will do augmented reality. Environmental Storytelling. If I feel like it you will see some gaming videos of my sessions.
I actually got one of your videos recommended to me on youtube the other day. Will check it out very soon ;D
That is nice. Which one was it?
the 'unity shadows not connecting to objects' one
Yeah, its a common question. Good to know about it. Need to use it often. In your case its point light not casting real time light in Unity, and terrain settings. And resolution and and and... 😄
yea lots of stuff 😅
You could be able to meet half way using mixed light and picking the right settings in lighting tab. Mixing between things.
Good luck 😄
thanks! How about a URP tutorial in the future? 🤔 😉
Right now I take questions like yours that I think is interesting, confusing or could use a more direct alternative solution and turn it into short videos.
It makes the videos short thus easy to view and solves a specific issue. Without becoming too long. And sometimes I might make 45 min to generally addressee differences.
I mostly used In house engine and unreal but with the new work I use Unity a lot, so I am a bit more active in Unity community after being away for 8 years or so.
alright that's cool. I subbed
hoping to see some more URP related video's in the future 🙃
Thanks, I am not trying to get subs but just share knowledge and help. But I would not mind reaching 1000 one day with the new youtube rules and all. But I am not going to spend day and night doing it.
I am interested in why you opted to use URP?
overall better performance, which is needed for VR support
I actually started this project in HDRP, but that pipeline had way too many options and I ended up moving to URP because things weren't going smoothly (not talking about fps, but development overall)
had many issues with the HDRP pipeline
The options are so you can turn them off for VR so its good performance etc.
LWRP is suppose to be good also for VR, no?
Even built in pipeline?
LWRP is now called URP
Oh, last year it was the same?
not sure, I tuned in 2 months ago
I have this quick fun version for "HDRP" but I might do a URP version to show difference in challenges and workflow I guess. https://www.youtube.com/watch?v=Pn4Q_WRYxec
This is a very cut out lighting process for Unity 2020 HDRP. You get an idea of the thought process, colour theory, lumens intensity and general workflow that is useful to keep in mind when doing lighting in Unity. #hdrp #unity #tutorial #lighting #lightingartist #colortheory #composition #cinematic #gamedevelopment
10h Unreal Lighting Course -...
cool. I gtg now, unfortunately
Enjoy
Thx!
turned out to be an extremely bizarre issue. I have some invisible shadow casters in my scenes, which were being scaled 100x in builds, as apparently Unity handles static batched meshes differently in the editor versus builds. So the giant casters would cover the entire scene in the build, making it appear as though the directional light was not affecting anything.
ended up disabling static batching on the affected objects, fixed the issue. Crazy odd though
good to know
im trying to connect modular level pieces in unity 2019 lts though when baking with progressive theres seams between each prefab. the full prefab is shown at the right, i thought having it in that cube shape would prevent light leakage. does anyone know what i could try to fix this?
I'm not an expert but have had this issue before at least similar
Cube is a good step I just made the shader double sided
I've been suggested adding thickness so the inside and out of the mesh has some distance
You are working with very light scenes, the way the textures are mostly white do I would definitely try tweak the light parameters themselves maybe the color is bouncing too far or ao needs to be cranked up etc
Assuming this is directional try a baked lighting setup? Anyway just my 2c hope someone can help who knows.
Worst case I would bake the lighting with some thick cubes blocking the light where it needs to be dark, delete for runtime..
alright when i get a chance ill try the double sided shaders and adding thickness. the textures are black and white, its supposed to look like this :P and yes its using a directional light, everything is baked already
Anyone know the cause of those black lines? - On the edge of 'bridge'/big rock thing
mess with shadow bias / light in general
ok cool fingers crossed! and yea I did recognize the game so I know that was the intention, but being it's so white you would have to adjust the default lighting parameters I can only assume
You know if there's any other way? I can just about get rid of it (the bridge is the one that sticks the worst) but it involves changing the bias so much that it screws up with other shadows.
i played a bit with settings but couldnt figure out anything that works. the shader and model changes didnt work either. thanks a lot for the help though!
That and in your quality settings for shadow you'll have to play with it a bit
https://docs.unity3d.com/Manual/lighting-ambient-light.html
Ah sorry to hear it man did you mess with this as well?
.
This happens due to bias often when using real time lights, you could just bake it and it would not appear generally.
Try what David said and also increase lightmap resolution and tweak those settings for the meshes in their models to control things.
okay so @olive iris, I turn on direct baking too, so now everything should be using lightmaps or probes but the bridge is extremely dark and I'm not entirely sure why....
Your lightmap is black...
Check if you turned on auto unwrap UV lightmaps for the model.
Also your settings are a bit off
Reduce this down until the error goes away
Let me know how it goes.
is that the Generate UVs tickbox?
yeah
sweet I'll let you know, might be a little while since it won't let me use the progressive GPU anymore
okay yeah you nailed it I hate myself thank you
No problem, I am happy to help. Will keep checking here and help when I can.
I'm encountering a strange issue where my dinosaur character model is shining. I'm using HDRP, Unity 2020.3. HDRP/Lit shader. I've tried turning smoothness down to 0 and it still shines, just not as much. I've tried applying a Mask Map and Detail Map and it didn't remove the shine. I've lessened the shine by removing the detail map, setting Metallic Remapping to 1-1, and setting Smoothness Remapping to 0-0. Now the side of my character that sunlight hits looks perfectly fine but the opposite side still looks shiny. Any idea what I could do to remove the shine completely?
Sunlight Side
Shade Side
Something that removed the shine completely was turning the Normal Map strength down to 0, but then...my model doesn't have any normals so I can't do that.
Hi, I don't understand why baked lightmaps make my scene very dark, while if I don't bake them the scene is light (that's the result I want). I'm quite new to lights in Unity; could someone help me? The baking parameters are in the picture. Thanks. (Unity 2020.2 URP)
sounds more of material thing
you need to share more images of yourlights and other settings
But most likely you did not select them as static on top right per object.
Thanks, no, actually they are static; the strange thing is that, for example, the material at the end of the corridor is the same on the walls, but it bakes black
This is the lightmap fo the mesh, completely black:
And these are the lights:
It's a simple scene, with 4 directional lights, so it should be very luminous
Your meshes are set to static?
You should increase the intensity a bit more when baking see if that helps.
Hi folks! I added a halo component to a point light, but I don't notice a halo in the scene view. Docs say to enable FX button on toolbar but I don't see one for halo, only fog, flare, etc
How do I create completely black lighting? Even with no lights in my scene I can still meshes very clearly. Im using URP lit materials
Black ambient color in lighting tab and maybe even no skybox or turn it off
Yes, they're all set as static.
Thanks, which intensisty do you mean? I tried augmenting a lot the intensity of directional lights, but there were no significant improvements.
Your intensity is almost 0. For the light. Did you increase it to 5 or something?
I increased the light only for the "Directional Light (4)", that is my mail light, to 8 or 9 but nothing changed. The other three directional light are there only to have less strong shadows in the sides where the main light doesn't arrive
@frank grove have you disabled light baking in Lighting Settings
yeap 😛
Thank you!
Can this lighting be achieved in URP or do I need to convert to HDRP?
Depends how skilled you are.
delete it and add a new one
Anybody happen to know how the not-yet-officially-released deferred lighting works under the hood in URP? It works on the URP lit shader, but I have no idea why and can't really find any kind of API for the gbuffer.
Hey, is there anyone there?
how do i get this shine effect in unity?
both screenshots from karlson btw
i want the walls in my game to have the same effect, i want them to reflect the area around them
that's called a specular highlight -- look up PBR... there's two models, metallic and specular
planar reflections are doable but not trivially achievable in URP, because they're not built in... look into boat attack demo
it involves rendering a second camera "under" your scene
thank you, ill check it out
np -- in my experience, the easiest way to do it is to render your reflection camera to a render texture, then mix it in with shadergraph
the catch is that you'd need to resize the RT if the resolution changes; easiest way I've found is to set up a watchdog for resolution change, then trigger something like:
cam.targetTexture = null;
rTex.Release();
rTex.width = width;
rTex.height = height;
rTex.Create();
cam.targetTexture = rTex;
two things I'm a complete noob at coding textures and shader graphs, good to know its achievable though
Here's my window manager watchdog script in case you want to give it a shot. @verbal wharf
https://pastebin.com/1ufyTyXE
awesome ty!
what that does is fire an event when the resolution changes so that you can resize any render textures or update whatever... it's kind of obscure, because Unity doesn't really have a built-in event
guys, help a noob out - why is my reflection from a reflection probe moving along with my camera? it looks super weird and I am probably missing something basic
Guys, the shadow on my scene looks pixelated, i know about reducing the shadow distance, what I'd like to know is, why when the camera is looking at +z the shadow become pixelated, but when the camera is looking at -z the shadow looks normal ? How to flip it ?
This one is when the camera is looking at +Z
This one -Z
screenshot and more info always helps
on the right is blender, how I'd like it to look
on the left is unity as I import as FBX
guessing the difference is from skybox + lighting not being baked?
i am a noob to this, what do I change, and how do I bake lighting: can or do I bake it in blender first and then import it?
Getting the Lighting right is something you have to play around with.
Regarding the Materials: You propably gonna have to redo the Shaders in Unity if you made something more complex in blender
How do I fix the lightmap seams where modular meshes meet?
Common problem on all game engines. Your lightmap resolution is pretty low for modular, so you can try increasing it between those two surfaces so they match. You can see they do not match in the checker map. Another thing is to avoid many and strong lights near them. Another thing is adding reflection probes. List is long. No simple fixes for anything in game dev. You have to try one thing at a time.
Trying to get into lighting in unity. I simply want the interior that im creating to be dark. I'm using URP, and i set the default light source intensity to 0.01 in the hopes that this would make the scene dark. I also added a point light in the roof. Why is the scene not darker? Why is there a light gradient on all the objects?
Ok, turns out the gradient was caused by "Environment Reflection"
how can I fix it, so you can see the sky?
Hey guys! I have AO enabled for baking, but I am not getting any contact shadows, any suggestions on how to debug this?
Lighting tab - environment lighting - black color (turn off skybox as choice)
Adjust your AO baking settings?
Let me know if you do not figure this out. Otherwise Ill make you a video
If that does not help then let me know, ill make you a video.
I've been looking for a long time, but haven't found a solution 😐 thx, that you help me
My pc is broken with Unity in it. And I do not remember 100% from memory right now. But I will come back to you if you still do not figure it out on your own. 🙂
Somtimes its just the scene view and not game view. Do you see the sky in game view?
No i don't
Are you use hdrp or urp etc?
So I am working on a zombie game, would it be better for a light like this (1st pic) or a night setting (2nd pic) for a light?
Hi When I set my lighting to real-time I am able to see the normals,bumps, reflections in a nice way but when I switch it to baked lighting for better performance I am not able to see them all.Please guide and teach me best way to achieve it thanks in advance
I am using URP fyi
i use hdrp
Depends really. For now you could go with dark, dusk and mid day and even winter....should not matter really
You only see them when using real time light and the correct lighting settings
what if I wanna create some semi realistic building with more lights like a showroom I am more concerned about the quality and performance and its for multi platform game
I think I dont understand the relation between the lightmap texture resolution and the texel resolution. I get almost the same quality of bake with 60 texels per unity with 512x512 maps and 40 texels with 4kmaps, But I can bake the 512 maps on the GPU 100 times faster. Can someone explain to me that relation.
Should not be a problem if you know what you are doing.
Hard one to explain. A texel is individual pixels in a texture map. It is used to store lighting information at each area the light hits on an object in the lightmap. This stores on a lightmap. As each object is hit they go into the lightmap as a whole object. If it takes up more space than 512x512 it will create a second lightmap at that size. So you end up with 2 x 512 x 512. So a lightmap with 512x512 = 261,144 texel (pixels) for one mesh. Each mesh can take more lightmap resolution space. So when you increase the texel resolution your telling Unity how many texels per unity to use for the lightmap. this increases quality but also bake time. A bigger area or object might need a bigger lightmap size. For example for a terrain. Or a big building that is not modular. Etc.
ok sure I get that. With 60 texels and a 512x512 texture I get like 51 maps for the scene. With 4096x4096 there are about 8. What is the downside of baking more texels into smaller textures ?
Notice that increasing lightmap does not improve the box at the botom but only the wall
Eventually an object reaches their max texel capability and resolution.
So increasing it would be waste of resources
If I increase texel but reduce lightmap you will see that it also affects the resolution of the objects
In some cases it is similar.
so why for example do I get these artifacts at a 1k or lower res
with 80 texels but not on 4k with 40 texels
the texels seem more than dense enough on that surface
That my friend goes beyond what I have time to teach you. I do offer 1 on 1 mentorship.
I can tell you that you have way high resolution. And you also sometimes must adjust padding.
texels or lightmap size ?
All very interesting question that has many complicated answers to them. You know you can edit each objects lightmap using Scale?
yeah
walls and not well lit things like the ceilings are set to a lower scale. The props and most stuff close to the camera that is a complex surface is set to 1
Many things matters on what you are doing, how you are doing it and also settings.
Hello, does any of you recognize this behavior?https://gyazo.com/bd46f4064e454bdcf6d3807c7d71bc73
Why?
does anyone know how i can reproduce these reflections?
notice how the "door" is reflected multiple times, both horizontally and vertically
try increasing env reflection to 3 in lighting tab
@distant briar For you https://youtu.be/arkS5qKmCVM
Answering Palusi question on Unity Discord about why his gradient sky is not turning on.
What is your pipelinek, hdrp urp....and unity verison?
Yes, in case you want to know how to turn everything dark. Especially if you go outside. https://youtu.be/uSmXlEkJDJI
This video is to answer Christoffers Video on how to get his scene in total darkness, so he can have total control over his lighting.
Anybody got any idea where URP's emission comes from, when using deferred lighting?
I'm looking at the frame debugger and I see:
- _GBuffer0: RGB - Specular, A - ?? (monochrome spec?)
- _GBuffer1: RGB - Albedo, A - empty (flags?)
- _GBuffer2: RGB - Normals, A - roughness/smoothness
- _CameraDepthTexture - (linear?) depth
Somehow, emissive textures get added in, but I have no idea where or how... don't see any texture in the debugger corresponding to it.
As far as I can tell, the Lit shader is packing the gbuffer and stencildeferred is doing the final shading:
https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Shaders/Lit.shader
Im trying to understand why my shadows are noisy in HDRP. I even disabled all the Post effects figuring it was one of them. I even went so far as to make the Max Distance for shadows to 5 Units. (Shadow for directional light is set to 4K).
I think its still based on unity default shader but in URP it used URP shaders etc. Right now I am just guessing with you.
It can be raytracing amount.
Indirect amount.
Lack of resolutions.
Probably your Screen Space Global Illumination Settings.
Depends what you are doing?
@olive iris Thanks, that's more or less what I've gathered. I'm pretty sure everything that's not in the gbuffer gets crammed into _CameraColorTexture, but the way this is done is still a little murky. I'm trying to figure out the best way to take it all to bits and replace it with a render feature with a custom light model.
https://docs.unity3d.com/Manual/lighting-emissive-materials.html does it say anything?
It looks like some of the old documentation still applies, at least for stencil-based deferred.
Not much, unfortunately. The new deferred path is still basically undocumented. You even have to activate the UI with a keyword.
Just the basics -- nothing specific to how it's handled in forward vs deferred.
If they're doing it like they did with the built-in pipeline, I think the emissive channel gets shoved in the backbuffer.
But I'm not exactly sure how to check...
I think I just have to kind of disassemble the pipeline bit by bit until something useful falls out.
You could check Bloom instead and work your way back on how that effect Emissive.
I don't think bloom cares about where the light is coming from -- pretty sure it's just pure post.
But there's a yarn to pull on in StencilDeferred.shader... it's just kind of confusing.
What I can tell you the lighting happens in second screen-space buffer in deferred, it used to anyway.
second screen-space buffer? I'm not sure what that means, sorry.
Do you know the difference in rendering for forward and deferred?
Have you tried understanding the passes Unity goes through?
https://docs.unity3d.com/2020.2/Documentation/Manual/RenderTech-ForwardRendering.html
https://docs.unity3d.com/2020.1/Documentation/Manual/RenderTech-DeferredShading.html
(RT3, ARGB2101010 (non-HDR) or ARGBHalf (HDR) format: Emission + lighting + lightmaps + reflection probes buffer.)
I can access the gbuffer and play with it in render features, composite it, etc. It's just that there's no obvious accessible emissive channel, either in the gbuffer or in _CameraColorTexture, or _CameraOpaqueTexture by the time the render feature is triggered, no matter where you inject it, if that makes sense? If I pull in _CameraColorTexture, StencilDeferred already put a rendered frame in there.
Yeah, it looks like when the gbuffer is being built RT3 is _CameraColorTexture.
Lighting is computed in screen space, so the time it takes to process is independent of Scene complexity. Lighting is added to the emission buffer
So, I think the logical thing to do is to figure out how to bypass/disable StencilDeferred.shader, then basically rebuild it as a render feature. At least I hope that's the ticket.
he only lighting model available is Standard. If a different model is wanted you can modify the lighting pass shader, by placing the modified version of the Internal-DeferredShading.shader file from the Built-in shaders into a folder named “Resources” in your “Assets” folder. Then open the Graphics settings (menu: Edit > Project Settings, then click the Graphics category). Change the “Deferred” dropdown to “Custom Shader”. Then change the Shader option which appears to the shader you are using.
Unfortunately, I don't think that's possible with URP anymore.
Appreciate the help, though.
I think the general idea is still the same, I just have to gut the pipeline in a few places.
I am just throwing stuff at you at this stage to help with your thought process. 😄
Did you check out something in here https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@11.0/manual/index.html
"Does URP support a Deferred Renderer?
Not yet. We are working on adding support for a Deferred Renderer."
heh
I am guessing this comes under vertex lit shader https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@11.0/manual/upgrading-your-shaders.html#built-in-to-urp-shader-mappings actually probably not. That is a different thing I think
I think I kind of deserve all the trouble for playing with an unreleased feature.
Why are you trying to figure this out? Or what are you trying to do?
I'm wondering if it wouldn't be easier to just do it all from scratch. Seems like packing the textures and sending them to a render feature should be pretty simple. What seems more complicated is the stencil optimizations for rendering additional lights.
Well, I have an 2.5D/isometric project that's using a custom light model and for reasons I won't go into it's really crying out for deferred rendering.
One part of it is that I got volumetric fog/lighting working and it doesn't play nice with additional lights, either performance-wise or... at all. Things bug out, the light count is wrong... lights and shadows will flicker, disappear, not render, etc.
Also, I'm relying heavily on dynamic lighting for day/night cycle and it would be really nice to have an arbitrary number of additional lights to play with, fog or no fog.
This is the sort of thing I'd like to get working more consistently... with more than 1.5 additional lights, depending on unity's disposition at the moment.
There's also weirder, more obscure stuff... like, I'm using basically billboard "sprites" flat on the plane, kind of like pillars of eternity did. There's really basic geometry on top for shadow casting and receiving. The sun is just a direction, so that's no problem. But there's not really a good way to get additional lights to work with that correctly, with forward rendering. Even if I kept it the way it is, I'd have to do a kind of faux deferred pass at the end, because I can't convincingly illuminate a billboard laying on the ground with e.g. a spotlight.
... way more info than you needed, but that's the gist of it.
Basically, if I'm already having to pass the "sprite" normals and specular and stuff to basically invisible meshes, for lighting purposes, might as well get the benefits of deferred instead of just slowing everything down even more.
@olive iris Thanks for the help, again. I think I have a better idea of where to start.
thx ❤️ have subscribed
No other color but yellow working. Does it have to do with the skybox?
no problem
All I can tell you it is generally set up wrong. First, there is already red going on. Second, you do not need 900 intensity. Third, your source is red. etc
Also, just some theory for you. Lighting works in additive color. That means if you combine certain colors you get another color. This is sometimes called color mixing.
@thorny tundra This does not solve your issue but it is good to know in your case due to the amount of color you might have in your scene. https://youtu.be/SzncXXaBzys
This does not solve Roxd issues but it was a good opportunity to still explain when people have wrong lighting, poor lighting, odd lighting and colors are not matching correctly. This occurs due to additive color mixing.
That is absolutely incredible, I am definitely including this information in my devlog. I faced this issue earlier, but I ended up changing some post processing tints and it worked but I had no idea why, this now explains even the previous issue
Also, the intensity is huge because anything lower doesn't show up x)
https://gyazo.com/167655d547b7449140aa744077199b0b
kinda looks like too many lights on an object sort of problem, is it a post processing issue?
Seems to act the same even when the volume is off :/
Then I imagine it's a forward rendering issue where you have too many lights on the same object
Hmm, so directional and environment lights can be too much?
I just found this odd behavior of the default skybox in the same scene https://gyazo.com/5b0e66d201d86e160b49d893764493ee
Ow.. uhm well there are quite a bit of point lights scattered around
But that is the case in most of my scenes
Yeah, you can't do that with forward rendering. I'm guessing URP, since the intensity is so high?
Did your turn off filtering?
Like I said, your lighting is not properly done. And there is a limit on pixel lights. And you can only increase it to 8 if I remember correctly. Any more and lights start turning off.
You should not be having this intensity or range. Your starting base of lighting in general is not going to make things easier for you.
Even in anything you do in your entire life of lighting regardless of software.
@thorny tundra You have three options:
-
If you're using URP, you can increase per-object lights (a bit) and see if it solves your problem, then strategically limit the range and number of lights per object. Performance will suffer.
-
You can mark your scenery static and bake the lighting into your scene.
-
You can set the whole thing to deferred rendering and have an arbitrary number of lights, with some trade-offs, by enabling a not-yet-released feature.
What exactly are you trying to do?
That happens if you have post process and other things on, which activates exposure and such settings.
Also, I guess there's option #4, which is "wait for forward+ renderer to be released some time between now and the heat death of the universe"
deferred does work, if you're not looking to do anything crazy....
Okay so this is more serious than I thought, I might need to do some extra reading on some of those as well
I need a custom light model and other unusual stuff, so it's a bit trickier than flipping a switch for me...
@thorny tundra Look up static vs dynamic lighting and forward vs deferred lighting, if you want the core concepts.
Yeah thanks a lot for summarizing. Can't get such stuff even from my university :^)
Would baking static mean there would be no shadows casted by the character passing through it? Or is that just a misconception
you can mix and match -- unity documentation describes all the different kinds of mixed lighting you can have
Character moving is a dynamic object. So baking would not cast a shadow. You would need to use mixed lighting for that. Or you would need to use baked indirect. Etc
as far as shadows cast ON a character, it's difficult to have "real" shadows with baked lights... light probes will kind of put in the right zip code of how a moving thing should be illuminated, but you won't get proper shadows on the player
like, you'll just sort of transition from "in the light" to "in the shade"
with properly placed light probes
humanoid character, running and jumping around -- probably fine -- but if you have a big, wide model, like a tank or something, it'll never look right, and the only way to deal with that, by clustering light probes together, isn't implemented in URP
so, it just depends on how obsessively perfect you need every shadow to be
but when I add a directional light and turn it on, the sky becomes dark again
Yeah, your using HDRP. That is how the light works in HDRP. The sky. The day light. The amount of light. Etc
how can i have normal ambient lighting and a beautiful sky that is not the standard sky in hdrp?
You can start by learning the basic https://www.youtube.com/watch?v=v89oQUYp-jk
In this video I show how I would setup a basic HDRI skybox to light up my environment, instead of other beginner methods that does not give accurate lighting.
#lighting #beginner #lightingartist #unity3d #unityengine #unity #environmentlighting #blackwalls #directionallight #skybox #tips #tricks #bakedlighting #realtimelighting #g...
So I need to go through each of the light sources and turn each of them off, seeing when there won't be too many of them anymore?
I am a creating a dungeon crawler level
I mean, you just need to learn more lighting I suppose. And post process. Exposure. And these things. In your case you might want to play around with your exposure level for sky etc
@wanton pivot I made this video for you in regards to seams. And how you might solve it. And also for you to understand lightmap a bit. I tried covering some basic information for you also @cobalt dove that might help you also. I hope you find it helpful. https://youtu.be/OetZhBc2A98
In this video I was showing jRocket in Unity Discord on how they might solve their lighting or texture seams in their modular set. I then cover how to work backwards once solving this to optimize your light maps. As you do not want to keep everything on max settings. This means keeping a good enough quality, avoiding noise and keeping the seam a...
Thanks I will check it out.
Thanks thats very helpful
@cobalt dove @wanton pivot You are welcome. Hopefully it helps something.
I'm struggling to figure out why I am experiencing such a difference in the resolution between reflections on a cube and a sphere using the same material. Is there some trivial information I am missing here, related to reflection probes?
baked?
Yup
What is your texture resolution?
And lightmap resolution of those objects using reflection?
texture resolution is 256x256, lightmap size is 1024x1024
And how does it look like in baked view ?
My video above shows how to enter it, if you do not know how.
You using same reflection probe?
No, two seperate probes, and they do not overlap :/
And the one for the cube is set to be cube and not sphere?
Yup
Resolution for the cube reflection, try higher?
How would i go about changing the reflection resolution?
Nvm, found it :)
Weird, keeps the exact same pixelated look, even after changing probe resolution from 256 to 512
I'll try to bake lighting one more time
Also go to lighting setting and look for environment reflection or something, set it to 3
I can't seem to find this entry in the settings, where about is it located? I see in the docs that it is located in the lighting window under environment and environment reflections, however I can't see any settings only a profile entry and the dropdown "static lighting sky"
I'm using HDRP, which may be the reason why I can't see this, but I'm not sure
Yeah, it would be the reason.
hey can anybody help me
@timber lichen Please don't crosspost.
ok sorry
@turbid cave Reflection of light off the sphere is curved(note the grid lines) and is showing much more of the reflection probe image over a smaller space(higher pixel density).
has anyone managed to get thick volumetrics without a ton of fog in HDRP?
just try to use Volumetric Multiplay on directional light settings
I tried, it really doesn't help much
Working on some improvements for universal render pipelines lighting, how does it look?
what would be 'thick volumetrics' if not lots of fog or something similar in the air?
you're right. it would be physically inaccurate, but I just want some thick godrays. I thought about using a volume override, but I think it'd be a bit too extreme
ah, right, you may want to look into recreating crepuscular post-processing ray effects then
Hello~may I ask a basic question here? I don't know what I've done to my settings.
Why can't I see light reflection in game?
hmm
I'm going for something like this
Right, certainly looks like there's a fair bit of fog in there
also a bit of a question of balancing exposure and contrast to make the volumetric effect pop more
most of the screen is pretty dark after all
Yea I would say thats more the contrast of having the god rays against a completely black background.
hm, gotcha, I'll try that out
What do you mean? You need reflection probes?
You could try out aura 2 from the store.
Yes, I need reflection probes.
I'm not sure what can make rendering work more like real.
I tried generate lighting early, the game looks better now.
And what can also improve rendering???
Thanks @olive iris .
how do i remove those shawdonws
Probably a lot. Depends on your project
What shadows?
If possible~ I want my work could be looks like NEED FOR SPEED CARBON
And this my best so far. 😆
I baked the lighting but somehow it looks weird. I generated UVs with a pack margin so theres no overlapping and everything is set to static
does someone know whats going on?
I love these volumetrics lol
@proper osprey might be relevant for you https://www.youtube.com/watch?v=OetZhBc2A98
In this video I was showing jRocket in Unity Discord on how they might solve their lighting or texture seams in their modular set. I then cover how to work backwards once solving this to optimize your light maps. As you do not want to keep everything on max settings. This means keeping a good enough quality, avoiding noise and keeping the seam a...
Thamk :)
right, thank you!
You need to have the right environment cube map, lighting and all this.
Hi, I am finding some undesirable lighting artifacts using SSGI. This most likely has an easy fix, I just can't figure out exactly why this is happening. As i get closer to shadows they disappear. The first image is with SSGI, 2nd is without
Thank you for helping. It's really helps a lot.
Turns out these lighting artifacts are occuring due to msaa
should i go with CPU lightmapper or GPU ? cpu just takes so long
GPU is quicker
yes but is it better?
it should work just like the CPU one, so choose GPU if you can
okey nice 😄
i also notice some strange glitches on the walls and objects after render sometimes
but i didnt notice it on the cpu one
how would I go about adding volumetrics to my lights?
It is just how you render and what you have access to if you use it. It might have some issues but just re render
does anyone know what is this light changer when i move my camera like up and down? the floor gets brighter, its like focus or smt
using unity HDRP
Reflection?
hmm idk
Did you add reflection probes though?
if i look down the ground gets darker and everything else gets brigher, if i look like normal front everything is "darkish" and the ground is bright
like focus smt
yes i did
exposure on?
hmm may have yes
how do i check? just started using HDRP first time, was going to watch the tutorial from unity itself, the 1h one 😄
found it
kind of took it off and now everything is super white and bright
@olive iris do you know by any change how do I "activate" the override filter for the default settings? in the video the man says "just make sure you activate the override checkbox" but there's none :/
its currently like this i cant touch anything
ik i can create a new volume but the man could actually change these
So im working on a map right now, and even with no lighting source, the top of my map is pure white (yes there are materials on everything). How do i fix this
Try this. See if it helps teaching you the basics. https://youtu.be/Pn4Q_WRYxec
This is a very cut out lighting process for Unity 2020 HDRP. You get an idea of the thought process, colour theory, lumens intensity and general workflow that is useful to keep in mind when doing lighting in Unity. #hdrp #unity #tutorial #lighting #lightingartist #colortheory #composition #cinematic #gamedevelopment
10h Unreal Lighting Course -...
Screenshot?
I figured it out, i had misclicked a while ago qnd accidentally thrown the light wayyyyy away
Try this https://youtu.be/uSmXlEkJDJI
This video is to answer Christoffers Video on how to get his scene in total darkness, so he can have total control over his lighting.
Ok. Good
I have a minor problem with this, I don't even know how to describe it, when I turn on the light it turns green on the trees when it turns off the green color disappears. The trees should be as white as when the light is off. I work in HDRP.
seems like you forgot to assign a Foliage SubSurface Preset to shader