#archived-lighting

1 messages · Page 56 of 1

supple carbon
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since i made the project about 4 months ago on the same version of unity

olive iris
supple carbon
olive iris
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How about a new project from the Hub?

supple carbon
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imma make a new one and see if it works

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Nevermind i fixed it

olive iris
supple carbon
olive iris
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😅 Yeah, that would be the first thing to check on your own. 😄

supple carbon
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never knew it stopped those really dont do baked lighting

odd flax
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mixed

gaunt kite
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ANy idea what could cause this

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this world is for vrchat so its on 2018.4.20f1 I think

hoary fossil
gaunt kite
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It was a UV overlap issue, I wasnt generating UV's on imports, so it was kinda cramming shit together

opaque ice
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noob question - how do i reduce the sun lighting , the intensity is too high

olive iris
# opaque ice

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.

opaque ice
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sorry , but which option ?? there is no sun light option under skybox

brazen lion
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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?)

gaunt kite
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Check the intensity of your directional light @opaque ice

dense parrot
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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

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Did you want this answered?

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In “project settings > quality” I recall a setting that’s light “max point light count”, you may try that

dense parrot
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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

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Objects are drawn once per pixel lights that touch them. So an object within range of 100 lights is as costly as 100 objects

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I would test performance on your ideal machine, I can’t make a guess as there’s a lot of factors

sullen acorn
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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

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the only solution i found for now is to put two directional ligths

grim magnet
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hey guys is ther a way i can make all 4 of my walls not dark? or do i need 2 directional lights

stark temple
sullen acorn
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thaaaank youu

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@grim magnet i think so , or u could make a spoligth

grim magnet
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i dont see that but ill try to find it thanks

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yea i tried to put the directional light up top

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but it didnt work

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nothing is ambient lighting and the 3-4 options

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dont work

stark temple
grim magnet
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i dont have that or its not the same

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i think i found it

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i like the 2 directional lights better

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when i dup this one tho it doesnt work out compleatly right

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makes it mega bright

olive iris
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What pipeline are you using?

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You should add skybox.

mossy pivot
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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!

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Hopefully there is a tutorial on Unity's site

olive iris
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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...

▶ Play video
olive iris
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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...

▶ Play video
timber lichen
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How to create a showroom style interior with more than ten ceiling lights...when I tried only two lights is getting active...

timber lichen
somber dragon
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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

olive iris
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What is proper? @somber dragon What did you try? What do you want it to look like?

somber dragon
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by default theres just a directional light,

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how do you add ambient occlusion to it, I think thats the lighting term

olive iris
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There is literally two links above your question that might be relevant to you.

somber dragon
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ok thx

olive iris
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Try them out. And come back if you need more.

timber lichen
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can anyone help me? How do i turn on volumetric lighting ?
i'm new to unity

olive iris
timber lichen
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i tried to search on youtube

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but it's not working

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i should have like this

olive iris
timber lichen
olive iris
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What link showed up?

timber lichen
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Can you just help me

olive iris
stark temple
timber lichen
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sorry

olive iris
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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
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ok

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thank you

olive iris
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@timber lichen How old are you?

timber lichen
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14

olive iris
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I suspected so.

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@timber lichen I dont expect you to know how to find information as easily at age 14 🙂

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But, you can learn. 😄

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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 ?

timber lichen
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i just want volumetric lighting

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2019.4.22

olive iris
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And what pipeline?

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Your screenshot does not reveal it.

timber lichen
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i saw on youtube that i need to have HDRP for volumetric lighting

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and i don't have that option there

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i have pipeline

olive iris
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You know the window where you create new projects, unity hub?

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@timber lichen Do this for now by creating a new hdrp project

timber lichen
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yeah but i already have a project

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i don't want a new one

olive iris
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Why are you not following a youtube tutorial next?

timber lichen
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oh it was not volumetric lighting

drifting panther
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guys so my shadows aren't rendering

timber lichen
olive iris
golden tapir
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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

prime thicket
gaunt kite
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What causes this muddiness?

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It only seems to occur on the walls, which have this plaster texture

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Still clustering, but I dont think its gonna fix once its all done

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Wil keep updated

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Could it be a result of Area Error?

gaunt kite
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Ok switching from soft to hard shadows seems to fix it!

hoary fossil
olive iris
solid sluice
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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

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the X shaped shadows on the side of the hill

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would appreciate any advice

mint folio
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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

silk lichen
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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?

warm gyro
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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

bitter ice
balmy agate
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What's up with this fog being stuck to the ground

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I've tried googling this error but I can't seem to find anything unless I'm just googling the wrong things

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I can't figure out why in the world it's doing that

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It's almost like the fog is baked into the ground texture data or something

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I'm using Unity 2021.1.0b11.2079 with the URP template

mint folio
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probs need to mess with the URP in project manager

stray lily
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my lights are not working, when I restart the level they go dim

muted karma
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Hi, everyone.

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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.

woven crane
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How can I make ambient lighting more intense?

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I want these shadows to be gone

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In the lighting window the max is 1

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But I need more

covert stirrup
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If you don't want shadows you should use an unlit material @woven crane

woven crane
covert stirrup
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change the shader at the top

woven crane
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it worked a little too well

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I basically just need the shadows here to be softer

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like noticable

covert stirrup
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Try lowering the intensity on your directional light instead perhaps

woven crane
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I will try to mess around with shadows in post processing and make it work there

wanton valley
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What am I missing?

mystic dew
wanton valley
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How can I fix that? It seems only the shadows are flickering, the books themselfs did not bug @mystic dew

olive iris
drowsy pelican
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finally got raymarched volumetric lighting working in URP

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probably needs lots of optimization but renders in <5ms on gtx 1650

drowsy pelican
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wow, seeing a lot of frowny faces in lighting.hlsl

timber lichen
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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.

balmy agate
balmy agate
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Nvm I was able to fix the fog problem by splitting the ground up into several different cubes

scenic summit
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hi, my lightmap doesn't detect my gpu

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how to fix it?

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in baking

supple patrol
wanton valley
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@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.

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The VFX particles does not disappear. The problem is only in the shadows :/

sharp cedar
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Isnt 2021.1 supposed to have a new realtime gi system?

lone pier
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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?

frail quartz
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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.

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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?

austere drum
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is it possible to control global illumination intensity per object unity?

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for a moving object?

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I have a cockpit whos brightness I would like to ramp up as screens turn on effectively faking light coming into the cockpit

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any idea on how this could be done?

errant rose
olive iris
olive iris
errant rose
errant rose
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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.

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so, just a consideration depending on your platform and performance budget

errant rose
supple patrol
errant rose
# supple patrol maybe bake multiple lightmaps with separate monitors on, then use a technique li...

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/

errant rose
# austere drum is it possible to control global illumination intensity per object unity?

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

thorny tundra
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Guys do you know what happened here? I can't alter any lights or add new ones. New ones don't project anything either

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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

frail quartz
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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.

austere drum
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wohha you guys are awesome!! @errant rose @supple patrol @olive iris !

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this is meant to run on the quest. aka 4 year old mobile tech at 72 fps haha

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so real time lights are a no go

supple patrol
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you figured it out? how did you achieve your goal?

austere drum
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not yet! was going to take the day to figure this one out

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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

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the end goal can be quite crude

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basically cockpit glowing at full bright and then none.

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as screens turn on I just ramp this up.

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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.

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this would reduce the amount of friction when designing as they would effect all materials they are in contact with.

austere drum
supple patrol
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pretty sure you can add lightprobes to prefabs, but i don't think it would work for a moving object

austere drum
austere drum
upbeat trench
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how do i fix this i dont wnat it to show black!

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how do i fix this i dont wnat it to show black!

austere drum
upbeat trench
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thank ya

austere drum
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set skybox to gradient under the lighting tab. top right of the unity editor

wanton valley
static jackal
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Sent this in 3d channel but its way more relevant here

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Fog lights up dark places way too much, is there something i can do to it?

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This is wihtout fog (too dark as i tried turning ambient light down to fix the first one)

supple patrol
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post your fog volume settings

static jackal
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Managed to narrow it down to being about the terrain that i used as the ground

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It doesnt seem to play well with lights :(

brazen lion
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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.

late smelt
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Anybody any idea why my second portal isnt being lit even tho its a direct duplication just with a sprite change

static jackal
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What causes this banding? Is there easy way to mitigate it?

pulsar aspen
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check light settings, bias etc

static jackal
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Got that solved, been playing with lighting non stop :D

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I have another issue now

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Why does this object catch ambient lighting, the selected object is shadowscasting box

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leaving a gap between the wall and the shadow caster seems to work

olive iris
dusky wolf
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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

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this is how it's supposed to look

static jackal
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You would have to make a shader for that

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If you are on universal render pipeline you can use the unlit base shader they provide and start from there

dusky wolf
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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

solemn sigil
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What can cause my baked lighting to look like this?

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These are my settings

stable patio
olive iris
upbeat trench
solemn sigil
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Thanks guys!

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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

summer aspen
# solemn sigil

At least one solution is to set on Mesh Renderer to cast shadows Two Sided

solemn sigil
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That does seem sligthly better. Thank you!

timber lichen
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is there any way to have shadows with real time lighting

stable patio
# solemn sigil

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.

solemn sigil
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Oh I didn't know edges were disconnected in flat shading

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Any way to achieve good shadows with flat shaded models? I'd rather not change the models

cyan bronze
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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.

vague nexus
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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

rustic wren
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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).

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I have reflection probes here, but they don't seem to help.

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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.

thorn musk
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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?

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Trying to make it look like this (Blender view)

summer aspen
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@thorn musk You usually want some environmental lighting to not have completely black blind spots and direction lighting for shadows.

thorn musk
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@summer aspen Sure, but how would that be achieved on Unity?

summer aspen
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Setup environmental lighting

thorn musk
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@summer aspen I intent to do so, but what I was hoping for was instructions on how to do so.

summer aspen
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You should lookup environmental lighting. Exploring manual is important when learning, there's a lot of additional information in there.

thorn musk
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@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.

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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?

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Anyone have any suggestion on steps to set up the lighting in the first screenshot to look like the second?

summer aspen
thorn musk
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@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.

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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.

summer aspen
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@thorn musk I suggest you concentrate on solving your problem and not spamming the channel instead.

thorn musk
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@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?

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@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.

summer aspen
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!mute 310876730506084363 1h Let me help you.

tawdry schoonerBOT
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dynoSuccess Lox#1819 was muted

median isle
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Could someone tell me why the game play preview is so grey compared to the editor? How do I fix this?

summer aspen
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Top left icons on the scene view, see if you have effects like fog turned off.

median isle
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@summer aspen That did the trick but in game view its still foggy. Does that mean the final product will be foggy too?

summer aspen
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Yep. Lookup fog settings, should be in Lighting.

median isle
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Thank you very much @summer aspen

rocky lodge
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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? 😭

summer aspen
rocky lodge
summer aspen
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And what shader the wall is using?

rocky lodge
summer aspen
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@rocky lodge How did you construct the wall?

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is it default object?

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Create default cube and place it in front of the wall. Does it receive the light?

rocky lodge
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no!, its a simple model i did on blender, all vertex are closed and the normals are seemingly ok

summer aspen
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it's likely that normals are inverted

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and rendered as double sided material

rocky lodge
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Its not touching yet it does the same

summer aspen
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Does the cube receive the light?

rocky lodge
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nope

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that wall is the cube

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it gets, but just a tiny bit

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where as the other object is way more bright and it's further from the light source

summer aspen
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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?

rocky lodge
summer aspen
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The light has near plane setting for that

rocky lodge
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oh really? is it in project settings?

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I can't find it haha

summer aspen
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it's on the light

rocky lodge
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oh I tried modifying that but there's no change 🥲

summer aspen
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play around with settings, maybe on the renderer. Something controls light precision, where it starts, it also could be shadow related

rocky lodge
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I'll try playing around settings. I've been searching all day on google but i haven't fin anything

summer aspen
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By default light works up to the point of contact, so something was changed.

rocky lodge
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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

rocky lodge
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idk what this does but if I put it at 2 doesn't do that weird thing from before

summer aspen
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Yep, at 0 it break close range lighting.

rocky lodge
summer aspen
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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.

rocky lodge
summer aspen
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Shader Graph is easy to get into and recreate most of the stuff. Should ask in #archived-shaders .

cyan bronze
# rustic wren How do you guys deal with area lights and specular highlights? If I use a point ...

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.

wanton valley
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Yo. Why my directional light goes through the terrain ? I am using HDRP 7.5.3

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Is this bug?

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Its something from Anisotropy setting, it is allow the light to comes through

orchid solar
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Reflection Probe isn't capturing environment, just the skybox

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Help pls

meager juniper
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I hope this is a good place for this-

My flare is being weird

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This is the texture

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This is how it shows

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How do i fix this?

silk lichen
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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)

cyan bronze
orchid solar
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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

cyan bronze
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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!

orchid solar
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It worked thanks

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My spotlight isn't visible

cerulean belfry
cerulean belfry
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nevermind, i got it figured out

dusk mica
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hi guys someone know why i have this options disabled?

mellow sierra
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You have to be using the 2D renderer with URP to access 2D Lights.

wanton valley
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Tried everything and cannot find the reason :/

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It is something from the grass

spark fractal
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I had this problem myself and i have no idea what the solution is

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This is less a shader problem more a unity problem, for some reason they cull trees including the shadows.

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I'm not sure why this is not a more well known issue 🤔

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I posted about this here a long time ago but never got a response on how to fix it

hard grail
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Anybody have a weird issue where when they bake lighting, volumetric light doesn't appear?

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What would cause that

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exact same light prefab, on the opposite side of the room

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one shows volumetrics, the other doesnt

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I have a bunch of lights acting like this

quick saddle
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anyone know a good tutorial on sun rays?

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I looked in google but all I find are assets

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I want to learn how it's done

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nvm found this

brazen lion
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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.

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later on I want to have a directional light coming through a window and the room will be partially lit with GI

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But for now I can't figure out how to make this pitch black

supple patrol
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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.

olive iris
# upbeat trench what videos

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...

▶ Play video

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...

▶ Play video

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...

▶ Play video

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

10h Unreal...

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olive iris
timber lichen
#

Oh I screenshotted the wrong thing

#

The shadow wasn't working in realtime

olive iris
olive iris
timber lichen
#

There's an error when i put shadows on

rustic wren
timber lichen
#

I'll screen shot it when I get home

olive iris
olive iris
olive iris
rustic wren
#

No I mean won't that literally contribute to more lighting in the scene

#

which is not what I want

olive iris
#

Not if you balance it out.

#

You divided the intensity.

#

So if you have 5 right now, you can do 3 and 2 etc

olive iris
olive iris
olive iris
timber lichen
#

I have to use baked lighting which i completely suck at

olive iris
# timber lichen

it says it clearly that it is not suppose to work for point lights using the pipeline you are usinag right now.

timber lichen
#

Ok

#

So the pipeline im using is not supported

#

Didn't know that jeez

olive iris
timber lichen
hard grail
hard grail
#

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

worldly nova
#

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

worldly nova
#

fixed by just making mesh have faces on each side

wet locust
#

@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

lilac fern
# wanton valley Hi guys. Please tell me why my shadows are flickering like that? I am using HDRP...

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/

lilac fern
olive iris
#

@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...

▶ Play video
#

@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 -...

▶ Play video
#

@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

olive iris
olive iris
olive iris
wet locust
#

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:

olive iris
hard grail
dawn cape
#

Can anyone here help me with hdrp lighting?

#

Trying to light up this scene without killing my framerate

rustic lark
#

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)

orchid solar
#

After generating lighting this happens, help please

split grail
#

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:

split grail
split grail
orchid solar
#

You just excluded the wall from the lightmap I believe

split grail
#

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

olive iris
olive iris
olive iris
split grail
#

my walls keep getting like that whenever I generate lighting

orchid solar
olive iris
split grail
orchid solar
# olive iris What wierd shapes?

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

olive iris
split grail
split grail
#

but as soon as i change anything related to walls it just gets bad again

olive iris
#

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?

split grail
#

oh damn thats a lot

#

ill look into it in a sec

rocky lily
#

Anyone got a clue why lighting bypasses the wall for a bit?

#

It happens both with point and spot

#

here's a hard shadow

olive iris
rocky lily
#

zero

olive iris
#

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...

▶ Play video
rocky lily
olive iris
# rocky lily

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

rocky lily
#

I'm on realtime already

#

nothing

#

It's really confusing

#

I'll look at it when i'm done with class

olive iris
#

Mixed includes baking, you know?

#

So the settings on lighting tab also matters

kind light
#

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

storm ridge
#

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

olive iris
olive iris
olive iris
kind light
#

I am working with a basic lighting setting, newly created with no settings changed.

olive iris
#

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

olive iris
kind light
kind light
olive iris
kind light
olive iris
kind light
olive iris
kind light
olive iris
#

Click your ground and show me the settings for it

kind light
#

a little better, but looks terrible

olive iris
#

Are you planning on doing something with terrain?

kind light
#

yes, eventually

olive iris
# kind light

Replace it with a plane for now, for this testing.

kind light
#

that seems to work, but there are a few issues

olive iris
#

Get your terrain back

#

Click on the wheel on the right

#

Show me what it says in lighting and lightmapping part of the settings

kind light
olive iris
#

What does it say in lightmap parameters?

kind light
#

default very low resolution

olive iris
#

put it to very high and try again

kind light
#

i get exactly the same terrible lighting as before

olive iris
#

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

kind light
#

scale to 1 has no effect on bake timing and once again gives me terrible lighting

kind light
olive iris
#

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

kind light
#

so realtime for outside scenes and baked for inside scenes?

olive iris
#

Depends on many things but generally

kind light
olive iris
#

What is your mesh resolution settings for terrain

kind light
#

it's just a default terrain with no changes made to it

olive iris
#

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

kind light
#

makes absolutely no difference

olive iris
#

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

kind light
olive iris
#

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

kind light
#

yes got it

olive iris
#

What are we looking at now in scene view?

kind light
#

there is no global illumination option

olive iris
#

are there checkers on your cube?

kind light
#

yes

olive iris
#

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>

kind light
#

it maxes out at 100k by 100k

#

URP

olive iris
kind light
#

default, 0.0256

olive iris
#

Put 10

#

Do not save anything we are doing, right?

kind light
#

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

olive iris
#

do you need point light though?

kind light
#

is there a better alternative?

olive iris
#

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

kind light
#

okay well thanks for helping anyways. At least I now know I have to use realtime lighting for lights on terrain

olive iris
#

Or the terrain itself most likely

olive iris
kind light
#

o yes of course

olive iris
#

You can turn on static for the baking and the real time for others, and place out light probes for anything dynamic inbetween

kind light
#

I haven't gotten that far into lighting yet

olive iris
#

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.

kind light
#

i set the lightmap size from 500x500 to 1000x1000, not to 2/4k

olive iris
#

Although, I do not recommend baking a terrain.

kind light
#

why not?

olive iris
#

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

kind light
#

but wouldn't it be more efficient on the hardware of the player?

olive iris
#

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.

kind light
#

o I see

olive iris
#

And this is just flat terrain right now and two cubes.

#

And you would probably be using directional light and not point light also

kind light
#

why would that make a difference?

olive iris
#

Directional light would cover the whole terrain

#

So it would catch every object, not just the range of the point light.

kind light
#

yea but I'm using point lights for lanterns

olive iris
#

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

kind light
#

wow that's not worth it

olive iris
#

This takes 1mb

kind light
#

how do you manage to get such nice shadows with those settings on terrain?

#

mixed lighting?

olive iris
#

From what I can tell it is the point light and terrain settings that is the issue of your choices

kind light
#

also why would I be getting this error?

olive iris
#

Point light in URP does not cast shadow

#

So if you want this to work you use spot light

kind light
#

I am getting this really strange result

#

and I also have 1 light, but the result shows this

olive iris
#

Yeah, if you setup the whole terrain lighting to it would be

kind light
#

okay so that's because the light is set to mixed. Realtime and baked lights give 1 result and also give correct lighting

olive iris
#

Of course you can lower quality and thus size

olive iris
kind light
#

but why does mixed give no/weird shadows?

olive iris
#

Where?

kind light
#

my last screenshot

#

huh, now it no longer does that

#

do you know how to fix this AO issue?

olive iris
#

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.

kind light
#

haha sorry I might have asked a little too much

#

thanks for the help 😉

olive iris
#

Nah, I just happen to do this for a living and also make free tutorials. And sometimes I make courses for extra revenue.

kind light
#

youtube?

olive iris
#

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.

#
kind light
#

I actually got one of your videos recommended to me on youtube the other day. Will check it out very soon ;D

olive iris
#

That is nice. Which one was it?

kind light
#

the 'unity shadows not connecting to objects' one

olive iris
#

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... 😄

kind light
#

yea lots of stuff 😅

olive iris
#

You could be able to meet half way using mixed light and picking the right settings in lighting tab. Mixing between things.

#

Good luck 😄

kind light
#

thanks! How about a URP tutorial in the future? 🤔 😉

olive iris
#

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.

kind light
#

alright that's cool. I subbed

#

hoping to see some more URP related video's in the future 🙃

olive iris
#

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.

olive iris
kind light
#

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

olive iris
olive iris
#

Even built in pipeline?

kind light
#

LWRP is now called URP

olive iris
#

Oh, last year it was the same?

kind light
#

not sure, I tuned in 2 months ago

olive iris
#

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 -...

▶ Play video
kind light
#

cool. I gtg now, unfortunately

olive iris
#

Enjoy

kind light
#

Thx!

storm ridge
# olive iris What else do you know about your light setup?

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

olive iris
#

good to know

cold rain
#

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?

pulsar aspen
#

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..

cold rain
#

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

livid jetty
#

Anyone know the cause of those black lines? - On the edge of 'bridge'/big rock thing

pulsar aspen
pulsar aspen
livid jetty
cold rain
pulsar aspen
olive iris
olive iris
livid jetty
#

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....

olive iris
#

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.

livid jetty
olive iris
#

yeah

livid jetty
#

sweet I'll let you know, might be a little while since it won't let me use the progressive GPU anymore

livid jetty
olive iris
waxen grail
#

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.

minor jetty
#

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)

olive iris
#

But most likely you did not select them as static on top right per object.

minor jetty
#

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

olive iris
olive iris
# minor jetty

You should increase the intensity a bit more when baking see if that helps.

oak sierra
#

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

verbal wharf
#

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

olive iris
minor jetty
minor jetty
olive iris
minor jetty
frank grove
#

why is only the realtime option available ?

hushed axle
#

@frank grove have you disabled light baking in Lighting Settings

frank grove
#

yeap 😛

verbal wharf
#

Can this lighting be achieved in URP or do I need to convert to HDRP?

olive iris
drowsy pelican
#

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.

meager juniper
#

Hey, is there anyone there?

timber lichen
#

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

drowsy pelican
#

that's called a specular highlight -- look up PBR... there's two models, metallic and specular

drowsy pelican
#

it involves rendering a second camera "under" your scene

drowsy pelican
#

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;
verbal wharf
#

two things I'm a complete noob at coding textures and shader graphs, good to know its achievable though

drowsy pelican
verbal wharf
#

awesome ty!

drowsy pelican
#

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

split furnace
#

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

hallow stag
#

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

olive iris
coral zenith
#

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?

supple patrol
#

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

wanton pivot
#

How do I fix the lightmap seams where modular meshes meet?

olive iris
# wanton pivot 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.

marsh matrix
#

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"

distant briar
#

how can I fix it, so you can see the sky?

white parrot
#

Hey guys! I have AO enabled for baking, but I am not getting any contact shadows, any suggestions on how to debug this?

olive iris
olive iris
olive iris
olive iris
distant briar
olive iris
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Somtimes its just the scene view and not game view. Do you see the sky in game view?

distant briar
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No i don't

olive iris
tight slate
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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?

tight slate
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or would it be better for both and different maps for night and day

timber lichen
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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

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I am using URP fyi

distant briar
olive iris
# tight slate

Depends really. For now you could go with dark, dusk and mid day and even winter....should not matter really

olive iris
timber lichen
cobalt dove
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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.

olive iris
olive iris
# cobalt dove I think I dont understand the relation between the lightmap texture resolution a...

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.

cobalt dove
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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 ?

olive iris
#

Notice that increasing lightmap does not improve the box at the botom but only the wall

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Eventually an object reaches their max texel capability and resolution.

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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

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In some cases it is similar.

cobalt dove
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so why for example do I get these artifacts at a 1k or lower res

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with 80 texels but not on 4k with 40 texels

#

the texels seem more than dense enough on that surface

olive iris
#

That my friend goes beyond what I have time to teach you. I do offer 1 on 1 mentorship.

olive iris
# cobalt dove

I can tell you that you have way high resolution. And you also sometimes must adjust padding.

cobalt dove
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texels or lightmap size ?

olive iris
#

All very interesting question that has many complicated answers to them. You know you can edit each objects lightmap using Scale?

cobalt dove
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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

olive iris
#

Many things matters on what you are doing, how you are doing it and also settings.

thorny tundra
modest pilot
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does anyone know how i can reproduce these reflections?

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notice how the "door" is reflected multiple times, both horizontally and vertically

olive iris
olive iris
olive iris
olive iris
drowsy pelican
#

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.

timber lichen
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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).

olive iris
olive iris
drowsy pelican
drowsy pelican
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It looks like some of the old documentation still applies, at least for stencil-based deferred.

drowsy pelican
drowsy pelican
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Just the basics -- nothing specific to how it's handled in forward vs deferred.

drowsy pelican
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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...

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I think I just have to kind of disassemble the pipeline bit by bit until something useful falls out.

olive iris
drowsy pelican
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I don't think bloom cares about where the light is coming from -- pretty sure it's just pure post.

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But there's a yarn to pull on in StencilDeferred.shader... it's just kind of confusing.

olive iris
#

What I can tell you the lighting happens in second screen-space buffer in deferred, it used to anyway.

drowsy pelican
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second screen-space buffer? I'm not sure what that means, sorry.

olive iris
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Do you know the difference in rendering for forward and deferred?

drowsy pelican
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like the opaque texture?

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yeah

olive iris
#

(RT3, ARGB2101010 (non-HDR) or ARGBHalf (HDR) format: Emission + lighting + lightmaps + reflection probes buffer.)

drowsy pelican
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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.

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Yeah, it looks like when the gbuffer is being built RT3 is _CameraColorTexture.

olive iris
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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

drowsy pelican
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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.

olive iris
#

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.

drowsy pelican
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Unfortunately, I don't think that's possible with URP anymore.

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Appreciate the help, though.

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I think the general idea is still the same, I just have to gut the pipeline in a few places.

olive iris
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I am just throwing stuff at you at this stage to help with your thought process. 😄

drowsy pelican
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I think it does help, thanks.

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Will know when I screw it all up!

olive iris
drowsy pelican
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"Does URP support a Deferred Renderer?
Not yet. We are working on adding support for a Deferred Renderer."

heh

olive iris
drowsy pelican
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I think I kind of deserve all the trouble for playing with an unreleased feature.

olive iris
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Why are you trying to figure this out? Or what are you trying to do?

drowsy pelican
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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.

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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.

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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.

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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.

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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.

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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.

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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.

drowsy pelican
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@olive iris Thanks for the help, again. I think I have a better idea of where to start.

distant briar
thorny tundra
# olive iris Why?

No other color but yellow working. Does it have to do with the skybox?

olive iris
#

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.

olive iris
thorny tundra
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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

stark temple
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kinda looks like too many lights on an object sort of problem, is it a post processing issue?

thorny tundra
stark temple
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Then I imagine it's a forward rendering issue where you have too many lights on the same object

thorny tundra
#

Hmm, so directional and environment lights can be too much?

drowsy pelican
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How many lights, other than the main?

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... give or take

thorny tundra
thorny tundra
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But that is the case in most of my scenes

drowsy pelican
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Yeah, you can't do that with forward rendering. I'm guessing URP, since the intensity is so high?

olive iris
olive iris
thorny tundra
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Even in the URP? oh crap..

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I thought that's natural behavior of URP

olive iris
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Even in anything you do in your entire life of lighting regardless of software.

drowsy pelican
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@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.

olive iris
olive iris
drowsy pelican
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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"

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deferred does work, if you're not looking to do anything crazy....

thorny tundra
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Okay so this is more serious than I thought, I might need to do some extra reading on some of those as well

drowsy pelican
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I need a custom light model and other unusual stuff, so it's a bit trickier than flipping a switch for me...

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@thorny tundra Look up static vs dynamic lighting and forward vs deferred lighting, if you want the core concepts.

thorny tundra
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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

drowsy pelican
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you can mix and match -- unity documentation describes all the different kinds of mixed lighting you can have

olive iris
drowsy pelican
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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

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like, you'll just sort of transition from "in the light" to "in the shade"

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with properly placed light probes

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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

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so, it just depends on how obsessively perfect you need every shadow to be

distant briar
olive iris
distant briar
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how can i have normal ambient lighting and a beautiful sky that is not the standard sky in hdrp?

olive iris
# distant briar how can i have normal ambient lighting and a beautiful sky that is not the stand...

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...

▶ Play video
thorny tundra
thorny tundra
olive iris
olive iris
#

@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...

▶ Play video
cobalt dove
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Thanks I will check it out.

wanton pivot
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Thanks thats very helpful

olive iris
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@cobalt dove @wanton pivot You are welcome. Hopefully it helps something.

turbid cave
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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?

turbid cave
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Yup

olive iris
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What is your texture resolution?

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And lightmap resolution of those objects using reflection?

turbid cave
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texture resolution is 256x256, lightmap size is 1024x1024

olive iris
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And how does it look like in baked view ?

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My video above shows how to enter it, if you do not know how.

turbid cave
olive iris
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You using same reflection probe?

turbid cave
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No, two seperate probes, and they do not overlap :/

olive iris
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And the one for the cube is set to be cube and not sphere?

turbid cave
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Yup

olive iris
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Resolution for the cube reflection, try higher?

turbid cave
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How would i go about changing the reflection resolution?

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Nvm, found it :)

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Weird, keeps the exact same pixelated look, even after changing probe resolution from 256 to 512

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I'll try to bake lighting one more time

olive iris
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Also go to lighting setting and look for environment reflection or something, set it to 3

turbid cave
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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"

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I'm using HDRP, which may be the reason why I can't see this, but I'm not sure

olive iris
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Yeah, it would be the reason.

timber lichen
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hey can anybody help me

mellow sierra
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@timber lichen Please don't crosspost.

timber lichen
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ok sorry

hushed axle
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@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).

odd flax
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has anyone managed to get thick volumetrics without a ton of fog in HDRP?

mystic dew
odd flax
hushed axle
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Working on some improvements for universal render pipelines lighting, how does it look?

manic barn
odd flax
manic barn
scenic parrot
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Hello~may I ask a basic question here? I don't know what I've done to my settings.

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Why can't I see light reflection in game?

odd flax
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I'm going for something like this

manic barn
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Right, certainly looks like there's a fair bit of fog in there

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also a bit of a question of balancing exposure and contrast to make the volumetric effect pop more

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most of the screen is pretty dark after all

hushed axle
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Yea I would say thats more the contrast of having the god rays against a completely black background.

odd flax
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hm, gotcha, I'll try that out

olive iris
olive iris
scenic parrot
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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???

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Thanks @olive iris .

upbeat trench
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how do i remove those shawdonws

olive iris
olive iris
scenic parrot
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And this my best so far. 😆

proper osprey
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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

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does someone know whats going on?

olive iris
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@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...

▶ Play video
proper osprey
olive iris
turbid cave
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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

scenic parrot
turbid cave
split grail
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should i go with CPU lightmapper or GPU ? cpu just takes so long

split grail
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yes but is it better?

odd flax
split grail
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okey nice 😄

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i also notice some strange glitches on the walls and objects after render sometimes

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but i didnt notice it on the cpu one

odd flax
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how would I go about adding volumetrics to my lights?

olive iris
split grail
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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

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using unity HDRP

split grail
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hmm idk

olive iris
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Did you add reflection probes though?

split grail
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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

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like focus smt

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yes i did

split grail
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hmm may have yes

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how do i check? just started using HDRP first time, was going to watch the tutorial from unity itself, the 1h one 😄

split grail
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kind of took it off and now everything is super white and bright

split grail
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@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 :/

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its currently like this i cant touch anything

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ik i can create a new volume but the man could actually change these

tame cave
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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

olive iris
# split grail kind of took it off and now everything is super white and bright

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 -...

▶ Play video
tame cave
olive iris
timber lichen
#

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.

mystic dew