#archived-lighting
1 messages Β· Page 58 of 1
Hi there, can someone tell me, why there is no lightmap slot in the HDRP Lit shader? In the old days there was this feature. I just want to understand the meaning behind it.
I want to use a custom baked lightmap (Blender Bake in second UV channel) in the standard HDRP lit shader. But I rly dont know how to overlay/add/multiply the lightmap to the lit shader.
How to use RTX lighting in a game?
Raytracing
Have you checked the lightmap tabs?
Hello, I have set up my project with HDRP but I have some issues with my lights, like in the picture it seems like they are pixelated. I have also set up volume and fog and this seems to be the problem, how can I resolved this ?
Would it be a good idea to have a constant light in a 2D game attached to the camera for an entire area to be the sun or is there a better way of doing this?
What did you try so far?
Depends what you are trying to do
Just trying to make a sunlike glow in the top corner
Something in the urp settings that I found on the 2nd page of a google search
Don't know where to ask this so I'll ask it here
I am trying to make a trail effect go on a circle but it is going above the circle and I need i to go under, is there any fix for this?
Sounds like particles?
So far, I've just add a sky and fog gameobject in the scene and set it up like this.
So URP still doesn't fully support multiple directional lights in a scene?
Or is there some arcane workaround?
What do you mean?
how come you did not add hdri sky at the bottom?
I've just figured it out, lol.
@olive iris I mean that URP does not officially support using more than one directional light in a scene, unless there is something I am missing.
Do tell it here for others. π
Mb sorry.
Hi All, I have a very simple low-poly scene using URP in 2020.3.6f1 and I'm in the process of trying to boost performance on Quest. The original scene is almost completely unoptimized, no baked lightmaps, I like the look of it but the frame rate is too low.
When I just set all the static stuff to Static, bake a light map using default settings, it really looks horrible; note particularly the smearing on the wall above the laptop and the way the shelves on the right have gone black.
So I've watched some videos, read some stuff, but can't see why this is happening. Can anyone suggest where I should look for the root cause of this? I know there's a ton of settings but I was hoping to be able to just bake the shadows into the textures on the walls and floor and disable real time lighting. Not so easy apparently. I have one directional light in the scene and two point lights, all set to "baked". No real-time in the scene. Thanks in advance.
Can anyone help me with a lighting issue? I'm not sure if this is because I'm using amplify shaders or not, or if Unity is just shitty at baking lighting.
My issue is that when I bake lighting, it is completely nullifying my roughness and normal map. I have no idea why. Here's a before and after when I bake lighting and my settings used when using Unity's standard CPU light baker.
hey, show to me your baked light scene view with pixel texels on surfaces
you are using baked indirect that apply albedo map only. try to use shadowmask mode
I got this scene with baked lights, The environment is one mesh and the house another. Why after baking is the house so dark all over the place. It is using the same texture as the environment
these are my lighting settings:
@mystic dew thanks for reading. I am not 100% sure this is what you're asking for, this is "Baked Lightmap" draw mode; is this "pixel texels on surfaces"? I googled that, cannot find it precisely. Thanks.
Or maybe you meant "texel validity", which looks interesting and maybe is a clue that some of my texels are invalid:
your texels very deformed. make sure you have generated light map uv check box ON
Here is my example, you can see that texels is have quad shapes and density of texels is pretty high.
OK @mystic dew - awesome - thanks SO much. This is really helping! At first it didn't help, but I selected all models in my project and checked the "Generate Lightmap UVs" in the model import settings for all of them, re-baked, and it looks a lot better already; this was complete garbage before; the shelves were messed up. I have to step away but you've been really helpful, thank you.
no problem
Wow the progressive lightmapper is "great" !
Not sure if the issue is that. But it seems the Lightmap is set to be on a very small size or using a strong compression on it. Resulting on low-quality baked light.
What is the Lightmap Size for this scene of yours?
Oh @steady galleon , it seems it is already solved. (My chat didnt scrolled properly, lol)
@drifting vale thanks for replying - yes this is solved, also my setting (in 2020.3.6 it is "Max Lightmap Size") is 1024, same as yours.
whats the best lighting seetings/options? for outdoor environments
im currently using realtime global illumination but im wondering if i can get it to look better
sorry for the plethora of images
First time im trying to do really good lighting in unity, and im not as used to it than unreal
Just to have context, would it be for a PC/Console/Mobile, or Just exploring and having fun?
Realtime GI seems kinda expensive, I would recommend trying things with Baked GI with Shadowmasks
Shadowmasks allows you to have realtime shadows even with a baked indirect light. (Until the Shadow Distance)
But well, if you are only having fun, I would recommend trying the Post Processing volumes
there are indeed a lot of cool filters to play around to make it visually more interesting
With a baked GI, you could also experiment increasing the number of Max Bounces, to have a Lightmap with a more accurate of how light bounces around the objects.
Sorry if some of the terms I used are different from what it is on Unreal. π
@drifting vale mainly for pc, would like to have a webGL build though so i could embed it into itch
pc download would have better graphics but webgl build would run smoother i guess? or just to have both run smoother
Yeah, WebGL is kinda problematic on some points. It is always a experience of building and checking if everything is running smooth, but it is always satisfying to see good results running on the browser. Huahua
true
@hallow stratus You should check your settings for the meshes that they are all set to static, uv map is produced and that this is not actually the shadow of the light.
@lost whale This is less about setting and more about just understanding lighting. I see a lot of people focus on the settings but the settings are not the real problem here. If you look at your image you see that objects are not receiving lighting correctly. They are standing out. And shadows are not correct either. These are the things you want to fix. And then you also want to increase the contrast a bit too.
this is how a directional light looks on my round earth (left) and my 2d earth (right) is there anyway to keep the earth round and achieve the same lighting as right, the right one is more balanced with lighting
@olive iris
alright trying to adjust it a bit more to be darker
the weird thing is that alot of objects still have shadows working
ah made it too dark
the leaves are all broken
yikes
what should i use for environmental lighting? skybox?
ah yeah skybox, anything else destroys the trees
man im not that good at unity lighting
@lost whale what pipeline you using again?
just the base one, should i use the other pipelines?
Urp or hdrp I think are the two others right?
@lost whale are you comfortable sending me the scene so I can make a video for you?
If not this might help teaching you the thought process for now https://www.youtube.com/watch?v=jgQrJ1qKxpM
In this video I show TheGamerUrSo the thought process that goes into lighting, the mindset and that using only real time lights is a good practice in training your eye rather than depending on baked lighting.
My road not caching the shadow....what should I do?....this road is made with easy road
@jaunty olive raise it up in the air and check if it cast shadow for real
And check the easy road tool settings for that matter
yea those are working I think the problem is with the material
I am noob ...... don't have much idea on sharers π
Oh I fixed it
good good
hey there, is it possible to use a directional light just for casting hard shadows and not lighting the scene? the scene lightings comes from an HDRI, but the shadows are too soft.
@lost whale I will upload this short tutorial on how you can think, light and approach your level. This is how it looks like quickly.
@bold flame Kind of odd question....
haha...no but it does not make sense.
See
If you have to bake lighting, then bake it.
If baking does not work, then tell us what you did so far.
i have like 0 clue how lighting works
Clearly...
So what did you do to go learn basic lighting?
Did you read the basic documentation? Did you watch basic unity videos?
You did not provide any information on what you have tried so far. So we do not know where to start. The most obvious things is did you turn on static for baking? @bold flame
Other things is what pipeline are you using...
urp
So, did you turn on static?
@bold flame That sounds like a no.
so what do i do
Well since it is a such a basic question...Id go learn basic lighting. π I can find you a better tutorial if you did not find Brackeys good enough.
To answer your question though...
Your button is on top right.
i was told on this discord that i shouldnt click it
Exactly
So should you not be able to figure things on your own if people are giving you wrong answer? And if someone is giving you wrong answer are you asking the right questions? See, this gets complicated. π
Static is on top right.
I will help you but I need to ask
Why have you not watched learning content...anything to learn this?
brackeys lighting
but like
not very how do u spell it
thoruoghyly
my mistake
but like
...
._.
on what
Now, because you might need this info in the future...if you click the down arrow or black icon it will let you choose among the possible choices...including reflection static building
mm
Alright..
i am listening mr mentor guy
take a screenshot of your INSPECTOR after selecting YOUR black meshes.
Does not mean it will be fixed but it should be.
I assume you clicked bake....and rendered again.
See...this is why I told you to go learn
Because people who ask this do not even know the follow up issues. π
BUT
oh my god
I will tell you this too...but you really should be watching other content besides a single video from a single youtube channel.
If you import or model your own meshes, or sometimes for whatever reason...you did not make your own lightmap UV...you should click your meshes in project folder and generate uv map.
@bold flame Also, this might be useful for you read because people only ignore you or say this to themselves rather than directly to you. π https://www.amitgp.com/how-to-ask-game-dev-tech-questions/
ok mentor
@lost whale I know your probably sleeping. But I made this tutorial for you https://youtu.be/CLHo8eU26qI since it can not be written.
This video is made for Nukeeee in Unity Community to help guide him with this school project and lighting. As usual, I focus on the process, thought process and approach rather than a step by step tutorial. If all you do is copy a tutorial you will not really learn a lot for the long term.
this may have already been asked before but do we have a date on when Flare Layer will be available in HDRP/URP?
@winged gorge Nothing in general in the roadmap?
Hey, i've got a question about shadows. When changing from a physically based sky to a HDRi sky, my shadows just loose all of their color, what am i doing wrong?
https://images.mgroeneveld.nl/images/eee17640.png
@inner edge it uses the hdri so change the hdri sky to the tone you want, edit it in post process but I dont recommend that. Change settings in environment maybe... etc
Im... probably gonna lower the quality settings for the lightmapper quite a bit
since like.... 18-24 fps dips
theres definitely better ways of optimization but hm
@olive iris
redid all the lighting gonna keep as is until i revisit it sometime this summer
been toying with the interior lighting for the two buildings for a while now
getting some weird lighting on the main house
no clue as to why
just toying with it until the weird artifacting goes away
did you click the mesh and generate uv map?
im thinking i did something wrong in probuilder when i made the buildings
as its generating some weird shadows from the interior lights outside
why dont use blender for modelling ?
I'm having a little problem where the shadow is not showing on the walls. They are set to receive shadows, yet are the only objects that are not actually receiving shadows. I'm using Unity 2019.4 and URP.
You can see the shadow bleeding in under the wall.
What did you try so far?
Hey I faced some problems in unity 2020.3.3f1 (URP - 10.3.1) I get some weird artifacts after baking the shadowmask https://gyazo.com/daed21f00257b813fbbb4470ecb55339 does anyone know a fix for that? π
What did you try? And what are your lighting settings for lighting tab?
I will send a screenshot of that in a bit π
After baking the lighting with all my lights in baked mode my character turned black how to fix this?
Hey man first of all ur scene looks really good style wise really nicely painted.So lets get into the problem ,have u check if ur light sources are mixed as well and also have u tried shadow mask or indirect light?
^ You can read about this topic in the Bakery manual. https://geom.io/bakery/wiki/index.php?title=Manual#Directional_mode
I'm not sure if the unity baker allows you to include normal maps in any way
Here are my settings: https://gyazo.com/bc28976682fec8d5ca530812a041235b / https://gyazo.com/1990a4ec57f09300de3b4a7b8c44665c
if its a moving character then you need light probes.
for now just increase your texel density to a higher amount and see how much less noise you get. You can also turn on filtering to be manual.
thank you I will try it out π
does anybody know how to fix this issue?
@timber lichen did you add reflection probes?
nope
this scene was standard 3D and i just updated to HDRP
i didnt have this issue before
and everything was more dark too
@olive iris
@timber lichen It will not be the same if you upgraded to HDRP from another pipeline.
You just have to go through your checklist of troubleshooting. According to what you are doing.
And make sure you have setup everything correctly in accordance to HDRP.
But also in accordance to real time or baked. Etc.
@timber lichen Yeah you did not do any lighting it seems. No bake. No real time or mixed is on...etc
@olive iris I've tried adjusting many lighting parameters. Such as bias, bounce, cascades, etc. So far, nothing has worked. I'm trying to avoid going to HDRP, but I wonder if that'll be the only way to fix it.
What about basic lighting? Did you generate uv map? Set it to static? Change the lighting mode?
The lights are realtime, so I didn't explore anything having to do with baked lighting.
All lights are static.
Most lights in URP don't generate shadows...at least in 2019.4. I have one active main light depending on time of day and that generates the shadow.
I've played with all settings on that light and on the smaller lights around the scene.
I also adjusted the basic light settings.
@distant lotus Do you have overlapping lights and have you checked your pixel light count?
Well if your using static light you need to bake it correctly, which you have not done.
I don't have any baked lighting.
Everything is realtime.
There is a temp light outside of the wall that is only for testing purposes currently, but when I turn that light off, it doesn't change the situation.
All other lights in the home can be turned on or off, so they're not baked. Just realtime.
The main light isn't baked, either. The main reason for that is because I don't know if it's gonna move later on.
And it'll be on or off depending on time of day.
Right now, performance is more than fine, so I'm not too concerned about it.
Thank you! Very kind of you to say π I've since changed my lighting to mixed and started to bake with subtractive so that shadows are correctly baked from one asset to another. I'm finding even more issues with unitys default progressive mapper. My metals aren't baking nice at all either. I'm finding I might have to switch too bakery. I originally was baking with indirect and baked directional lights only.
is that for a showcase or a game? also do u have a portfolio?
any suggestions on masking the outter edges of my tiles, preferably fog?
without distorting the front view/path ahead
It's for a game that I work on in my spare time. uh, yeah here's my port π https://www.artstation.com/corshmell
Highly recommend Bakery @fallow thicket π
Funny you say that. I've been messing around with it for 2 hours now. The lighting is superior compared to Unity's default lighting.
Haha that is a huge improvement yeah
They also have an implementation of volumetric lightmaps similar to what UE4 has
Iβm not sure whether thatβs included in the asset store version yet
ah that's awesome
I'm doing some more tests in Unity default and finding I can almost get the results above again without bakery. I just can't seem to get the shadow to bake onto the statue
shadow is supposed to be baked onto him like this. I wonder why it's not. Is it even possible?
ah nevermind. I just found out that my amplify shader is whats causing the issue. Damn.
I think bakery has some amplify shader things in it? I havenβt tried it personally
Just checked ur portfolio really great stuff mani also worked on borderlands handsome edition so its good to see a fellow dev here!!!
@fallow thicket You should be able to do anything Bakery can do just with Unity.
Wooo! Fellow dev! That's awesome haha.
Hi all, googled this and found nothing helpful... Anyone out there know how to set "Contribute/Receive Global Illumination" on a renderer through the API? I'm instantiating prefabs using an editor tool I wrote; the input prefab has this option off, but I want to switch it on in the code just like I can with the other stuff:
if (_renderer != null)
{
// not clear if we can set GI options here
// _renderer.contributeGlobalIllumination = true; <--- I made this up
_renderer.receiveShadows = true;
_renderer.shadowCastingMode = ShadowCastingMode.Off;
_renderer.lightProbeUsage = LightProbeUsage.Off;
}
its just setting / reading the static flag for Contibute GI
its only for the editor since you can change the static flags at runtime
https://docs.unity3d.com/ScriptReference/GameObjectUtility.SetStaticEditorFlags.html
Cool, thanks, I only need it in the editor - thanks for the help @austere canopy !!
does anybody use Bakery for lightmap ?
is it better than unity native GPU baker ?
@fallow thicket
the bakery scene feels dark, they don't provide scene with exposure.
like this
I'm just using unity default light baking now
I'm getting same results compared to Bakery now π
Unity's is easier to use also
Yup, you're right π
is Bakery waste money ?
π
don't know where the lightmap baking code is ?
want to know how lightmap baker works
can you change the skybox thru an animation for better lightning?
so im having trouble working out baked lighting, currently i have set my imported models from blender to generate lightmap uvs, and the objects in my scene have been set to static, however when i generate lighting the end result is only meshes that i made in blender like a simple plane are seeming to be lit up
it works almost fine with real time lighting, but the issue i had there was the limit of 4 lights at one time so im trying to get baked lighting to work
this is what the road light map looks like so it seems like it should have light there
( update )
so if i take away the texture there is light
so its something wrong with the texture?
but it works fine with real time lighting
you can increase pixel light limit to at least 8
you can increase the lighting texture size or lightmap scale per object to cover more of of the lightmap, you can see it is not using the whole space.
You can also use your own lighting implementation for dynamic lighting. #763506960779051058 uses one. (to get around the limit)
im looking for those settings now @olive iris thank you
@summer aspen that sounds really interesting
This is the stream I saw showcasing it. https://youtu.be/O4N4s6BKNH0?t=3321 Shaders used are unlit, I think, so entire shadows and light implementation is uses in shader solution.
Hi, if I leave a point light by a static object without baking, will the light consume a lot of resources each frame even if there are no moving objects near it?
Static light will bake a lightmap which is loaded once baked.
Real time lights will cast on going shadow per frame as the game runs.
Thank you:)
what is the recommended light mapper settings for optimization and good lighting? Is default settings alright or does it raise things not needed?
Right now I think so yes. I can see the new rtx previewing thing being worth it but for me it's not needed. Baking with low quality settings first and waiting a couple minutes right now is fine for a preview
depends on what you are doing
I am looking for a performance-conscious way to light in-door environments. The environment is space/ moon-base, so I want bright lights on the ceiling, or maybe on the walls and the floor.
What's a good way to set up lighting in this scenario?
Thank you.
π
You should first figure out your pipeline.
Then you find references to guide you.
And then you light your scene the way you want it.
And then you come back asking for optimization advice as this is very contextual.
Avoid overlapping lights if your doing real time or mixed.
Keep your lightmap resolution within limits.
Do not use cast shadow on all lights.
Etc
Technically...yes?
You go to #archived-shaders
Thank you very much, this gives me enough to get started.
@junior hollyLooking forward to seeing your work.
Hello, I have a problem with my lighting. During the baking I loose some of my shadows that should be baked. I'm in HDRP, and I baked indirect only. My directional light is in mixed.
As soon as I clear my baked data, all shadows appears :/
to illustrate, on the left, it's before the bake, and on the right, after :/
@timber plankWhat have you done so far and checked to make sure its correct settings?
I baked in shadowmask mode, my directional light is setup in shadowmask / mixed, my shadowdistance is setup very far (for the test).
The gameobject is setup in static, and cast shadow is set to true.
I don't understand :/ normally, if we setup project to use shadowmask shadows of static object should be bake no?
Is it possible that there are a maximal shadows baked?
It is possible you reached maximum pixel light amount that are overlapping though
So you would have to increase it but your using HDRP so should not be a problem.
It might be too much indirect lighting or too little texture resolution for your lightmaps etc
Mmmmm, I did not know that the number of indirect can influence shadowmask.
I will investigate on points you highlight π thx!
What happens is the amount of indirect lighting is making the shadow less visible. So, if you have changed it to be too much or you have too many lights that can sometimes be the reason for no shadow (even though its there).
Although in your case you have no shadow anywhere. At least in comparison to your images.
And your objects are darker. This can also happen if your object casting shadow is transparent or not normal material etc.
Can someone help me why my emission material doesn't reflect on the walls so It gets visible
I want it like the ceiling with this emission material to reflect the light on the wall
If a material has emission how can I make like that effect that the light is around it? because right now it's only like emiting on itself
idk how to explain it
I want it to do as if it had bloom you know?
Need to make sure everything is set to baked and things related to this
find a reference image
@olive iris uhmm I think I managed to make it I just forgot to make the walls static
But my problem is that the light is not that strong
Any ways to increase how far it goes
Without making the scene more bright
No, you use the emissive to get a bake lighting in terms of the local intensity. And then you can use a spot light to fill in the rest.
Hello beautiful people , do u know why this might happening ?
Do you know what you tried or not tried to figure this out?
hmm guys I wanted to ask, Realtime GI or Baked GI? which one to go with? the map is a museum connected with pharaoh temple of sorts
Does anyone know the best way to change the emission color of an object without changing the material (which effects all objects with that material)? I have some lights I want to change when the stop light changes, but with multiple stoplights changing the color of just ONE of them is hard unless each one has it's own material.
Well, rebaking is not the issue. What have you tried to troubleshoot and fix this? Have you adjusted lightmaps, have you spent time checking all the to do things for light baking etc.
Why dont you just make a new material duplicate? You can also try to make prefabs. See if that works but I dont think it will.
hey there, i am new to baked lighting
anyone knows how i can get rid of these black squares appearing on my wall for some reason?
Do you have similar shapes on the other side of the wall, such as shelf or picture frames?
Hey I need some help with lighting on the forest level I've been building
Basically I'm between making the background layer be affected by the spotlights or not
What is your question?
if I should make the background layers be affected by the light or not
I think the background layers look good when they are effected by the light
=) ok! Most people say this, they told me to also increase the frequency of lights
And make them all come from the same direction
Looks good π
@olive iris I've tried that already, but the goal was to avoid making a bunch of prefabs for each color and even then material changes will change on all objects using that material. I was hoping there was some way to change the color of the object like you can with 2D objects where you can just change the color of the individual sprite.
The only way I can think of this working is if I make a material for each color of a traffic light. Then change the material on the fly for each object. The materials are effectively the same, the difference is that the emission color is different.
Way better with the uniform direction yeah
You should generally have uniform direction. I agree
Nope
What have you tried so far and what do you know about lighting?
I have tried to change some settings, tried to rebake the lightmaps with all lights in realtime (i know it sounds useless but there were still these squares).
I dont know much about baked lighting, cause i always refused to do it because it took so long and was always kinda buggy
i also tried disabling some lights
So I have an enclosed map and when I bake reflection probes the probes affect the map, which I don't want it to. How do you fix that?
Hi all !
I'm trying to bake my light on a URP project, but there is some trouble... My final rendering is absolutely disguting and I dont know why... Does anyone know why I got this problem ? And how can I fix it ?
Thank you π
Hi, I'm looking for any tips or tutorials on a good beginner lighting workflow. I understand lighting concepts, but putting a light in the scene, waiting 10 minutes for it to bake just to see if it's at the right angle (or breaks other lights) clearly isn't scalable. I just don't know what process is, and most tutorials I've found explain 3-point lighting or other high-level concepts instead of workflows.
@empty crane use realtime to choose where to place your light. When you appreciate result, go back to baked/mixed and then : bake your light
Does anyone got an answers ? π
Heh, maybe I'm overthinking it. What about baked only lights like area lights?
Same, do your test with realtime, and then bake the light
Unless I'm missing something, area lights don't contribute any light to the scene until you bake. In my inspector it says "Area (baked only)"
Area lights are giving me a lot of trouble in particular. This is a small rectangular area light with default settings, 2.8 units above the ground. I'm expecting a rectangular soft source, but I'm getting a perfect sphere with hard edges. What am I missing?
increase emissive value
Keep low settings and then increase later.
What did you try?
can anyone tell me why lighting in my game seems to have no effect at all? This spotlight is doing ntohing
pardon but why the hell is scene in some parts black and others it shows the skybox properly
it drives me crazy
im using unity 2021.2
like im in scene view now, i move it slightly
and it goes constantly between black and skybox
try increasing intensity
make a video showing this
i mean its not something that will make a big difference
imagine paning the camera, and just that makes it flick between the two views (in scene view)
maybe im doing something wrong since im getting used to HDRP but i doubt that is the case judging by my colleagues that say this never happens to them
could it be a mesh or something i wonder hmm
@olive iris no effect
still looking for help as to why my lighting is having no effect in my game
select and object. Press F. And see if it still happens.
how does it look like when there is no light?
What are your settings in lighting tab?
i think i figured it out
my pixel light count under settings was at 2
i increased it to 100
Yes, that would be a common reason if you are not using HDRP
yeap
oh wait
i have turned off scene lightning just now cause i was testing stuff
a moment
nah still happens
Realtime or baking?
@olive iris baked lightning (but that shouldnt affect scene lightning should it?)
It would if you did not set objects to static on top right.
yea you are right, but that shouldnt affect Scene lightning, it would affect the color of said object / lightmap
Also, are your objects 2d?
3d
Did you restart unity and computer?
yea this is ongoing for a month but i just started to handle it cause i was jumping (with other projects) in between versions for some time
restart - shutdown - disk change you name it ( it has been a lively month )
i am not denying this could be due to something i am not familiar with like a lightning setting etc
but this very same scene quite litteraly on unity 2019 per example is just fine
if i bake or whatnot
but in 2021 it will have or even in other scenes when baking ill face the same blackness
probably also the fact i use hdrp in the project im showing
instead of hte urp i have been messing around in 2019 and etc
I'm in HDRP 2021.1.7f1
Adding a new point light, and setting any radius above 0.42 and activating shadows results in this......anyone know why?
did you figure out why?
not yet, going to start a brand new project and test it...
Why is the shading on a primitive sphere so odd? Notice the incredibly black dark spots and a bit of odd lines near the top of the sphere? This is just a primitive sphere and a default directional light on a new scene. What can I do to make this lighting smoother? URP
Other issues on a flat, standard material cube:
@glossy hemlock what program is that? I don't recognise the interface in your first screenshot... Also, are you using baked lightmaps? If yes and you're in the unity editor, what does the image look like when you switch to the Texel Validity view? Just thinking out loud really.
That's the thing I'm making, it's just a way of viewing materials to use elsewhere. I don't think I've done any baked lightmaps unless they're on by default, I didn't change anything.
I'm not sure what the texel validity view is, but I'll figure it out ll. I'll have to check it out when I'm back in the office Monday
My unity keeps crashing when I'm trying to bake my lighting, are there any solutions?
@idle axle that's weird, I'm finding exactly the same problem for the first time today, found it on 2020.3.6 and 2020.3.8, in both cases I can bake at 128 Texels/Unit but at 160 or higher (I usually do 512) it hangs and I have to kill it from the Task Manager. I haven't tried CPU because it would take all day, I'm baking on an RTX 2080 Ti GPU. tl;dr, sorry, no solution, but will post if I find one.
eh, I just started a new project.
There's no overlapping UVS and this is happening when I light up a interior built in pro tools any ideas how to fix?
does anyone know where to find example scenes demonstrating real-time lighting (free or paid)
https://assetstore.unity.com/packages/essentials/tutorial-projects/the-courtyard-49377 this is all i've found ... doesn't even have to be this fancy or HDRP, just looking to learn some basic lighting set ups
for real time... don't care about baking or lightmapping
hi, do you know any good good courses or recources for realistic environment creation/ lignting for unity, there are ton of unreal but not so many in unity, i wonder why
@silk lighthttps://www.youtube.com/watch?v=CLHo8eU26qI
This video is made for Nukeeee in Unity Community to help guide him with this school project and lighting. As usual, I focus on the process, thought process and approach rather than a step by step tutorial. If all you do is copy a tutorial you will not really learn a lot for the long term.
Linkedin - https://www.linkedin.com/in/amitginnipatpati...
@silk lighthttps://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 -...
If you learn this then real time should be fairly easy. The key difference is little if your learning the basic.
Although, I might create a new one for HDRP both baked and real time version of small environment I found. A quick course.
sup everyone! I am getting some artifcating in my light bakes, not sure how to most efficiently troubleshoot this, anyone have any suggestions?
I didn't ask about courses, I specifically asked about example projects that I can download or buy.
ill try and make one when I get that far.
@silk lightDid you try this? Not sure if it is real time or not though. I can not remember. https://assetstore.unity.com/packages/3d/environments/unityjapanoffice-152800
@olive iris this is what i'm looking for, didn't know this category exists. Thank you very much. :)
I know a few more other places but...top secret for now.
Is there any way to remove these little white lines?
Hi, Im having an issue with my emmisive materials on my windows. All windows you see in the screenshot have the same emmisive texture. However the ones on the right don't seem to be emissive at all. Its something to do with my directional light but I like the angle I have my light at so I dont really want to change it. Anybody know how to fix this ?
does anyone know how to increase the range of realtime shadows? i have a camer setup very far away from the player but i would like to see the shadows casting. this only works when im close to the character. i cant find any videos on this fix
@copper violet Don't cross-post
@summer aspen i don';t know where to post it and no one is helping me
@copper violet Pick one relevant channel. Then ask again later when the other part of the world doesn't sleep.
@summer aspen is this the right channel? there is nop channel for shadows
Yes, it's lighting. You can find shadow settings in lighting settings. Play around with cascades. There are also resources pinned here.
Cascades are in quality settings for default pipeline and with lighting settings on the URP asset in URP
There's a huge shadow body for no reason, theres a light pointing directly there
This is what it looks like from above. The lamp has castShadows false.
What is it specifically?
create another emissive and make it stronger?
Try making the radius of the cone smaller and see what happens.
It was the light reflecting on the surface of the object but I fixed it with anti-aliasing
Sounds right.
anybody know how to stop the light from changing like that ?
Reflections
do i need to change GI from lightmaps to lightprobes? Or do i need to set my floor's and other objects' GI to lightprobes?
What is your question and what are you trying to do?
i'm trying to make good lighting in my scene
and i decided to add this small light sources
What is good lighting?
which is basically just cylinder with emission
wait a sec
Emission needs objects around it set to bake as in static for it to show up.
that is good lighting
in the previous case I made a mistake while modeling
my baking process takes over an hour at less than 1 million rays
so I won't tell you about the results soon
built-in. But im pretty sure that urp would be better for performance, but not for graphics
Might teach you a few things maybe? https://www.youtube.com/watch?v=CLHo8eU26qI
This video is made for Nukeeee in Unity Community to help guide him with this school project and lighting. As usual, I focus on the process, thought process and approach rather than a step by step tutorial. If all you do is copy a tutorial you will not really learn a lot for the long term.
Linkedin - https://www.linkedin.com/in/amitginnipatpati...
thanks, i will see this later
idk which ones to uncheck i tried everything and it doesnt work
You should turn on reflection settings and add reflections probes and see if that fixes it after you bake it
do i bake the walls @olive iris
everything yeah. try it out
im scared
@olive iris honestly i feel like this is not a baking issue
Yeah that would be one of the other things to setup in HDRP
Are you using forward or univeral pipeline?
In frp and urp , there's a limit on maximum realtime pixel light (iirc 4 in frp & 8 in urp)
im using HDRP
bu its all good now im just gonna use a flashlight with dim directional light and a fog
That....is overkill of lights.
Hi, does someone know what causes these shadow artefacts? I tried adjusting smoothing groups and shadow quality settings. Is it maybe because the mes is too lowpoly?
Do normals work when using area light and emission? if you turn off the lighting in the scene, the surface relief is visible, but after baking the light, there is no relief
@frosty glacier Baked light is not really an option, since i'm experimenting with mesh deformation
thanks anyways mate
No I mean
I'm trying to make textures like In Karlson 3D
normals are used there
but I can't see them
I think this is due to the fact that I use area light and emission
Oh ok I'll read into that thank you
that was my problem but okay lol
Look into the directional mode @frosty glacier https://docs.unity3d.com/Manual/LightmappingDirectional.html
It's also explained in the Bakery documentation https://geom.io/bakery/wiki/index.php?title=Manual#Directional_mode
Ok thank you ver much π
Use light probes
still not what i want
did you set floor to static?
Did you reduce other lights
Yep
Ao
I think in lightmap settings
It should be enough
But if u want u can add post-processing ao
And materials ao is good too
i have those on π
You can choose all of it
And it would be the best graphics (with proper settings)
But not the best performance, I think
At least with post-processing
Lightmap mode in project settings?
Lighting settings in the scene
dont use emission level...its not meant to brighten your environment like that...
@olive iris I was using 1200 - 1700 intensity for directional lighting. What should i replace it with if i dont use higher emission?
You need to tweak your ambient or sky and the other parts of the lighting such as indirect lighting.
Try this workflow out and see if it helps. https://www.youtube.com/watch?v=CLHo8eU26qI
This video is made for Nukeeee in Unity Community to help guide him with this school project and lighting. As usual, I focus on the process, thought process and approach rather than a step by step tutorial. If all you do is copy a tutorial you will not really learn a lot for the long term.
Linkedin - https://www.linkedin.com/in/amitginnipatpati...
@olive iris ohh, i am using sky and fog volume. I adjusted the Lux value does seem to have affect on lighting
After I generated lightmap UV's my lighting builds take forever to prepare (literally, it doesn't end)
There are errors that say 6 out of 60 components have non-finite values. What does this mean and how do i fix it?
@orchid solarWhat links did you search online for using these keywords?
https://youtu.be/Atg-GeWp9Eo Hey guys I've been running into this issue where the Unity skybox randomly renders black splotches on the Oculus Quest. (See Video) Any ideas on how to fix it?
@olive iris I looked at a bunch, they say it's a bug. Some talk about something called Pro Builder. I don't even know what that is
@orchid solarits the modeling addon in Unity
If you are not using it to create your 3D you can remove it.
guys how is it that when you have a light on a to hit onto of a dark mat it doesnt show any light, but it does when the mat is a lighter color. Anyway to fix this?
I have a problem with raytracing emissive materials do not show bright as on baked illumination and ssgi, doesnt rraytracing support emmision?
what render pipeline?
Also does any of this help? https://forum.unity.com/threads/raytracing-gi-and-emissive-material.817998/
@olive iris its HDRP raytracing only exist in HDRP if im not wrong
try the forum link and dig around a bit
I did and the person providing the help doesnt show their emission materials and all those settings dont help i already saw that and tried it with no success
Having trouble baking. I keep getting out of system memory errors but I'm nowhere near my max memory usage (I have 32GB)
My scene is pretty small.
That's a default cube for scale.
My objects are marked as Contribute GI in the static flags. My lighting settings are default. My directional light is set to mixed
I've tried:
Changing light map size
Changing baking device (from GPU to CPU)
Changing light map resolution
Also, during baking, there's a timer for Global Illumination and from what I can tell, it just increases infinitely. I waited 30 minutes for it to do something and it just kept increasing.
I have a i7 10875h (8 core 16 thread CPU @ 2.3GHz base clock and 4.3 boost clock) and an RTX 2080 Super with Max-Q Design GPU
i changed my project to HDRP so that i could make decals and now it's doing a weird thing where, if i turn my camera to face a certain way it lights everything up
how do you make the background black in the HDRP pipeline? Trying to make it dark and I can't figure out how to do it in this setting
guys i have two point light in my scene but when one lights intensity is more than the other one suddenly the lower intensity light effect is dissappering why ?
Still need help!
I'm assuming this is a quirk with URP that I don't understand yet since this is my first time using it, but setting my scenes' environment lighting to Skybox causes all of my objects that use the default Lit shader to produce a bright blue glow and I can't for the life of me figure out why
I also can't seem to get Specular maps to work, as they render the entire surface they work on white as seen on the Earth there
Hey guys im pretty new to lighting and keep running into some problems. Whenever I finally get a good lightmap bake and restart unity it 1) Opens up & looks like it discarded the lightmap or 2) Has a "size overflow in allocator" error.
Can someone help me out? I use the lowest settings for lightmapping on a pretty large open world?
Check your GI cache.?
Exposure settings?
Light pixel amount settings?
This one is a hard one. I cant remember. You best turn off other softwares, antivirus and such. And start with turning off things and have low setting on one thing at a time. And kind of narrow it down.
Hello everyone, I have wasted quite a couple hours trying to fix this problem. Let me explain. I'm baking shadows however they are of low quality, but the shadow settings are set to highest resolution. Some notes:
-Reducing scale of ground improves the quality but that was just a partial fix
-Small objects suffer from really low quality
-Large objects are close to expected good quality
-Generating lightmap uvs does not change a single thing
-There are no such issues in realtime shadows
Here is example of large vs small flower
nvm i fixed the problem now i'll go sleep :/
which was?
hi, i have spent too much hour to resolve those lightmap error, i've tried everything that i have found on internet, but nothing, the env is modular, we didn't have UV map for lightmap, but we have generated them directly in unity, have you any tips, to fix that?
I just cleared it before baking the lightmap
You need to increase lightmap resolution among many things.
This might help 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...
I bumped up the lightmap resolution to large value like 100
Wait I don't get it why do I needed large lightmap resolution for small objects tf
OK THX I TRY
shitti caps lock
I've tried the lowest settings possible. I have no anti-virus enabled, the only thing open is discord and unity.
It still happens.
try a new scene or project.
I have two directional lights, one for the environment (baked) and one for the characters (realtime), but my realtime doesnt cast characters shadows
with baking mode are you using?
Try to use mixed light + shadowmask baking mode
do I turn my baked light into mixed + shadowmask ?
yea, just delete second light. and make first one as mixed light
I had one light before, but I wanted to render the characters a bit different from the environment, so for that I added a white realtime directional light, and left a baked yellow tinted light for the environment
I guess instead of adding a new light for this case, I better look into shaders instead
I will revert back to one light setup
i dont know why, but it doesnt work, my modular wall have seam, so we have decided to create one mesh with lightmap uvs and now we have fixed the error, but i'll want to create env with modular asset, so how can i do it, with a good optimization, have you any tutorial link?
I wanted to make an area light, but it doesnt work. The whole area is set to static. I tried it to bake it manually too, but still doesnt work. Even with itensity and range up to 5k. I also tried to set the light to static. Im out of ideas
Did you fixxed it? I have the same issue
No I don't think I was. That project was cancelled a while ago now
Woahh that looks cool!
thank you π
what are you making?
its kinda early to say lol, but its a story driven game for now, not sure if and what kind of combat it would have so cant say its action story driven you know
._.
So I'm using a concrete texture, and I can't seem to figure out how to get rid of the reflections and make the texture more visible. You can barely see it at some angles
This is how I want it to be like.
You can see the entire wall brightens up because of sunlight
But in my one there are multiple different areas
Is it possible to make my sceneβs lighting somewhat more like the prefab editing mode?
Cause rn i have a directional light above
But id like everything to lighten up more smoothly
I need a lighting storm shader or a flashing one
so i tried baking light into a vr scene in unity and it's complaining about overlapping uvs, is that bad? like how bad is that?
Hey, what am I doing wrong?
I am making a lightmap for mobile game level, but do matter what I bake, it's always way above 300 MB (on low-medium settings - I can go up to 1 GB on high). It's unacceptable of course for mobile builds.
What can I do to make lightmaps smaller and not look like hot garbage?
My lighting seems fucked when loading a new scene.
Basicly I have 2 scenes.
if I press play in Scene B everything looks good.
but if I am in Scene A and I want to load to Scene B the lighting is fucked.
Anyone maybe know a reason?
also it may be important to know that scene A doesnt contain any lightsource or anything, its just the Menu
I fixed it myself
For anyone with the same problem :
Check for both of your scenes the LightingData.
I simply removed the LightingData from scene A and gave scene A the LightingData from Scene B.
This way both scenes should have the same lighting data and yes, it worked.
I need some help. The left picture is with URP and the right one with the old standard one. How can I achieve similar results to the standard pipeline ?
not sure if this is the right channel but do you see that ladder?? why is it kinda lagging? i made sure it isnt duplicated or anything and it might have to do with the lights
Hii, so I downloaded a custom Skybox from the Unity Asset Store and now I got bloom enabled in my Season but it the Sun from the Custom Sky Box is extremly bright and I just want to remove it or dim the light from it. How can I do that?
looks like Z fighting of overlapping polygons.
anybody know why my baked lighting would come out like this?
the light is a emissive material and theyre recessed around the ceiling
How bad it is depends on how the lightmap looks. If it doesn't have issues, you don't need to worry
if i understand correctly the issue is that if you have overlapping UV's on a single texture you'll get random patches of light passing on the material
If you have overlapping UVs for the lightmap, unity will write baked lighting to those pixels multiple times, resulting in artefacts
If you check 'generate lightmaps' on your mesh, unity will create new UVs in a new UV set and use those for lightmapping
so i don't have to go back and make an entire train fit on a 1024x1024 texture?
Unity will do the packing for you, but it's a tradeoff between texture memory and lighting quality
hello. I am messing around with the lighting in URP 3d and real time shadow colour doesnt change the colour of shadows or do anything at all
also i notice that the editor view lighting is different during runtime compared to editor only veiw
Editor (not runtime)
while playing
Hey I'm working something isometric like starcraft style with empty space / void under the map so you can see it when the map ends
the skybox only looks good when the camera is set to ortho
normal 3d makes the skybox super low resolution
Hey all! Does anyone have an idea what could be going on here? On every model I import (2021.1.3f1), there seems to be this "hard edges" rendering. I am 100% sure the mesh is soft edges (I've reimported the model back into my modeling package). When I import it into another project (2020.2.1f1), that issue is not present (import settings the same in both). So I am thinking it must be something in the lighting in this specific project. It shows up in-game too, weirdly as well, when I rotate the camera these dark triangles show up and disappear.
also the closer I get to the model, the more intense these dark triangles get, from a really far away camera they pretty much disappear
Does moving a realtime directional light during runtime have a costly tax on performance?
Appears to be the URP NewScreenSpaceAmbient Occlusion causing this, changing it to Depth Normals seems to have fixed it π
Hi, i have this problem with the shadows on the terrain. Everything look correct in the setting. Does anyone have any idea how to fix this problem? In the scene i have multiple terrain, each terrain is 512x512
can anyone explain the meaning of baking lights and why we should use it currently when i bake my lights everything goes black
Maybe. Test it using profiler?
I am trying just that. I'm noticing the EditorLoop doesn't appear to like it (tail end is pausing rotation of the directional light)
You can run the profiler on the standalone build in that case
Even in that case, the EditorLoop still appears to be the culprit
Drops off a cliff (in a good way) when I pause the rotation behavior
Interesting, this means the overhead isn't much ? The editor loop's ms would be completely eliminated on a standalone. However I recommend u looking at the variables in other areas like the player loop to confirm ur analysis.
Yeah good luck manπ
Also looking at the graphs it doesn't seem u have much perf issues(200fps).So why bother?
Well, I turned off all the other profile stats just to highlight this one... FPS gets closer to 60
help I have hdrp and a directional light but the light made this

Ahh ic nowπ
I'm trying to lightmap this model of a bedroom I found in Unity. Here's what it looks like in eevee with baked irradiance/lighting.
I can't even get close in Unity
I've tried every combination of lightmap UV settings (generating them via the model import window) and tried different lightmap settings (higher texel resolution, higher resolution in general (4096), higher lightmap quality (currently on high)
Light probes are in the scene
Hmm. Seems like Unity wasn't actually generating lightmap UVs
maybe a bug with the .blend importer? Exporting as FBX and then generating lightmaps on that worked.
still not looking great
half of the time it breaks or otherwise refuses to bake
this seems to be unity's new favourite error message to throw at me now
i cant really put into words how much I hate Unity's lightmapper.
I've never had it work properly for me.
is this seriously what unity is giving us for "realtime gi" in hdrp?
ue5 just released lumen into early access along with a system that basically decimates geometry in real time to allow for hundreds of millions of triangles at once, and unities render pipeline thats meant to rival ue with high end graphics just does this
Is that the recent screen space GI?
im on 2021.2, with realtime gi enabled
So is this Enlighten?
supposedly. i really hope theres just a bug in the alpha
cause if this is end result im gonna have to switch to ue
which sucks cause my project has been in development for 1.5 years now
Realtime GI in the Lighting settings is Enlighten. It's old but Unity doesn't have much of an alternative.
Basically there are 3 options for realtime or pseudo-realtime GI in HDRP
Enlighten, screen space GI, and raytracing.
why dont they just develop their own? like ue did with lumen
Because it's not easy
And UE5's new graphics features require some hefty system specs
its not easy, but unity is the most used game engine out of all of them
Unity is supposedly developing a new GI solution but it's going to be a long time before we hear anything about it.
thank god
as long as we get it eventually, thats all i really care about
hopefully they start working on a knock off nanite too
Enlighten was removed from the engine because they were planning on releasing their own realtime GI solution, but then added Enlighten back when they realized it's gonna be a long time before their own is production ready, or anywhere close to it.
UE5's new stuff is awesome and I hope Unity is able to pull off something similar even if it takes a while. I hope it becomes industry standard.
the thing is it looks better in built in render pipeline. its so splotchy in hdrp
Because of the crazy chip shortage, UE5's new stuff is basically going to be limited to movies and realtime animations for a little while.
That gives Unity and other developers some time to figure out their crap.
the thing is it doesnt matter at that point
cause almost everyone will have an RTX card
anything non rtx will be considered low end
this wouldnt be so much of a big deal if there was a way to make light map pixels not stretch with scale
That's how UV mapping works
you need to create your own models if you want to do lightmapping
i did create my own models
Don't scale them
working on an underground tunnel lighting scene, stretching the tracks and increasing tiling is the best way to keep vert count down
my project has custom mapping, and i dont want people to have to know how to edit models and their uvs just to use my assets
Then make the model longer in your modelling package
^
Or generate the lightmap uvs yourself
which is going to make a new model, really I wouldn't be worrying about the vertcount
yeah I would just provide multiple tunnel segments of varying lengths
don't need to bother the user with adjusting tiling that way
Many options, just scaling the models and doing nothing is one of the only things you cannot do π
im trying to make things as convenient as possible for the people using the system, but i guess i dont really have much of a choice then
welp, thanks for the recommendations guys
multiple tunnel length options to choose from is most convenient imo, that's what people have come to expect. If I purchased a unity package and was only given one tunnel length to choose from and had to scale it myself to change the length, I would be unhappy.
Scaling non-uniformly is one of the easiest ways to break batching, which probably doesn't really matter in this case, but generally scaling things is an easy way to have performance issues. Sad, but that's one of the things you put up with
I honestly have no idea about the SRP Batcher's constraints
would have to check the frame debugger to find out. If that's gone away for SRPs that'd be cool, though not that that helps asset developers if they are also making content for the built-in pipeline.
only for "realistic" games. Stylized stuff won't really need rtx for light bouncing or anything except for the DLSS tech.
they wont "need" it, but it will be the norm and standard
for gpus going into the future
there will never be a new gpu released that does not support rtx
unless its a gpu created for mining
hey idk if its about lighning tho but....I made a fog in my unity but it make problems
does realtime GI depend on lightmap uvs?
I'm in HDRP, any reason my directional light would look different in build vs in editor?
Why is part of my mesh just straight up not getting any baked lighting on it?
It's part of the same mesh (the walls) but they're just not getting any baked lighting on them
Im not sure if this is the place to ask but it feels most relevant.
In my game, I have two variations of a level, lets say one intact and one destroyed, in a single scene. They can be toggled between being active or not active with a button press, to switch between the two worlds.
I need to have baked lighting in both scenes, and be able to switch between two baked lightmaps at runtime, whenever the played switches worlds.
I have found tutorials doing it with a scene, but the scene in the demonstrations all are the same, and mine are geometrically different.
Is this even possible what im trying to achieve, and if so, can anyone point me in the right direction.
An example to what im trying to achieve is like the following from titanfall 2, possible spoilers || The time travel section , where the player needs to switch between worlds to fight enemies and move through the levels ||
Hi ! Is there a way to light partially with an HDRI but not rendering it as a background ?
How does one change the opacity of a 3D object without modifying the properties of its material? Unity 2018.1
There is no other way to set the opacity than the material. What is it that you need @lapis aurora?
if your doing 2d lighting it often doesnt need to be that good. just make a bunch of white lines or a white sphere and change the color and alpha on it. and put it on a layer over what you want
Preview laying down an object
No, you just expect it to be drag and drop.
Dont need that many light probes
If nothing is moving you dont really need realtime GI though.
I don't think they matter anyway. Disabling them changed nothing.
Of course, you need to light it all.
I already tried. You can see the results. Parts of the mesh weren't being given any baked lighting and I'm not in the mood anymore to fight with Unity's lightmapping
No, its just a bug. Unity is fixing it in the next alpha
You dont understand the context for me needing realtime gi
Do explain.
i have custom mapping in my project. lightmaps are huge, and increase loading times
not worth using on the smallest details
and i have plently of headroom for cpu performance either way, since im in hdrp targeting mid-high end pcs
does that work for you?
You can always hire me to do the lighting. If this is an asset your planning on selling.
Why would i hire you when i literally said its a bug they fixed for the next alpha
Also, im not making assets. Ive created all the systems for my own personal project
is there a way to do this in unity? I dont know how to search this on internet. It's like spot light in unity but without lighting the middle
Try light cookes @meager olive https://docs.unity3d.com/560/Documentation/Manual/HOWTO-LightCookie.html
could anyone recommend what to change here? kind of a newbie when it comes to lighting, just making a simple tower defense game. when i tried to generate lights it said out of memory...though its not a very complex scene
try disabling filtering
or reduce lightmap size
why is the plane's texel size not decreasing as i increase the lightmap resolution, the other object works as intended.
the larger the ground is, the worse it gets, and the max lightmap size of 4096 isnt enough to fix it , so i guess the issue lies somewhere else, but its weird for a default unity plane object.
due to this the shadow quality is pretty bad :/
Does URP already come with inbuild Ambient Occlusion?
I've read that I "could" add it manually by adding a new Renderer Feature, but its not there for me.
Hey guys, I don't really know where to put this message, but I guess that this channel fits the best. I was getting into figuring out lighting in my game (HDRP pipeline) because I had all of my lights realtime and unless your computer was a gaming rig you could not run it. I decided to try and do some mixed lighting and baking, and in certain areas of the world, the lighting goes really wierd. Does anyone know why this is? I am sorry if I anger any of you lighting veterans, I know little to nothing about the topic.
Before
After
Before
After
I will greatly appreciate any help or advice anyone can offer.
mark your stuff as static
Does ambient occlusion have an effect if lighting is set to nondirectional? Also, I'm having an issue where some spots seem to be reversed in light direction when directional lighting is checked, anyone know how to fix it?
@lunar pollen so if I mark the static stuff as static it will fix the lighting or..?
How do you make a light ray be visibible? Like a light passing through a crack in the wall?
Also how to make 2d sprites receive 3D lights?
Is Volimetric Lights heavy on Mobile??
hey guys,does anybody know some really good light probes tutorials
Honesty Brackey's video is really good π
Hey so I recently attempted to bake my lightmap using Progressive GPU, and after a few seconds of it completing certain "jobs" it finally started baking. However whenever it started baking Unity just becomes unresponsive? I am using Unity 2019.4.8f1, and below are my settings. I recently switched over to a 3080 ti and I have 16G of DDR4 Ram (if thats important) yet the same thing?
https://gyazo.com/aac5f9c2cf3933613ea197f71153b857
ahhh yeahh i have seen it,but i still couldn't really get itπ
One minute i can get you another
Unity 2017.2.0 Light Probes Tutorial. In this video tutorial, I will show you how to set up Mixed Lighting (using Baked and Realtime Shadows). How Light Probes work and how to use them. More info about Light Probes: https://www.lmhpoly.com/tutorials/unity-2017-tutorial-light-probes
--DOWNLOADS--
Unity 2017 Tutorial - Light Probes.unitypackage a...
This is another good tutorial π
Ohhh duudee thank you so much, I'll definitely check it out
Better global illumination, bounce lighting
In this video, we are going to take a look at Lightmapping in Unity 2020.1 to help you create fast and beautiful lighting in your scene.
Learn more about Lightmapping in 2020.1 from our Docs!
https://on.unity.com/2U7VQIX
Interested in the newest Graphics Features we added in 2020.1? Click here!
https://on.unity.com/2GHYGkR
Download the Spaces...
Let's learn some basics of light mapping in Unity 2020.1 using Universal Render pipeline (URP).
You will also learn some Unity tips and techniques to improve and speed up light baking workflow.
βοΈOld House 3D model : https://bit.ly/2xQSeU4
β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬
βοΈQuick Links :βοΈ
Introduction - 00:00
Part 1. How to bake lights ...
Might help
Couldn't you achieve this with a tiny invisible shadow-casting object placed very close to the spotlight source?
honestly havent thought of that, will give it a try, it'll probably work
thanks dude
I'd love to know if it does! I'm kinda making assumptions about how the spotlights work but I've def used invisible shadow casters before with success 
is it possible to turn of global illumination?
it's only a bit of cpu time, but not needing GI for my game I'd love to even get rid of that bit
Should be a setting in lighting settings?
Put it in a mesh that has this shape so you cast shadow where it is no light
That'd also work yeah, thank you
does area light effect normal maps?
@olive iris tested pretty much everything in lighting settings. Definitely can't be turned off there. Maybe it's just in editor though?
also I haven't found anything useful in the docs for the profiler (global illumination page)
hi! simple question that i cant find any answer to online: how do i have the upper cube cast shadows on the cube below?
Cast shadows
You need to change cast shadows property in mesh renderer of the upper cube
this?
if that is what you meant, that is always on by default and i checked to make sure they were on
(i solved it)
Maybe what you want is not to turn off the GI which I know is under lighting setting in at least one of the pipelines.
Hey :) Im trying to develop a game based on the artstyle and lighting of Playdead Inside. Im using the URP but everytime to try and light up a scene it looks bland and bad. I dont really know how the lighting system in unity works :/ can someone help me? Thanks! :)
my two best tests till now
what are these artifacts on my sphere?
My lights looked fine in the unity engine
but now look weird when i built it to webgl
Anyone happen to know why this is happening?
i found a form hidden and says that it seems lightmaps of my kind don't have webgl support
Hm I would advice you to try various types of lightmapping then
Please, someone
I'm having a problem where a shader won't receive shadows from any other light source in the scene apart from one directional light. Other shaders recieve the shadow of the cube fine, so I'm slightly confused as to why its doing what it is... (please @ me if you can help)
These are the only differences between the two passes
and yet from what I can tell the first pass (base) allows the shader to recieve shadows
^what it should be (using the example of a window and spot light
what it is
The shader is fine casting shadows but doesnt like recieving them
hey guys
i had a couple questions, as I am new, but if I have a map with a ton of objects whats the best way to create a lightmap / improve lighting
i have a cave area i want to bake lighting maps for but im not sure how to properly do this without it looking strange
Hello, I'm trying to make my volumetric lighting here stronger and the sliders here don't seem to be doing much at all. I can see that there is volumetric light but it's not very noticeable at all.
That's my settings for the directional light. Anyone know what I'm doing wrong?
using HDRP btw
Guys, is there a way to use unity's exported lightmap to a dynamic gameobject ?
I am trying to figure out why every time I bake the lighting the shadow from the window looks like this :
nvm found it^^
Hi, after baking lights I have this issue with a shadow. The shadow drops to the bridge and unexpectedly also to the ground below. Do someone have some solution?
Why even bother asking at this point, noone is gonna answer anyways regarding lighting
I mean every other channel there are answers to questions, here the questions just stay unanswered lmao
@safe fox So what exactly are you trying to say?
If there are people who know something about the problem and have time to do it they will answer.
There's no need to spam the channel with nonsense.
@safe fox Seems like a pretty shitty thing to say to the face of all the people who actually do answer these questions. #archived-lighting is the only place so far where I've seen people receive personalized video responses addressing their questions. Definitely not interested in hearing your take on the quality or quantity of help in these channels.
Is there a way of preventing light bleed through 2d walls? Does Double render faces stop this?
maybe that's what I have been doing wrong, I was doing double sided on material not object
I will give that another bake π
Seems like only 1 out of 100 actually gets answered here, while in the other channels nearly every question gets an answer
Was just an observation that an help channel were (nearly) noone seems to help is kinda useless

Or like 1 in 100 chance to get an answer, both might be a bad thing to say but thats what im seeing here


What are you angry at exactly? That the majority of people here are beginners asking for help, or that the far more advanced people are less active?
Not angry at all
There are other spaces for asking questions. Try unity answers, Reddit, etc.
Its just weird that the other channels get help on nearly every question and here its like asking a wall
(where the wall randomly sometimes answers)
It's not weird. Lighting is an advanced topic.
Obviously something like #π»βcode-beginner is going to get alot of help, even beginners can help beginnners.
True dat, why am i even observing / talking about it
Like nothing is gonna change

This conversation can literally go nowhere. There's nothing you can do about forcing people to help you. Just try other places, and try solving your own issues by researching instead of waiting for someone to guide you through it.

Can anyone help me with a weird lighting issue?
Whenever I use SceneManager.LoadScene() the scene i load to has no enviromental lighting anymore
its as if the multiplers for enviromental intensity are all set to 0
ΒΏQuieres mejorar drΓ‘sticamente la calidad grΓ‘fica de tus videojuegos? Β‘Pues el secreto estΓ‘ en conseguir una buena iluminaciΓ³n! Con este vΓdeo aprenderΓ‘s cΓ³mo iluminar tu escena de manera correcta en Unity 3d.
Para iluminar una escena en Unity no basta con aΓ±adir luces, sino que tienes que aΓ±adir otras herramientas como las Reflection Probes y ...
bruh
is spanish but ...
Unity 2020.1 Low Poly Scene Lighting and Post-Processing Video tutorial. In this video, I'm showing step by step how I setup Lighting and Post-Processing for my low poly demo scenes in Unity.
https://www.lmhpoly.com/tutorials/unity-2020-tutorial-lighting-and-post-processing-low-poly-scene
Unity URP Tutorial - Lighting And Post-Processing
http...
english or you like italian?
Make sure when setting up lighting for the current scene that it is the one selected.
How to fix it and make it more smooth
What's going on with the lighting?
I didn't have any code for lighting, nor did I want it to change. What happened?
Welp, lol. Found the solution. Please use generate lighting, before we can start complaining about this.
elaborate?
also not sure what system you're using but the screenshot system could help us see the scene beter
How do you add ambience in HDRP? My sun rotates to simulate a day and night cycle and as soon as it becomes night it's pitch black.
how to make the shadow quality higher?(I am using the Shadow Caster 2D Experimental , and Universal Render Pipeline)
if think bloom may help u
Guys, some gameobjects in my scene is really far away (like at 0, 10000,0). The baked lightmap looks like this. How do i fix it ?
By not having things that far away. Things just start breaking down the further away from the world origin you get.
Anyone happen to know what could be smothering my lights in HDRP? All my point lights show rather bright in prefab edit mode but when placed in a scene they are dramatically darker. Been clicking through all the HDRP and post processing settings to no avail... 
It's something over distance, as it's not linear--I have to crank up the brightness to cover the area, but it makes things near the source blown-out-bright... but fog is off 
Hey, does anyone know why my lighting randomly changed to this? I was using the project an hour ago with no issues but when I opened it after coming back everything looks like this? Cheers!
Hello, can you guys give me tips for optimizing unity hdrp realtime lighting? Thanks!
Why wont my models cast any shadows?
Does anyone have any resources on making lighting look like the standard pipeline when updating project to urp? I updated because I want to use the shadergraph but it made the lighting look like shit
Thats a scuffed "solution", what if you have a big map lol
Lol its not even a solution imo
It's not a solution, it's a fact of game engines.
And how floating points work (or breakdown) and large scales.
Great Question, it might be a bend lightcurve since youre missing a quantumcore with embedded lightmass.
Fr tho how should we know, send screenshots of your scene, light setup und editor lmao
So what youre saying to him or people with big maps is: Go to Unreal, Unity cant do it.
Interesting take, maybe idk make that a priority, maybe even a high one to fix ?
Battle Royal or Big Maps are coming and gonna be Mainstream.
This is bad, really bad to just say: "yeah no"
Especially if its not floating points or large scales but the engine
Since Unreal can handle such big maps no problem
Don't put words in my mouth. Games like KSP are built in Unity and have ways of dealing with it.
I personally don't know what the best solution is.
Well if you said not having things at that distance kinda implys there is no solution
If there is no solution well the solution is using another engine
Not really good for unity innit
@hallow stag please file a bug report with unity, they need to fix this.
Honestly, I'm watching TV and eating dinner I'm not really into this conversation. Lol. Use another engine if it solves the issue sure.
Heres the scene
@safe fox Unreal, as basically all game engines and frameworks have the same issue, in fact any system using floats has the same issue. Unreal does have a way to built-in way to deal with it, but you need to support it for the stuff you build and Unreal straight up doesn't support it for multiplayer. Unity has the same world origin shifting support on the roadmap for rendering, and probably odds are it will get more support in the future.
The issue is that there isn't a clean way to solve it for all cases automatically, since it's an inherent issue to precision for types that are commonly used.
i keep getting this lighting problem after switching scenes when i turn off the auto generate and if i set it on i always have it
can anyone help?
Is there a table anywhere I could reference for light/Material emission intensities for HDRP?
So I copied my only object and light and camera from one scene to another but I get completely different lighting
is there something i'm missing ?
realtime GI will come in hdrp 12 on unity 2021.2
What possible settings could I be missing that causes my object to still have shadows? I've turned off both cast and receive under the Skinned Mesh Renderer, material shouldn't have anything causing it....at a loss here
Doi, nevermind. Shader type to Unlit/Transparent Cutout works nicely
For some reason the lighting on the head is coming from the proper angle and the lighting on the body is reversed
Check if your normals are flipped
I can't check for just the body, I can only find how to check normals for the entire Avatar
Open the model in Blender and check there. You'll have to flip the faces anyway if they are inverted.
fixed ! thank you dearly
so unfortunately it didn't quite fix, flipping normals gives me the options of the body having its shading reversed or all the faces being flipped so you can see inside
only on the body of course, for whatever reason the head is fine
im new here. what is wrong with the light??
What causes these seems?
Hello im working on some hallways for my game
and i have made sure the vertexes line up perfectly
but i get these weird seem lines
iv tried importing normals vs calculating normals
fixed this by deleting lights outside the test hallway
Hi! I hope someone has seen this issue before, and can help us. We have an HDRP scene (Using the default HDRP project) on this scene we have a little airplane cabin section, with 4 windows total. The scene is lit by a directional light. Everything is baked. After baking the scene, the lights are smooth, GI is well calculated, but the inside of our meshes have weird shadow spots on them.
What we tried so far:
- Disable denoise and filter completely to see the GI -> It's not a GI issue, the white dots for the bounces are uniform across the surface.
- Let Unity Generate lightmap uvs -> Looks the same
- Flip/Recalculate mesh normals -> Looks the same
- Directional/Non-Directional bake -> Looks the same
- Generate different UV layouts -> Looks the same
- Detach problematic surface from model, UV separately -> Looks the same
- Increase indirect samples (10k from 1k) -> Looks the same
- Increase min/max bounces -> Looks the same
- Use different materials for baking - > Looks the same
This is the actual shadowing that looks weird
This is the actual lightmap. It's clear that it's built into the lightmap itself
We are using the Ultra quality LightingSettings from the HDRP project
This is the UV layout of the problematic part. There are no overlaps whatsoever.
Brand new to unity, no idea what could be causing this issue or how to solve it :/
Increasing the lightmap resolution, just makes the errors nicer π
can you try to bake only this separate part with problem in separate scene?
What if other objects (maybe SHADOWS ONLY mesh) cause this problems?