#archived-lighting

1 messages Β· Page 58 of 1

olive iris
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Which was?

timber lichen
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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.

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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.

wise obsidian
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How to use RTX lighting in a game?

olive iris
olive iris
small crane
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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 ?

rustic raft
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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?

olive iris
rustic raft
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Just trying to make a sunlike glow in the top corner

waxen wolf
keen locust
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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?

small crane
icy tundra
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So URP still doesn't fully support multiple directional lights in a scene?

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Or is there some arcane workaround?

olive iris
small crane
icy tundra
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@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.

olive iris
small crane
steady galleon
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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.

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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.

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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.

fallow thicket
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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.

mystic dew
mystic dew
hallow stratus
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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

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these are my lighting settings:

steady galleon
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@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.

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Or maybe you meant "texel validity", which looks interesting and maybe is a clue that some of my texels are invalid:

mystic dew
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Here is my example, you can see that texels is have quad shapes and density of texels is pretty high.

steady galleon
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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.

dapper glen
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Wow the progressive lightmapper is "great" !

drifting vale
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Oh @steady galleon , it seems it is already solved. (My chat didnt scrolled properly, lol)

steady galleon
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@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.

lost whale
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whats the best lighting seetings/options? for outdoor environments

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im currently using realtime global illumination but im wondering if i can get it to look better

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sorry for the plethora of images

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First time im trying to do really good lighting in unity, and im not as used to it than unreal

drifting vale
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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

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Shadowmasks allows you to have realtime shadows even with a baked indirect light. (Until the Shadow Distance)

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But well, if you are only having fun, I would recommend trying the Post Processing volumes

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there are indeed a lot of cool filters to play around to make it visually more interesting

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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.

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Sorry if some of the terms I used are different from what it is on Unreal. πŸ™Œ

lost whale
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@drifting vale mainly for pc, would like to have a webGL build though so i could embed it into itch

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pc download would have better graphics but webgl build would run smoother i guess? or just to have both run smoother

drifting vale
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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

lost whale
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true

olive iris
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@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.

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@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.

fair basin
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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

lost whale
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@olive iris

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alright trying to adjust it a bit more to be darker

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the weird thing is that alot of objects still have shadows working

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ah made it too dark

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the leaves are all broken

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yikes

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what should i use for environmental lighting? skybox?

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ah yeah skybox, anything else destroys the trees

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man im not that good at unity lighting

olive iris
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@lost whale what pipeline you using again?

lost whale
lost whale
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Urp or hdrp I think are the two others right?

olive iris
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@lost whale are you comfortable sending me the scene so I can make a video for you?

jaunty olive
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My road not caching the shadow....what should I do?....this road is made with easy road

olive iris
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@jaunty olive raise it up in the air and check if it cast shadow for real

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And check the easy road tool settings for that matter

jaunty olive
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I am noob ...... don't have much idea on sharers πŸ˜…

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Oh I fixed it

olive iris
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good good

timber lichen
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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.

olive iris
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@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
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this means i have to bake my lighting i assume

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or how does it work

bold flame
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Should I be generating lighting

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?

olive iris
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@bold flame Kind of odd question....

bold flame
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wdym

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was it a stupid question

olive iris
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haha...no but it does not make sense.

bold flame
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See

olive iris
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If you have to bake lighting, then bake it.

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If baking does not work, then tell us what you did so far.

bold flame
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i have like 0 clue how lighting works

olive iris
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Clearly...

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So what did you do to go learn basic lighting?

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Did you read the basic documentation? Did you watch basic unity videos?

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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

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Other things is what pipeline are you using...

bold flame
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urp

olive iris
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So, did you turn on static?

bold flame
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Static meaning?

olive iris
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@bold flame That sounds like a no.

bold flame
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so what do i do

olive iris
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Well since it is a such a basic question...Id go learn basic lighting. πŸ˜„ I can find you a better tutorial if you did not find Brackeys good enough.

bold flame
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sure

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ill go do that

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:D

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being condescending as hekc doesn't help anyone :-)

olive iris
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To answer your question though...

bold flame
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you know

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all i was asking was

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if i should click that button

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because

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a bit ago

olive iris
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Your button is on top right.

bold flame
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i was told on this discord that i shouldnt click it

olive iris
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Exactly

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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. πŸ˜„

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Static is on top right.

bold flame
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the cog?

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wait

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or new lighting settings

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????

olive iris
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I will help you but I need to ask

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Why have you not watched learning content...anything to learn this?

bold flame
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brackeys lighting

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but like

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not very how do u spell it

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thoruoghyly

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my mistake

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but like

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...

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._.

olive iris
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There is a square up there...click it to turn everything on.

bold flame
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on what

olive iris
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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

bold flame
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mm

olive iris
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Alright..

bold flame
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i am listening mr mentor guy

olive iris
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take a screenshot of your INSPECTOR after selecting YOUR black meshes.

bold flame
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oh

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they are now all static

olive iris
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Does not mean it will be fixed but it should be.

bold flame
olive iris
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I assume you clicked bake....and rendered again.

bold flame
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ah

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makes sense

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ok

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shh

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i am the smartest person u know trust me

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uh

olive iris
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See...this is why I told you to go learn

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Because people who ask this do not even know the follow up issues. πŸ˜„

bold flame
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Ok

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well

olive iris
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BUT

bold flame
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oh my god

olive iris
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I will tell you this too...but you really should be watching other content besides a single video from a single youtube channel.

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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
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ok mentor

olive iris
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@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.

β–Ά Play video
safe fox
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frog with a gun

winged gorge
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this may have already been asked before but do we have a date on when Flare Layer will be available in HDRP/URP?

olive iris
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@winged gorge Nothing in general in the roadmap?

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Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

inner edge
olive iris
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@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

lost whale
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Im... probably gonna lower the quality settings for the lightmapper quite a bit

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since like.... 18-24 fps dips

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theres definitely better ways of optimization but hm

lost whale
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@olive iris

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redid all the lighting gonna keep as is until i revisit it sometime this summer

lost whale
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been toying with the interior lighting for the two buildings for a while now

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getting some weird lighting on the main house

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no clue as to why

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just toying with it until the weird artifacting goes away

olive iris
lost whale
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yep

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Im not sure what i did but its gone now

lost whale
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as its generating some weird shadows from the interior lights outside

safe fox
distant lotus
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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.

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You can see the shadow bleeding in under the wall.

ionic smelt
olive iris
ionic smelt
timber lichen
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After baking the lighting with all my lights in baked mode my character turned black how to fix this?

viscid steeple
covert stirrup
olive iris
olive iris
ionic smelt
timber lichen
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does anybody know how to fix this issue?

olive iris
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@timber lichen did you add reflection probes?

timber lichen
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nope

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this scene was standard 3D and i just updated to HDRP

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i didnt have this issue before

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and everything was more dark too

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@olive iris

olive iris
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@timber lichen It will not be the same if you upgraded to HDRP from another pipeline.

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You just have to go through your checklist of troubleshooting. According to what you are doing.

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And make sure you have setup everything correctly in accordance to HDRP.

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But also in accordance to real time or baked. Etc.

timber lichen
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@olive iris

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see anything wrong here?

olive iris
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@timber lichen Yeah you did not do any lighting it seems. No bake. No real time or mixed is on...etc

distant lotus
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@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.

olive iris
distant lotus
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The lights are realtime, so I didn't explore anything having to do with baked lighting.

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All lights are static.

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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.

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I've played with all settings on that light and on the smaller lights around the scene.

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I also adjusted the basic light settings.

olive iris
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@distant lotus Do you have overlapping lights and have you checked your pixel light count?

olive iris
distant lotus
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I don't have any baked lighting.

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Everything is realtime.

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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.

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All other lights in the home can be turned on or off, so they're not baked. Just realtime.

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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.

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And it'll be on or off depending on time of day.

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Right now, performance is more than fine, so I'm not too concerned about it.

fallow thicket
# viscid steeple Hey man first of all ur scene looks really good style wise really nicely painted...

Thank you! Very kind of you to say πŸ™‚ 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.

viscid steeple
charred wave
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any suggestions on masking the outter edges of my tiles, preferably fog?

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without distorting the front view/path ahead

fallow thicket
covert stirrup
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Highly recommend Bakery @fallow thicket πŸ‘Œ

fallow thicket
covert stirrup
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Haha that is a huge improvement yeah

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They also have an implementation of volumetric lightmaps similar to what UE4 has

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I’m not sure whether that’s included in the asset store version yet

fallow thicket
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ah that's awesome

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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

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shadow is supposed to be baked onto him like this. I wonder why it's not. Is it even possible?

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ah nevermind. I just found out that my amplify shader is whats causing the issue. Damn.

covert stirrup
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I think bakery has some amplify shader things in it? I haven’t tried it personally

viscid steeple
olive iris
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@fallow thicket You should be able to do anything Bakery can do just with Unity.

fallow thicket
steady galleon
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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;
                }
austere canopy
steady galleon
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Cool, thanks, I only need it in the editor - thanks for the help @austere canopy !!

ruby berry
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How come my lighting is like this?

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This is after baking

plucky sun
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does anybody use Bakery for lightmap ?

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is it better than unity native GPU baker ?

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@fallow thicket

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the bakery scene feels dark, they don't provide scene with exposure.

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like this

fallow thicket
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I'm just using unity default light baking now

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I'm getting same results compared to Bakery now πŸ™‚

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Unity's is easier to use also

plucky sun
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is Bakery waste money ?

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πŸ˜‚

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don't know where the lightmap baking code is ?

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want to know how lightmap baker works

reef quiver
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can you change the skybox thru an animation for better lightning?

tired acorn
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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

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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

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this is what the road light map looks like so it seems like it should have light there

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( update )

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so if i take away the texture there is light

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so its something wrong with the texture?

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but it works fine with real time lighting

olive iris
olive iris
# tired acorn

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.

summer aspen
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You can also use your own lighting implementation for dynamic lighting. #763506960779051058 uses one. (to get around the limit)

tired acorn
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im looking for those settings now @olive iris thank you

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@summer aspen that sounds really interesting

summer aspen
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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.

tired acorn
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checking it out now πŸ™‚

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on a side note I worked out the original issue

rapid galleon
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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?

olive iris
lost whale
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what is the recommended light mapper settings for optimization and good lighting? Is default settings alright or does it raise things not needed?

fallow thicket
# plucky sun is Bakery waste money ?

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

junior holly
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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.

olive iris
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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.

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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

plucky sun
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is it possible to bake transparent to lightmap

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?

olive iris
plucky sun
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how ?

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technically

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@olive iris

olive iris
junior holly
olive iris
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@junior hollyLooking forward to seeing your work.

timber plank
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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 :/

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to illustrate, on the left, it's before the bake, and on the right, after :/

olive iris
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@timber plankWhat have you done so far and checked to make sure its correct settings?

timber plank
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Is it possible that there are a maximal shadows baked?

olive iris
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So you would have to increase it but your using HDRP so should not be a problem.

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It might be too much indirect lighting or too little texture resolution for your lightmaps etc

timber plank
olive iris
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Although in your case you have no shadow anywhere. At least in comparison to your images.

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And your objects are darker. This can also happen if your object casting shadow is transparent or not normal material etc.

fleet stag
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Can someone help me why my emission material doesn't reflect on the walls so It gets visible

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I want it like the ceiling with this emission material to reflect the light on the wall

simple latch
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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

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idk how to explain it

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I want it to do as if it had bloom you know?

olive iris
# fleet stag

Need to make sure everything is set to baked and things related to this

fleet stag
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@olive iris uhmm I think I managed to make it I just forgot to make the walls static

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But my problem is that the light is not that strong

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Any ways to increase how far it goes

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Without making the scene more bright

olive iris
pale walrus
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Hello beautiful people , do u know why this might happening ?

olive iris
pale walrus
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I have tried re-baking the lights many times

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This didn't fix it

tribal turret
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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

distant lotus
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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.

olive iris
olive iris
chilly crane
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hey there, i am new to baked lighting

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anyone knows how i can get rid of these black squares appearing on my wall for some reason?

olive iris
# chilly crane

Do you have similar shapes on the other side of the wall, such as shelf or picture frames?

heavy mantle
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Hey I need some help with lighting on the forest level I've been building

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Basically I'm between making the background layer be affected by the spotlights or not

heavy mantle
jaunty kraken
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I think the background layers look good when they are effected by the light

heavy mantle
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=) ok! Most people say this, they told me to also increase the frequency of lights

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And make them all come from the same direction

jaunty kraken
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Looks good πŸ‘

distant lotus
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@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.

distant lotus
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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.

covert stirrup
olive iris
olive iris
chilly crane
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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

chilly crane
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i also tried disabling some lights

gleaming plinth
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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?

pliant totem
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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 πŸ˜„

empty crane
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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.

pliant totem
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@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

pliant totem
empty crane
pliant totem
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Same, do your test with realtime, and then bake the light

empty crane
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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)"

empty crane
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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?

olive iris
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increase emissive value

olive iris
ornate mist
#

can anyone tell me why lighting in my game seems to have no effect at all? This spotlight is doing ntohing

fluid epoch
#

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

fluid epoch
#

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

ornate mist
#

@olive iris no effect

#

still looking for help as to why my lighting is having no effect in my game

olive iris
olive iris
ornate mist
#

i think i figured it out

#

my pixel light count under settings was at 2

#

i increased it to 100

olive iris
fluid epoch
#

oh wait

#

i have turned off scene lightning just now cause i was testing stuff

#

a moment

#

nah still happens

olive iris
fluid epoch
#

@olive iris baked lightning (but that shouldnt affect scene lightning should it?)

olive iris
fluid epoch
#

yea you are right, but that shouldnt affect Scene lightning, it would affect the color of said object / lightmap

olive iris
#

Also, are your objects 2d?

fluid epoch
#

3d

olive iris
fluid epoch
#

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

timber lichen
#

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?

fluid epoch
#

did you figure out why?

timber lichen
#

not yet, going to start a brand new project and test it...

glossy hemlock
#

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:

steady galleon
#

@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.

glossy hemlock
idle axle
#

My unity keeps crashing when I'm trying to bake my lighting, are there any solutions?

steady galleon
#

@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.

idle axle
#

eh, I just started a new project.

lost whale
#

There's no overlapping UVS and this is happening when I light up a interior built in pro tools any ideas how to fix?

silk light
#

does anyone know where to find example scenes demonstrating real-time lighting (free or paid)

#

for real time... don't care about baking or lightmapping

lilac palm
#

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

olive iris
#

@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...

β–Ά Play video
#

@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 -...

β–Ά Play video
#

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.

terse dome
#

sup everyone! I am getting some artifcating in my light bakes, not sure how to most efficiently troubleshoot this, anyone have any suggestions?

silk light
olive iris
silk light
#

@olive iris this is what i'm looking for, didn't know this category exists. Thank you very much. :)

olive iris
#

I know a few more other places but...top secret for now.

rugged oyster
#

Is there any way to remove these little white lines?

glad moth
#

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 ?

copper violet
#

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

summer aspen
#

@copper violet Don't cross-post

copper violet
#

@summer aspen i don';t know where to post it and no one is helping me

summer aspen
#

@copper violet Pick one relevant channel. Then ask again later when the other part of the world doesn't sleep.

copper violet
#

@summer aspen is this the right channel? there is nop channel for shadows

summer aspen
#

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

orchid solar
#

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.

olive iris
olive iris
olive iris
rugged oyster
olive iris
#

Sounds right.

timber lichen
#

anybody know how to stop the light from changing like that ?

olive iris
#

Reflections

frosty glacier
#

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?

olive iris
frosty glacier
#

i'm trying to make good lighting in my scene

#

and i decided to add this small light sources

olive iris
#

What is good lighting?

frosty glacier
#

which is basically just cylinder with emission

frosty glacier
olive iris
#

Emission needs objects around it set to bake as in static for it to show up.

frosty glacier
#

that is good lighting

frosty glacier
#

my baking process takes over an hour at less than 1 million rays

#

so I won't tell you about the results soon

olive iris
#

Yes, you would have to learn a few things I imagine.

#

Which pipeline is this?

frosty glacier
#

built-in. But im pretty sure that urp would be better for performance, but not for graphics

olive iris
#

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...

β–Ά Play video
timber lichen
#

@olive iris

frosty glacier
timber lichen
#

idk which ones to uncheck i tried everything and it doesnt work

olive iris
timber lichen
#

do i bake the walls @olive iris

olive iris
#

everything yeah. try it out

timber lichen
#

im scared

olive iris
#

Should be enough just to bake reflection

#

So you can click bake on reflection itself

timber lichen
#

just one reflection probe ?

timber lichen
#

@olive iris honestly i feel like this is not a baking issue

timber lichen
#

it was this

olive iris
timber lichen
#

getting the same issue with in game lights now

#

@olive iris

#

πŸ€·β€β™‚οΈ

main wolf
# timber lichen

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)

timber lichen
#

im using HDRP

#

bu its all good now im just gonna use a flashlight with dim directional light and a fog

olive iris
unborn hamlet
#

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?

frosty glacier
#

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

unborn hamlet
#

@frosty glacier Baked light is not really an option, since i'm experimenting with mesh deformation

#

thanks anyways mate

frosty glacier
#

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

unborn hamlet
#

Oh ok I'll read into that thank you

frosty glacier
#

that was my problem but okay lol

covert stirrup
frosty glacier
#

Oh thank you!!

#

So I should choose

#

Or performance or graphics

unborn hamlet
#

Ok thank you ver much πŸ‘

frosty glacier
#

still not what i want

olive iris
frosty glacier
#

yep

#

but somewhere i can see small light

#

it is actually funny

olive iris
#

Did you reduce other lights

mental pulsar
#

Looking a bit dark, what should i add?

frosty glacier
frosty glacier
mental pulsar
#

Post-processing AO?

#

or materials

#

@frosty glacier

frosty glacier
#

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

mental pulsar
#

i have those on πŸ™‚

frosty glacier
#

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

mental pulsar
#

Lightmap mode in project settings?

frosty glacier
#

Lighting settings in the scene

mental pulsar
#

looks like my emission value was too low XD

olive iris
mental pulsar
#

@olive iris I was using 1200 - 1700 intensity for directional lighting. What should i replace it with if i dont use higher emission?

olive iris
#

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...

β–Ά Play video
mental pulsar
#

@olive iris ohh, i am using sky and fog volume. I adjusted the Lux value does seem to have affect on lighting

orchid solar
#

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?

olive iris
#

@orchid solarWhat links did you search online for using these keywords?

main laurel
orchid solar
#

@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

olive iris
#

@orchid solarits the modeling addon in Unity

#

If you are not using it to create your 3D you can remove it.

drifting star
#

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?

viscid steeple
#

I have a problem with raytracing emissive materials do not show bright as on baked illumination and ssgi, doesnt rraytracing support emmision?

olive iris
viscid steeple
#

@olive iris its HDRP raytracing only exist in HDRP if im not wrong

olive iris
viscid steeple
safe pewter
#

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

lunar harbor
#

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

drifting cliff
#

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

sour plinth
#

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 ?

sour sinew
#

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

vast kelp
#

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?

olive iris
copper granite
#

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

copper granite
#

nvm i fixed the problem now i'll go sleep :/

olive iris
sage slate
#

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?

vast kelp
olive iris
olive iris
# sage slate hi, i have spent too much hour to resolve those lightmap error, i've tried every...

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...

β–Ά Play video
copper granite
#

Wait I don't get it why do I needed large lightmap resolution for small objects tf

sage slate
#

shitti caps lock

safe pewter
#

It still happens.

silk lichen
#

I have two directional lights, one for the environment (baked) and one for the characters (realtime), but my realtime doesnt cast characters shadows

mystic dew
silk lichen
mystic dew
silk lichen
#

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

sage slate
quiet surge
#

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

quiet surge
#

Did you fixxed it? I have the same issue

pale rampart
thorn yoke
silk lichen
thorn yoke
#

what are you making?

silk lichen
# thorn yoke 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

quiet surge
#

._.

timber lichen
#

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

tough flower
#

Is it possible to make my scene’s 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

timber lichen
#

I need a lighting storm shader or a flashing one

trim pine
#

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?

limber granite
#

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?

indigo knot
#

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.

frank grove
#

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 ?

simple latch
#

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

tender oak
#

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?

austere canopy
manic plank
#

anybody know why my baked lighting would come out like this?

#

the light is a emissive material and theyre recessed around the ceiling

covert stirrup
trim pine
covert stirrup
#

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

trim pine
#

so i don't have to go back and make an entire train fit on a 1024x1024 texture?

covert stirrup
#

Unity will do the packing for you, but it's a tradeoff between texture memory and lighting quality

iron dome
#

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

placid magnet
#

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

empty glen
#

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

wicked orchid
#

Does moving a realtime directional light during runtime have a costly tax on performance?

empty glen
burnt kindle
#

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

spice quail
#

can anyone explain the meaning of baking lights and why we should use it currently when i bake my lights everything goes black

copper granite
wicked orchid
copper granite
wicked orchid
#

Drops off a cliff (in a good way) when I pause the rotation behavior

copper granite
wicked orchid
#

One can hope

#

I'll have to test in standalone build soon

copper granite
#

Yeah good luck manπŸ‘

copper granite
# wicked orchid

Also looking at the graphs it doesn't seem u have much perf issues(200fps).So why bother?

wicked orchid
#

Well, I turned off all the other profile stats just to highlight this one... FPS gets closer to 60

mental pulsar
#

Hi, can i get some tips to improve this scene's lighting?

gaunt sand
#

help I have hdrp and a directional light but the light made this

copper granite
safe pewter
#

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

safe pewter
#

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.

safe pewter
#

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.

lunar pollen
#

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

willow patio
#

Is that the recent screen space GI?

lunar pollen
willow patio
#

So is this Enlighten?

lunar pollen
#

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

willow patio
#

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.

lunar pollen
#

why dont they just develop their own? like ue did with lumen

willow patio
#

Because it's not easy

#

And UE5's new graphics features require some hefty system specs

lunar pollen
#

its not easy, but unity is the most used game engine out of all of them

willow patio
#

Unity is supposedly developing a new GI solution but it's going to be a long time before we hear anything about it.

lunar pollen
#

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

willow patio
#

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.

lunar pollen
#

the thing is it looks better in built in render pipeline. its so splotchy in hdrp

willow patio
#

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.

lunar pollen
#

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

stark temple
#

That's how UV mapping works

#

you need to create your own models if you want to do lightmapping

lunar pollen
#

i did create my own models

stark temple
#

Don't scale them

lunar pollen
#

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

stark temple
#

Then make the model longer in your modelling package

stark temple
#

Or generate the lightmap uvs yourself

#

which is going to make a new model, really I wouldn't be worrying about the vertcount

willow patio
#

yeah I would just provide multiple tunnel segments of varying lengths

#

don't need to bother the user with adjusting tiling that way

stark temple
#

Many options, just scaling the models and doing nothing is one of the only things you cannot do πŸ˜›

lunar pollen
#

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

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welp, thanks for the recommendations guys

willow patio
#

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.

stark temple
#

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

lunar pollen
#

iirc, srp batcher didnt rely on scale?

#

or am i wrong

stark temple
#

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.

timber lichen
lunar pollen
#

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

uncut dune
#

hey idk if its about lighning tho but....I made a fog in my unity but it make problems

lunar pollen
#

does realtime GI depend on lightmap uvs?

wicked orchid
#

I'm in HDRP, any reason my directional light would look different in build vs in editor?

safe pewter
#

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

rotund bronze
#

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 ||

inner glen
#

Hi ! Is there a way to light partially with an HDRI but not rendering it as a background ?

lapis aurora
#

How does one change the opacity of a 3D object without modifying the properties of its material? Unity 2018.1

covert stirrup
#

There is no other way to set the opacity than the material. What is it that you need @lapis aurora?

slow cliff
#

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

olive iris
olive iris
olive iris
safe pewter
olive iris
safe pewter
#

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

lunar pollen
lunar pollen
lunar pollen
#

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?

olive iris
lunar pollen
#

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

meager olive
#

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

covert stirrup
meager olive
#

Thanks let me see

#

Damn it doesnt work with urp 😦

gilded cloak
#

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

copper granite
#

or reduce lightmap size

copper granite
#

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 :/

indigo knot
#

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.

jolly blaze
#

How to i lightup a pro builder box

#

With out direction light

timber lichen
#

Why I can't import my world ?

compact rock
#

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

#

Before

#

I will greatly appreciate any help or advice anyone can offer.

lunar pollen
tall verge
#

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?

compact rock
#

@lunar pollen so if I mark the static stuff as static it will fix the lighting or..?

muted shore
#

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?

muted shore
#

Is Volimetric Lights heavy on Mobile??

dense dirge
#

hey guys,does anybody know some really good light probes tutorials

vast kelp
#

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

dense dirge
vast kelp
#

One minute i can get you another

vast kelp
# dense dirge ahhh yeahh i have seen it,but i still couldn't really get itπŸ˜…

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...

β–Ά Play video
#

This is another good tutorial πŸ™‚

dense dirge
#

Ohhh duudee thank you so much, I'll definitely check it out

dense dirge
#

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.

β˜‘οΈOld 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–¬

β˜‘οΈQuick Links :β˜‘οΈ
Introduction - 00:00
Part 1. How to bake lights ...

β–Ά Play video
#

Might help

fast pendant
meager olive
#

thanks dude

fast pendant
#

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 peepoShrug

frank hound
#

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

olive iris
olive iris
meager olive
#

That'd also work yeah, thank you

frosty glacier
#

does area light effect normal maps?

frank hound
#

@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)

inner seal
#

hi! simple question that i cant find any answer to online: how do i have the upper cube cast shadows on the cube below?

frosty glacier
#

Cast shadows

frosty glacier
inner seal
inner seal
inner seal
#

(i solved it)

olive iris
proper osprey
#

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

cinder brook
#

what are these artifacts on my sphere?

hallow gull
#

My lights looked fine in the unity engine

#

but now look weird when i built it to webgl

hallow gull
#

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

proper osprey
#

Hm I would advice you to try various types of lightmapping then

frosty glacier
#

how to fix this?

#

and why my lightmaps are red?

frosty glacier
#

Please, someone

timber lichen
#

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

timber lichen
#

^what it should be (using the example of a window and spot light

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what it is

#

The shader is fine casting shadows but doesnt like recieving them

little tree
#

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

little tree
#

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

compact heart
#

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

hallow stag
#

Guys, is there a way to use unity's exported lightmap to a dynamic gameobject ?

tired edge
#

I am trying to figure out why every time I bake the lighting the shadow from the window looks like this :

tired edge
#

nvm found it^^

narrow nova
#

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?

safe fox
#

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

summer aspen
#

@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.

quartz yacht
#

@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.

white parrot
#

Is there a way of preventing light bleed through 2d walls? Does Double render faces stop this?

summer aspen
#

Turning on double sided shadows fixes some issues with light bleeding in

white parrot
#

maybe that's what I have been doing wrong, I was doing double sided on material not object

#

I will give that another bake πŸ™‚

safe fox
#

Was just an observation that an help channel were (nearly) noone seems to help is kinda useless monkaW gura_a

#

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

mellow sierra
#

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?

mellow sierra
#

There are other spaces for asking questions. Try unity answers, Reddit, etc.

safe fox
#

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)

mellow sierra
#

It's not weird. Lighting is an advanced topic.

safe fox
#

Like nothing is gonna change

mellow sierra
#

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.

safe fox
cerulean oracle
#

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

rancid vigil
# cerulean oracle Can anyone help me with a weird lighting issue?

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 ...

β–Ά Play video
#

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...

β–Ά Play video
#

english or you like italian?

summer aspen
frosty glacier
#

How to fix it and make it more smooth

opaque trail
#

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.

bitter ice
#

also not sure what system you're using but the screenshot system could help us see the scene beter

polar sable
#

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.

stark tulip
#

how to make the shadow quality higher?(I am using the Shadow Caster 2D Experimental , and Universal Render Pipeline)

raven oyster
hallow stag
#

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 ?

mellow sierra
#

By not having things that far away. Things just start breaking down the further away from the world origin you get.

fast pendant
#

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... Hmmge

#

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 Hmmge

lost hatch
#

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!

compact rock
#

Hello, can you guys give me tips for optimizing unity hdrp realtime lighting? Thanks!

weary escarp
#

Why wont my models cast any shadows?

lusty sierra
#

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

safe fox
#

Lol its not even a solution imo

mellow sierra
#

It's not a solution, it's a fact of game engines.

#

And how floating points work (or breakdown) and large scales.

safe fox
safe fox
#

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

mellow sierra
#

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.

safe fox
#

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.

mellow sierra
#

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.

quartz yacht
#

@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.

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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.

timber lichen
#

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

timber lichen
#

can anyone help?

timber lichen
#

Is there a table anywhere I could reference for light/Material emission intensities for HDRP?

static hazel
#

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 ?

lunar pollen
leaden glen
#

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

weak agate
#

For some reason the lighting on the head is coming from the proper angle and the lighting on the body is reversed

mellow sierra
#

Check if your normals are flipped

weak agate
#

I can't check for just the body, I can only find how to check normals for the entire Avatar

mellow sierra
#

Open the model in Blender and check there. You'll have to flip the faces anyway if they are inverted.

weak agate
#

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

gritty bloom
#

im new here. what is wrong with the light??

worldly nova
#

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

rapid topaz
#

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 πŸ˜„

mystic dew