#archived-lighting

1 messages · Page 59 of 1

rapid topaz
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The only objects in the scene are these walls, plus default unity cubes (4 pieces) to cap the top/bottom/left/right

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Like this. 4 default cubes and 4 of these custom meshes

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This is also an empty and brand new scene, this is how the models turn out by default

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The more shadowed the mesh, the more apparent the issue.

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I am starting to believe that it's a modelling issue, and not related to baking or uv mapping. But if the normals are correct, what could it be?

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I have applied a subdivision surface to the model, pumping the verts to over 250k, and still issues with the baking.

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Switching to CPU lightmapper instead of GPU solves the issue. Any way to use GPU and get rid of the error?

gilded cloak
raven flower
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you mean you want them to be softer?

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try checking out "Environment Light" in Window/Lighting/Settings

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try pullin' on the intensity

gilded cloak
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I'm not sure if softer is the term I'm looking for, but in the video you can see it kind of pops and suddenly changes. I thought it would look more gradual

raven flower
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sorry - was responding to another question, that seems to have been removed...?

kind thistle
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Hey, don't really know where to put this but I'm having this weird glossiness on some objects in my scene. Anyone know how to fix this?

lofty imp
dense wing
lofty imp
# dense wing how you made that glow effect

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▶ Play video
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also the texture is just bright, i barely added any

dense wing
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ok thanks a lot

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i was looking something similar to this

open wyvern
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anyone know how to create that kind of glow material on the partciles?

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emmision isn't working very nicely

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it doesnt give the glow

mellow sierra
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You need post processing b loom for emission to 'glow'.

open wyvern
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ohh ok

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thanks it works

sudden spruce
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not a huge issue but it just seems weird to me.. is it a unity bug?

kind thistle
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Anyone willing to go in a vc and help me with something? I can't see shadows on real time lights in editor and real time GI freezes my bake.

dense wing
mellow sierra
dense wing
teal pond
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Hi guys
i need your help
someone know how fix this error ?

Thank you...

🥺

summer aspen
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!ban 665561602690514965 Steam scam

tawdry schoonerBOT
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dynoSuccess jacky#3866 was banned

dense wing
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which is better realtime lighting or baked lighting?

covert stirrup
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'Better' is not an objective term. This varies a lot by target platform

dense wing
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windows build

smoky rose
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can anyone help me fix stretched lightmap resolution on the objects in my scene

timber lichen
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i heard that baking light increases game size very much. Is it okay if i dont bake it? I deleted the light from the model and it still looks bright and lighted under the sun. Is baking not needed here? i googled about baking but i am thinking that some object doesnt need it.Please correct me if i misunderstood.

lucid pasture
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Does anyone know the cause of this weird bug? When baking lighting, it reaches 75-80 percent and then resets back to 50.

dense wing
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do you edit anything while it bakes light?

compact rock
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Anyone has advice on how to optimize hdrp realtime lighting?

thick isle
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shadows are the most expensive so make use of cascades and distance / quality etc

jade skiff
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Hope this ties into lighting.... does anyone have any experience with Enviro asset??
Looking to hopefully ask someone a quick question or two thats used it a bit more

leaden glen
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Been through a few forum posts and not had any luck finding anything super helpful for this.

How can you (or is it even possible) to have a per object Shadow Bias?

For this pic if I set the shadow bias of my Directional Light to < 0.01, it fixes the shadows on the letter. But it also messes every other object in the scene

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Notice the floor plane in the background now has odd swirly shadows all over it

jade skiff
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any tips on getting ride of the horrible light glare in the reflection when the ground is wet?

currently if it rains at night the wet ground with the moonlight reflection has there horrible volumetric like rays

pulsar aspen
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sounds like the material.. you've also got post processing there, "when it rains" could mean anything clearly this isn't standard setup

fervent rivet
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Someone know why is my skybox be able to be seen only in my MainScene and no other scene that i made on the same unity project pls ?

shy peak
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does anybody know why my point lights in urp are flickering?

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to me it seems like they are constantly casting light to certain objects but other only receive light when the camera angle turns up? o.O

dense wing
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this might be because it takes time to bake lightmap so when you move camera it starts rebaking i dont think this will happen in the game view or even biuld

dense wing
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which are currently being displayed

fervent rivet
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Is it possible to make a glow effect on a gameObject without changing the light of all the scene ? Like if it was a pick up object that you can grab and that need to be more visible than the others?

mellow sierra
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Glow and lighting are two different things. If you want something to glow, you would use emission on it with bloom.

If you want something suddenly lit up by a light source, you can use a light that only works on certain layers. When you pick something up, switch the layer on that object.

random vector
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Hi. I'm using directional lighting and cookie to simulate cloud shadows. Unfortunately lighting is brighter (doubled?) on overlapping geometry. I need some overlap in my models to improve animation so removing the overlap is not an option. Unity 2021.1.1f1 using built in pipeline. My game is a top down orthographic view.
The problem is visible on the deer:

shy peak
shy peak
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SOLVED: Found the solution to my problem. I had to increase the amount of affecting lights in the setting

deft fiber
# shy peak

make sure your light ranges are low enough
What I guess is happening here is that you're going over the light limit because the object is within the range of too many lights

shy peak
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ok now i have a question: what determines an object when it comes to this lights? @deft fiber The house itself (the structure of the walls) is made of many different meshes. but they are all one prefab. is unity concidering the whole house as one object (when it comes to the lights) or does it check each mesh renderer?

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also yeah it was the light from the neighbor house that caused the flickering. i just don't understand why because it is so far away that it technically shouldn't touch it?

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they don't even touch each other

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ok it seems like the gizmo lines are not really accurate. changed another radius and the light functioned properly after being around 3 units away from the walls

deft fiber
shy peak
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so it's unitys dark magic^^

deft fiber
# shy peak so it's unitys dark magic^^

For future reference you could look into deferred rendering which significantly increases the performance and potential number of lights, if you run into more issues with this

shy peak
deft fiber
shy peak
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oh yeah i know that lightmaps are baked and are not looking realistic on moving objects ^^

crimson flare
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Anyone know anything about 2d scriptable render pipelines?

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my tilemap tiles are black

kind thistle
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Anyone know why this is happening?

foggy bane
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Is there ever a reason to do basic lighting in blender prior to unity import? Blender appears to have better obj move controls than unity.

timber lichen
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hey does anybody knows whats the cause of this? the chunks or whatever it is is like divided to three...

fervent rivet
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Hey guys, I'm trying to make glow this sphere but in the standard mode even if i try to change just the albedo it doesn't change anything on my material. It used to work before but now even when i pick another shader the emission doesn't work as it should. Someone could help me pls 🙂

deft fiber
fervent rivet
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Universal

deft fiber
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That means all your materials have to use Shaders from the Universal Render Pipeline category

fervent rivet
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Ok ok and do you know why the glow effect doesn't work ? It seems like the post processing don't even work

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My main camera if it can help

deft fiber
deft fiber
# fervent rivet Yep it is

Then I can't think of anything else off the top of my head
Check a tutorial or the documentation again to double check nothing is amiss

fervent rivet
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Ok ok thank you a lot then

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Ok ok the volume script was missing apparently

marble cave
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hey guys, if I want to have a very simply "glow" effect or some kind of border for an object, do I have to use the particle-system? or what would you suggest?
maybe creating the effect alone and then apply it (from a static image?)
In this basic example I want to make the cards "glow", to indicate that they are playable. (I mean, if they mana would be sufficient)

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using "light" as component doesn't work, maybe because it is 2D?

foggy bane
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Make your objects emit light?

deft fiber
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like this

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The downside is you'd have to make one of those for every card shape, unless you make it generic enough to fit all of them

timber lichen
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So, I'm having an interesting lighting issue...

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any fixes?

deft fiber
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The sane light limit per mesh for forward rendering is 4
You can work around that limitation by controlling the ranges and light placements

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Or you could switch to deferred rendering which allows you to use a LOT more lights

hybrid jetty
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Where do I find this? (Sorry, I'm new to Unity)

summer aspen
hybrid jetty
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Can you circle it?

summer aspen
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It's items in the menu you press in that order as they appear

umbral elk
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Hey! So, Im using HDRP and Im trying to light my interior. The thing is that the interior lights barely produce any light and the sun overexposes the scene.

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These are my volume settings:

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The sun is at 100k lux since I want to be day outside, and the interior lights around 1k lumen

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I have this:

gilded cloak
kind thistle
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Anyone know why this is happening?
I generated lightmap UVs using Unity.
I'm also using 2018.4.10

gilded cloak
devout hamlet
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hello, im having a problem where the lighting looks completely different in a scene when i play From the scene and when i load the scene from a previous one

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this is what it looks like when i click play in the scene

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but when i load it using a scene manager from the previous scene it looks like this

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i dont have any dont destroy on load

runic raptor
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Hello, i am baking my lights in a pretty large scene and was wondering if it is possible to only bake a selection of objects or single objects. The reason is that I dont want to bake for 2 hours everytime i make a change to a few objects or add a light in only a part of the scene. I have seen various forum posts from old Unity versions where you could select an object menu to bake selected but this seems to be gone in new Unity versions.
I am using Unity 2020.3.3f1 with mixed lighting and the URP.

deft fiber
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Probably not the exact same problem, but something related to that?

devout hamlet
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@deft fiber oops forgot to come back here but i’ve solved it, thank you very much : )

i had to turn off auto generate, clear baked data and generate the lighting again and it seemed to work (unticked global illum for faster baking time)

deft fiber
dapper glen
# umbral elk Hey! So, Im using HDRP and Im trying to light my interior. The thing is that the...

Thats a general problem with HDRP, its exposure is a bit screwed. All you can really do here is tweak until you find the right value/range (auto exposure), bring the suns intensity down or, well, not use HDRP. It is however normal that the sun completely overexposes since it is quite bright. IRL your eye adapts its own contrast and exposure to adjust for this, however you have a more limited dynamic range in CG here so you have to deal with it differently.

dapper glen
umbral elk
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@dapper glen I see, I was trying to use a fixed exposure. The alternative is having a really low sun value, like 20

dapper glen
umbral elk
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@dapper glen I see, there is any course or something that do you recommend about hdrp?

dapper glen
# umbral elk <@!511587315248791572> I see, there is any course or something that do you recom...

No, I personally don't use it for exactly these types of reasons. I have opted to develop my own graphics stack outside of SRP instead. Documentation on it is also quite sparse - but I can recommend watching some talks from AAA studios on their own engines lighting and stuff to get a better idea of how to work with realistic light values. There was a GDC talk about Mirror's Edge Catalyst where they talked about it I remember.

umbral elk
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Okay! I will look at it! Thanks

kind thistle
dapper glen
kind thistle
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I don’t think they would be

dapper glen
kind thistle
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I’m using it for a mod so idc about copyright

kind thistle
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@dapper glen Sorry for the ping but I got shadows with realtime lights to work (somewhat). Some of the building is casting shadows but others aren't. Is this something to do with backfaces or normals?

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Each part of the building is separated btw

dapper glen
dapper glen
kind thistle
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Hmm that didn’t work

austere urchin
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i have a problem when reloading the scene with SceneManager.LoadScene

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the shadows become much darker

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I only have a directional ligth on the scene

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it happens in scene view and game view, with or without post procesing

hoary verge
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how can i make object block light in unity ?

upbeat trench
upbeat trench
upbeat trench
austere urchin
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is seam to be because the lighting behaves differentlly when baked

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i still don't fully understand it or why it happens or how exactly i fixed it

tired terrace
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Anyone knows why there is this weird light artefact? It disappears when I set the render mode to "Not Important", but that's not what I want

It wasn't here before I make the camera angle widder

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Worked, thanks!

long basin
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I have a house model built up of several meshes and several materials that I combined into a single mesh. When I go to bake the combined mesh it predictably bakes a really messed up mesh as several different UV's are layered ontop of eachother due to it being a combined mesh. So I thought I would get crafty and bake the uncombined mesh (which looks great baked) and then put that baked lightmap on the combined mesh... But, I can't seem to figure out how to do that? There is no option on the mesh render to add in a prebaked lightmap. Is there a tutorial someone can point me to?

vapid anchor
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Hi! Does anyone know how to reduce the size of the LightingData.asset file without taking out lights?

supple turtle
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Hello :)
Someone could explain to me what is the pros/cons to use "realtime lightmap" instead of "baked lightmap"?
Thanks

dense wing
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and they also increase size of the game

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i prefer realtime lighting

supple turtle
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@dense wing Thank you for answer.I agree for the increased size but I wasn't aware for the laggish editor :)

dense wing
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now even if use baked light it wont lag

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@supple turtle

deft fiber
runic raptor
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Then they wont get baked. But i do want all objects to be baked. I tried baking with a few objects disabled, then enable them and disable the baked objects to try and bake the previously disabled objects. but then it throws away the baked data for the previously baked objects.

deft fiber
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Ah right of course it would

surreal crown
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Hi guys does anyone know how to fix this ugly shadows?

alpine flax
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hey guys i started using the urp and 2d renderer in my project, but tge scene doesnt go dark. anybody have any idea? (im using the corgi engine btw)

deft fiber
deft fiber
carmine bone
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hello guys, i want to change the color of my trafic light by time, anyone have an idea

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??

deft fiber
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Or just set the light color in code directly

surreal crown
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coroutine and change mesh renderer.material.color

carmine bone
alpine flax
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thanks!

carmine bone
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thank you

deft fiber
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To time it you'll need a counter, invoke or a coroutine

runic raptor
slim flame
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When I use Soft Shadows I get these dark lines on vertical faces like this. How can I fix it?

alpine flax
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now i got 2d renderer mostly working, but its weirdly random with lights working/not working in the scene. global and point lights are working now. but when i add new lights they dont work in the game, even tho they show in the scene view. anybody recognize this scenario?

alpine flax
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thanks man, ill look for it

slim flame
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I should have shadows coming from the white walls onto the green, and the pole is making a massive ugly shadow. If I scale every object in the game to (10,10,10,) it looks ok, but is it like this at normal scale?

restive forge
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Would anyone know why baked lighting would produce artifacts like this?

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I like the effect and prolly mess around with it another time but I would like to understand how to prevent this in my current project

covert stirrup
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First thing I would try would be to uncheck compress lightmaps @restive forge

deft fiber
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Shadow cascades make a big difference, for one

amber plaza
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Hi guys 🙂 I'm new to lighting in Unity or Lighting in general really. I'm currently trying to improve shadow quality for directional light. In the scene view they look really good, but in the game view they're really bad. Is there something I can do about this? Target platform is android.

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Scene view:

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Game view:

amber plaza
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I noticed that the shadows for a point light are much better. Is there a way to only render the shadows from the point light without light being applied to the objects?

primal cypress
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How does one set up point light shadows in URP11? Seems all correctly set up to me but it doesn't work :S

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There's only this light in the scene, a cube and a plane

long basin
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I have a basic question about UV that I can't seem to find good info on.

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Can I do this?

stark temple
# long basin Can I do this?

UV0 is the uv channel for texturing, there's a second channel for lightmapping.
So your colours can have overlaps, your lightmaps not.

long basin
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Ahh so this wont mess up my bake if I stack them?

stark temple
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No, because UV2 is the separate channel for lightmapping.
Confusingly Unity doesn't have a UV1 as far as the Mesh API is concerned.

long basin
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So even if my UV's were a complete shit show my lightmaps would be fine

stark temple
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There are up to 8 different UV channels a mesh can have, the lightmapping UVs are on a different channel to colours. As long as they are not a shit show, the lightmaps are not affected by the other UVs.

long basin
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So I can optimize my UV's by artfully stacking UV's like in the diagram above.

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Is there a situation where I might want to do something like move bottom mesh off to the side of a UV like in the second part of the diagram?

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If I am unwrapping a building (which I am) there are a lot of sides and ledges that could easily share the same texture if I stack them. Anything I should be wary about when doing that?

stark temple
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Nope

long basin
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Nope to both questions? Sweet!

stark temple
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The point to the repeating UV space is that you can use it for fancy shaders, to have things overflow and not be clamped, etc

long basin
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Thanks so much for the info, you saved me a good hour of googling.

fast blade
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Hey legends. I was wondering if someone could give me a hand with doing some Baked lighting in Unity (Unity 2018.4.20f1 Personal)? I'm trying make a world for VRChat using Minecraft blocks (because why not?).

I'm having an issue with getting some good and smooth lighting. I've put blocks around the map that should, with baked lightmaps from an emission material, be adequate lighting for the scene. However, all I'm met with is the following:

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I've watched a few tutorials about baked lightmaps and they all suggest to change the intensity on the Emission slider in the Inspector tab...however I don't seem to have that slider:

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I have set all the prefabs and assets on the scene to Static.

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If I re-enable the Directional Light on the scene, it lights up somewhat normally (but still visually choppy):

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Where might I be going wrong, or what's something I can look at to fix this? Thanks.

silk light
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whats the fastest way to get nice interior lighting in the HDRP?

deft fiber
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@fast blade I don't know what your issue is, but what I'd do is a test scene for baking lights using default lights and materials to get it working under ideal circumstances, then figure out what's different in your scene

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Emission map strength can be increased from "HDR" color picker next to it, which contains an Intensity slider

hybrid quiver
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My horizon line cuts against the skybox pretty hard in some areas and I'd like to add fog.. I've played around with the Unity fog but uh.. it looks pretty bad and doesn't have much customization. Any tips ? I want to blend the horizon and skybox as much as posisble

fast blade
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That sorted me out. Thanks again. 🙂 I just set it to Englighten mode instead of CPU Progressive and it came out pretty good.

odd ember
deft fiber
deft fiber
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I can't find any info if vrchat supports enlighten but I guess you'll find out

sacred lintel
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Why does it get very bright when changig to night?

merry ingot
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Exposure?

next orbit
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can anyone tell me why my emissive lighting is leaking all over the place? i didn't have this before until i changed a setting i don't remember

next orbit
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ah ok i probably have to fiddle with these

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nvm it turns out it's not baking related because if i clear the bake data the leaks are still there

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so it's just my emissive map leaking

next orbit
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smh turns out it's a problem with my substance painter texture

dense wing
next orbit
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is that a question or a compliment hatBlush @dense wing

next orbit
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ah

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it's a substance painter layer which outputs an emissive texture

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and if plugged into unity the right way it will cast light

dense wing
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oh

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thanks for info

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@next orbit

next orbit
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also fixed the leaking by just removing the red sign emission from the emission map and adding a separate with it's own emission material

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really hacky but i couln't figure out how to edit the model without having to repaint everything

upbeat spire
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hi guys.. i have a wierd issue.. i am using URP, there is a specif model on which area light seems to have no effect when its in "URP/Lit" shader.. But when the shader is changed to "URP/BakedLit" it seems to work better... why this occur?

deft fiber
pale geyser
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Anyone ever seen this before? this is before and after baking lights.

sweet ravine
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Anyone know why my point light stops working after baking my lighting? I want the light to cast shadows, but it seems to stop working altogether after I bake the lighting if I set the mode to "Baked" (which is required for shadows)

glacial lily
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how do i add reflections to walls?

dense wing
deft fiber
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"Mixed" lights are baked but will also affect dynamic objects

shadow horizon
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Can i bake lights inside a prefab?

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since im doing proc-gen, and i would like to bake some lights within my prefab-rooms

deft fiber
shadow horizon
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since without light, the walls just looks like 2D sprites haha

summer aspen
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Could look into creating a procedural normal map.

shadow horizon
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the models do have normal maps

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unless you mean something different?

summer aspen
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If you are willing to jump into beta, URP has a solution for lights limitation there.

shadow horizon
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like a unity beta version? Im currently on 2019.4 lts

shadow horizon
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cool, I'll install it and see whats-what

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i dont really know what it is i should be looking for though

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that one im guessing @summer aspen ?

summer aspen
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That's the one I'm on. Have not played with lighting yet though

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How to install deferred

shadow horizon
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I will need to do that?

summer aspen
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Well, if you want those lights, I think.

shadow horizon
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Interesting, I'll have a tinker

shadow horizon
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The UI changes look nice

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Can't see any prefab previews though 😢

shadow horizon
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@summer aspen 😍

summer aspen
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Entering play mode is extremely fast as well.

shadow horizon
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just got a shadow atlas size issue im not sure about, i keep increasing it yet still get the messages in the console

deft fiber
shadow horizon
deft fiber
shadow horizon
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I can't really bake, since everything is done at runtime

deft fiber
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Indeed
I think it's a good call to use deferred

bold bronze
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Does anyone know how i could reduce the brightness of the skybox sun which i got from the unity asset store

summer aspen
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@shadow horizon Point lights are very expensive, if you set shadow resolution on those lights lower or turn off shadow casting those messages will go away.

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I'm seeing it can handle 2 point lights with low soft shadows on 2048 or 10 on 4096

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And can have as many point lights as you want it seems as long as they don't cast shadows.

shadow horizon
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Oh right ok i see, so only cast shadows for "important" lights? got it

heady wadi
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i've got a material with a base and emissive texture. this works well to "light it up" when the material isn't receiving direct lighting. but what i'd like to do, is stop the emission completely in areas that are actively receiving light from other sources. is there a standard way to do this?

glacial lily
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are baked lights supposed to re bake when u re open ur unity project or am i doing something wrong?

deft fiber
# heady wadi i've got a material with a base and emissive texture. this works well to "light ...

If you're capable of using shaders, you could use a shader that gets light information, as a "toon shader" does, and use that to control emission intensity
If not, there seems to be no simple way to do this
https://answers.unity.com/questions/24662/detect-lightshadow-falling-on-object.html if you want to do it programmatically, here's a couple of ways to go about it
Personally I'd skip all that math and just set the emission intensity to a predetermined value based on the scene or colliders that designate bright and shadowy areas

heady wadi
sacred lintel
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Hey, I have a problem with HDRP but I don't find a solution in the internet. Does someone know why are this weird flashes appearing??

storm hinge
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Hi!
I have a small issue in HDRP. When I rotate within a scene the light intensity will go through the roof if i look directly into the light. How do i make the light constant and not based on rotation. My brain is just frozen rn and forgot what setting it is

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I understand it's exposure but i cant find where to tweak it

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Ok i found it nvm, just needed some coffee

modest flower
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ive inspected the lightmap settings on both and they seem identical.. is this something related to how i made the new model i wonder?

timber lichen
# sacred lintel Hey, I have a problem with HDRP but I don't find a solution in the internet. Doe...

Not sure if this helps or not as someone pointed you towards an asset(which may or may not help). But times when I've gotten sparkly shininess it was because the roughness was simply way to high on objects, when it gets super high the reflectivity sort of pinpoints and focuses rather than smoothing out areas. So I'd check your trees materials. If you are using a Mask map for roughness, ao, etc then invert the roughness channel or adjust the slider accordingly to get the roughness to your desired looks.

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You could also alternatively add Indirect Lighting Controller to your post processing and set the "Reflection Lighting Multiplier" to 0 just to see if that gets rid of the shiny problem, if it does then you know that's where your issue is at (I wouldn't leave it at 0 unless you have no use for reflections), this is just an option to test if that is in fact the problem.

tall arch
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it’s a problem with the mesh, duplicate faces i think (at least that’s what happened to me)

stray reef
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ok so im new to unity and im using one big prefab as a map and when im trying to bake lighting it seems to only be using 3 light probes for the whole map

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helpo

upbeat trench
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why does it remove the lightning

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someone help

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nvm

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found a aeasy fix

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easy

chrome gyro
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I’m trying to bake my scene using Bakery, but it refuses to even start. In the console it says DllNotFoundException: simpleProgressBar. How do I fix this?

chrome gyro
#

Okay I looked up a solution, but I have VCRedist 2017, so I don’t know what the problem is…
Should I delete the 2017 version and replace it with the 2015 version?

gaunt sand
#

where can I get the flahlight cookies I'm using unity 2020.1.13f1

gaunt sand
#

why can't I see the lights when I play

gaunt sand
#

ok found it

haughty plume
#

so, i've created a nice wet surface effect, but i dont really understand HOW i've made it nice, and its sucking performance

#

and i wonder how to fake it

#

this is with area lights

#

the road, path, shiny, wet...nice

#

eats performance like hell

#

same area with spot lights

#

looks crappy

#

but very good performance

#

convert the road shader to stacklit....

#

better performance than the area lights, but you can see the path is not stacklit

#

so...what i dont understand is, what makes the stacklit or area lights reflect nicely, but spotlights on a normal shader look so bad

#

and can reflection probes or something help fake this?

#

right now its magic and i dont get it 😄

vagrant tinsel
#

can anyone help me figure out how to make this glow

#

I turned up the intensity after doing like 20 other steps and still didnt work

thorn sparrow
#

@vagrant tinseldid you lower the threshold

#

and is the material at max emission

vagrant tinsel
#

let me check

#

thresh hold is at 1

#

and idk how to look at emission

thorn sparrow
#

@vagrant tinsel the cube material

#

make sure its emission is at (255, 0, 0)

#

I think the bloom threshold should be lower to .5 or 0 or something

white parrot
#

hey everyone!
I have a Prefab with a light in it, but it doesn't show up in the world, what is the reason for this?

white parrot
#

Are lights in prefabs unable to bake?

night hatch
#

Hello, is it possible to have my directionnal light cast shadows as good as in my point light right there ? point light is the shadowon the left, dir is in front

grave bone
#

I'm somewhat inexperienced with Unity's tools, but I would like to make a dithered lighting effect in my project. From what I have read, it would seem shaders is the best way of achieving this, is that correct? Or is there a better way?

storm hinge
#

@grave bone add it as a post processing effect, i think it's built into the framework if I remember correctly. You can do it with shaders aswell but it might be more computationally expensive than PP

grave bone
#

But wouldn't that make the entire screen be dithered?? I want it more specifically to only have the lighting (or rather the shadows) to be dithered

storm hinge
#

also depends i guess if u wanna place the effect on the whole scene

#

yeah

#

If you wanna place it on one object then it's a shader that you will have to make

grave bone
#

In a nutshell what I want to achieve is that the world itself has dithered shadows, maybe the sky as well, to make it look something like the original Elder Scrolls games

#

So I wouldn't want it to look like you were looking through a dithered filter on the camera

storm hinge
#

can u show a pic of the effect u want to achieve

grave bone
#

Sure give me a second

#

What I do want, a somewhat subtle dither effect to the world itself:

#

What I don't want, something that makes it look like there's a filter on the camera:

storm hinge
#

U can achieve that effect in the first picture with post processing

#

it is essentailly a filter on top of the camera

#

If you tweak it enough I think it would look good

#

u dont see the noise in the first picture on the fog because the fog color is the same as noise color

#

but it's there

#

if u zoom in

grave bone
#

This may actually be a better picture of what I want

#

The enemy doesn't look dithered in comparison to the wall behind him

#

Would I be able to achieve that with post processing?? Or does that make EVERYTHING dithered?

night hatch
#

Hello, how do I solve this ?

grave bone
hard plover
#

um sorry if i sound dumb but how i get the same amount of lighting everywhere?

storm hinge
grave bone
#

Anything, I've never plaayed with post processing in Unity before

dapper glen
#

Pretty sure that is the post processing V1 asset. V2 and up does not have dithering. You would need to implement it yourself in builtin and URP I think as well, not sure about HDRP

storm hinge
grave bone
#

I'll use whatever makes it easiest for me to get the effect I want lol, nothing is set in stone

#

Currently this is just a testing project to see if I can get the style that I'm going for

storm hinge
#

Just got home from work, lemme start computer and I will write back to u, writing on phone is ResidentSleeper

grave bone
#

Yeah no problem man, appreciate your help :)

storm hinge
#

how experienced with shaders are u is the first question

#

and how important is performance to you

#

Personally I would do this in HDRP as a custom pass.
But if you are less experienced and performance is important to you then i would just make a shader for the effect

#

and simply apply it to objects that require it

grave bone
#

Quite inexperienced when it comes to shaders and post processing, I haven't done much graphical work in general because I usually don't have the vision or the patience for it haha

#

As for performance, not important at all, for now anyway

storm hinge
#

Then just make a shader for it, you will probably find a good tutorial somewhere, if u need to use shader graph then remember that u need to be in URP or HDRP.
What custom passes allows us to do is to inject code at desired places in the render loop and execute it on a layer.
But it's a bit more complex and might scare u away if you are inexperienced.

#

if u wanna understand what you are doing that is

grave bone
storm hinge
#

custom passes are also not very well documented

#

so i wouldnt dive into that world unless u trully wanna commit to shaders

#

lmao

grave bone
#

Yeah that might be the wrong route to take

#

In a team larger than myself, I figure someone else can handle things such as shaders, not gonna spend too much time or energy to get into that

storm hinge
#

yeah

grave bone
#

So in a nutshell, you reckon I should just make it a shader rather than use post-processing for it?

hard plover
#

can someone help me to get the same lighting as the begening of this video?

mellow sierra
#

What have you tried? What is your current light setup?

deft fiber
#

The walls however display shades that aren't in the palette, so dithering works by emulating those shades

#

A custom render pass would let you dither some parts of the view and ignore others
It's pretty complex stuff, I wouldn't know where to get started with that

hoary fossil
latent ether
grave bone
deft fiber
grave bone
#

Yeah I need to do some more tuning before I really get what I need

#

It's somewhere inbetween the first image and this lol

grave bone
grave bone
#

did something else, got this

#

not quite what i was going for but.. i guess it'll work

#

for now anyway

tall arch
#

if your game is gonna be pixelated try turning down resolution/render scale

hazy plume
#

is it possible to use blender lightmaps in unity?

thorn sparrow
hasty carbon
#

In HDRP, do you guys reckon it's feasable to use shadows on "on enable" mode instead of using shadow map baking? In theory the performance would be an incredible world of difference compared to realtime, and of course there are a couple of limitations, but I'm curious if it's actually a viable alternative

grave bone
grave bone
deft fiber
grave bone
deft fiber
#

The result is rather unique already!

grave bone
#

I guess the final question I have is, if there's a way, in shaders, to get camera distance to the object, so that I can make the dithering more subtle the closer it is to the camera??

#

or a rather, a way that doesn't take too much time to do

deft fiber
#

Yes, I think it would be no mystery once you understand what makes dithering happen in the first place

#

Like I said earlier, the examples you showed are full screen dithered and quantized

#

If you have that feature and then add a distance fog of any sort, the blending will naturally intensify the dithering

grave bone
#

Yeah but can it be done from what I have now??

deft fiber
#

I'm not sure, probably
But what you're doing now is harder than doing it the "proper" way

grave bone
#

Is it??

#

Because right now, all I've done is made a super small shader that blends the albedo with a dither node

deft fiber
#

You're kind of working backwards to get the effect

grave bone
#

How so?

#

And also why is my Discord lagging so much on this server

deft fiber
#

The dithered look is all about color limitation, this also controls the "intensity" of the dithering
Do you know what dithering does?

#

There is no easy way to do this until you study these concepts a little

grave bone
#

Sort of. But like I said, I wasn't looking to getting too deep into how it all worked, there are other systems in my project I would rather focus on perfecting.

#

I just played around with my shader a little more, and actually got even closer to what I wanted, somehow

#

Looks like this

deft fiber
#

I think it's a lot more effective to get some knowledge before trying to guess these things, but I'm not your boss

grave bone
#

As I've stated earlier, this isn't my area nor what I'm interested in. I don't want it to look good, it just needs to look not terrible haha.

hazy plume
#

does anyone know if it's possible to use blender lightmaps in unity?

deft fiber
hazy plume
#

is that usable in unity?

deft fiber
#

If the lights are a part of the texture, it'll work anywhere
You could add that texture into emission so the surface will react to dynamic lights as well
However, it's a very quick and dirty way of doing it

#

I don't know exactly the process of making fully functional lightmaps from blender to unity, but if you look at what a lightmap file contains, it's just textures of the lit surfaces, shadow mask and an optional directional map

#

Final answer: I'm not sure, but you have options 😄

hazy plume
#

its just cuz im having trouble getting my level ready to bake
thousands of objects with overlapping uvs, etc etc

#

wanted to try doing it in blender for once

deft fiber
hazy plume
#

damn

quasi nymph
#

Hi i have a problem with shader

#

i want to have shader graph with master node but what to install and what package is the lighter for this please

night sundial
#

I have some emissive baked lighting (on walls).
I'd like to change the colour of this at runtime, using Universal Render Pipeline.

I can assume that these lights are the only baked ones in existence, so I could bake them as white, for instance, and then recolor them.

However, I don't quite understand where the Lightmaps are applied in the lighting model, and I would like to retain most physically based light properties.

Any ideas how to change the color of area lights / emissive lights at runtime?

#

I can keep most of my environment monochrome for the bounce lighting and I guess develop a custom GI + PBR shader. But it seems contrived for something I'd expect to be a common use case in games. 🙂

#

I think it may be better to use prebaked lightmaps or something.

#

But I never switched a light map before 😄

carmine shuttle
#

Hi here, I get the "Progressive lightmapper GPU(preview)" switching back automatically to the CPU lightmapper, how can I force it on the GPU and not switching itself on CPU when backing lights ?

carmine shuttle
#

Solved : it looks like it was a run out of memory of the GPU because I set the lightmap resol to 4096 px

deft fiber
vagrant oasis
#

what exactly is eye space units

tulip kernel
#

Hello, noob here learning about lighting for the first time and trying to optimizing performance, and trying to understand the steps to generate lighting. So I understand the general concept of a light and resulting shadows "baking" onto another object, and that this would improve performance. But do I delete the light in the scene after lights are baked using 'generate lighting'? How would I maintain a shadow when my player walks past a light?

tall arch
tulip kernel
#

Hello, I'm trying to bake lights for only lights inside of a building. I specify this in the lighting settings which lights are bake, but when I do 'generate lighting' this seems to affect the entire map and the directional light/sun is very dim as well

deft fiber
#

For shadows to be able to cast by dynamic objects on a baked surface, I think Shadowmask needs to be enabled in lighting settings asset

cloud fox
#

Hello everyone, I'm using HDRP with Unity 2020.3.4f1, and when i'm baking some point lights in Bake Mode I don't get shadows at all, it doesn't look anything like when it's in realtime, it's almost like the shadow is disabled, anyone knows what it could be?

#

before you ask the assets are set to static and the light is being baked, it's just the shadow that is missing, and I also have lightmap UVs generated for every mesh, Shadows are also enabled on the Lights, Using HDRP/Lit Shader.

stable cypress
#

Hi, new to unity lightmapping, i only understand the basics. When i bake my map, i get the error "There are 203 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' ..." I looked it up and i understand how to allow models from asset packages to Generate Lightmap UV's but I don't really know how to do it for objects in the HIerarchy that are not in any asset folders. Like a Cube(42) created with Probuilder for example.

hidden hornet
#

probuilder meshes have an option somwhere in the component that enables proper lightmapping uvs

whole coral
#

Is deferred renderer in 2021.2 URP used when needed even if i dont have it selected in render pipeline asset? The shadows on dynamic lights work all the time

fast blade
#

I just want to take a moment and thank @deft fiber for awesome work and servicing our needs. What a legend. Thank you Patchi. ❤️ You're a gem.

#

^And the others who help the community too. I've just noticed Patchi since I've joined this Discord server.

zenith frost
#

quick question does anyone know why my interiors and only my interiors materials are just gray, ive tried a few different ones and they are all gray even after baking the lighting, lighting works fine outside also am using URP

#

and heres settings

#

and everything is set to static

night sundial
deft fiber
deft fiber
mystic dew
deft fiber
#

Reflection probes are important as well

#

Right now there's no light inside the house, but the sky is being reflected on the surfaces
A reflection probe can make it so the interior is shown in the reflections instead

whole coral
#

Is deferred renderer in 2021.2 URP used when needed even if i dont have it selected in render pipeline asset? The shadows on dynamic lights work all the time

fresh gorge
#

I've just made the first steps in trying to update to the HDRP, but it's really messed everything up in my scene.
The biggest issue I can't seem to resolve right now is that whenever I look at an object in editor, the scene goes dark. This leads to me needing to put directional lights on like 300000 lux just to get the normal light I normally got with intensity 1.0.
Anyone know where to look to fix this?

radiant oar
#

If I am making a game where the environments are destructible, does that mean I shouldn't use URP because I can't bake lights since nothing is static, really?

#

As an aside, I heard something about Unity 2021 having dynamic lights for URP? Would that work for me if I'm trying to run it on Oculus Quest, or would that choke?

deft fiber
#

I don't know where you might have gotten the idea that URP can only do baked lights

tall arch
#

try turning it off and return your lights to normal lux, that should fix it?

deft fiber
#

It's a long list of things

tall arch
#

there’s a guide for lux values

#

somewhere in this channel

radiant oar
deft fiber
tall arch
#

excited for the new features

#

when is it expected to get out of testing?

#

and become a full release

radiant oar
#

This is the URP Global Illumination tutorial, right? https://www.youtube.com/watch?v=hMnetI4-dNY

In this video, you'll gain an understanding of how lights and shadows work in the Universal Render Pipeline, as well as how to set up a scenario with a mix of real-time shadows, Light Probes, and baked GI.

Speaker:
Ciro Continisio

Ask your questions here: https://on.unity.com/2UmP9TE
Did you find this video useful? Room for improvement? Let us...

▶ Play video
#

Like, this is what we're supposed to use now?

tall arch
#

that’s for baking

#

you don’t want to bake right

radiant oar
#

Well, I'm just really new and trying to figure out which tutorials I need to learn from if I'm building a game where I will be destroying environments, and the lighting will... I guess change.

tall arch
#

yeah you can’t bake the lighting then

radiant oar
#

I imagine you can't bake if you destroy

tall arch
#

so currently, there’s a limit of 8 lights per object

radiant oar
#

So how do I get GI in URP if I can't bake?

tall arch
#

global illumination is not possible if you’re not baking

#

but it’s not necessary either

radiant oar
#

oh

#

How do I make sure things aren't just dark?

tall arch
#

if you had a yellow floor next to a black wall, there would be some yellow reflecting on to the black wall, that’s GI

tall arch
radiant oar
#

Like, every "how to get out of the skybox look" video is all about fixing that Global Illumination, then adding that one Directional light, and some Volume light or so, and everything is gorgeous

tall arch
#

yeah global illumination is not possible if you’re doing dynamic stuff, and real-time global illumination is not realistic for the quest

radiant oar
#

oh

tall arch
#

you’re just gonna have to rely on using reflection probes, a directional light, and lots of lights

#

that should look good

#

also lights mayyy have a performance hit on oculus quest, you’re gonna have to test that out

deft fiber
tall arch
deft fiber
#

Ah, probably not

radiant oar
#

ok, so I just gotta sacrifice a bit of visual quality.

#

You said 8 lights in the scene total?

tall arch
#

yep

tall arch
#

8 lights lighting one object at time

deft fiber
#

Lights aren't the problem really, shadows are

tall arch
#

i think 16 visible in total at once?

#

and in the new urp, there won’t be a limit if you’re using deferred

radiant oar
#

I'll have to go learn what reflection probes do with light...

tall arch
deft fiber
#

Probes aren't realtime either

tall arch
#

and uses it for reflections in areas around it

radiant oar
#

Hmm...

tall arch
#

it costs basically nothing

radiant oar
#

But they're not realtime, either, so I can't use those?

tall arch
#

you can

#

because they aren’t accurate in the first place

#

as long as they give a general reflection of the environment it will look good

#

there are real-time probes, but they might have a slight performance impact

deft fiber
#

What you have to ask yourself is how "dynamic" is your game world going to be
If you can dig caves like in minecraft, it's going to be really difficult to keep sunlight out of the cave

tall arch
#

wasn’t aware

#

yeah for an oculus quest, every bit of performance matters

deft fiber
#

They're omnidirectional cameras which write to a texture, they're not going to come cheap

tall arch
#

i couldn’t even use ssao without my performance tanking

#

even downsampled on lowest quality

deft fiber
#

Still rendering the whole scene again

tall arch
#

yeah i guess so

#

how expensive are overlay cameras

#

just wondering

#

cause i have 2 in my game

deft fiber
#

I don't have any numbers at hand but at least URP does decently with it's camera stack system

tall arch
#

yea i’m on urp so that’s nice to hear

#

i’m so glad urp exists

deft fiber
#

Realistically with reflection probes you'd only update them when you need to, so they'd be not realtime but adaptive

tall arch
#

my game went from 50fps on built in to 170 on urp

tall arch
radiant oar
#

So... gleaning context, I imagine these reflection probes take a 360 picture of the environment and then blast that colour onto a surface or something? What if I turn them off in realtime, then,?

tall arch
#

you can control them updating through script

radiant oar
#

Oh, I guess it wouldn't really work, either... because the colours would be wrong

tall arch
#

so every time the environment changes, update it

deft fiber
#

To be frank this is a really complex feature to implement, even without hardware limitations

radiant oar
#

ok... so if you were going to make a game with some destructible environments on a limited mobile system, how would you best light your scene?

deft fiber
#

Games that have world you can freely dig and light that adapts to it have entirely specialized rendering pipelines for that

#

Usually tile-based

radiant oar
#

I don't really want to dig

#

It will just be warehouses, night clubs, urban stuff

#

Shipping yards

#

Gang related

deft fiber
#

How destructible does it need to be, exactly

radiant oar
#

Polygonal (literally synty) environments

#

I don't know exactly yet, but I plan on having Rayfire split everything and then swapping it in

deft fiber
#

I don't know what that implies, but big changes in lighting are probably going to cause optimization issues either way

radiant oar
#

I was hoping destrible to the point of Red Faction, but if not, I guess I'll have to figure something else out

deft fiber
#

You can do that, but probably not with lights that adapt to it

radiant oar
#

Maybe I'll have to settle for some destructible cover

#

Hmm... I wonder how bad it would look without lights adapting to it

deft fiber
#

Most games use a mix of baked and realtime lights
Things that can break aren't baked
Baked lights consume memory, realtime lights consume processing power but can be altered at runtime

radiant oar
#

So if I'm using destructible cover and static walls, I can just bake into walls, and then use probes around destructibles and turn them off when things get broke?

#

Or is that not how it works at all...

deft fiber
#

Almost
Dynamic objects will react to lights, reflection probes and light probes as they move, you don't normally need to touch probes at runtime

radiant oar
#

Thanks. Either way, I can and should keep using URP, and not be so ambitious

#

I always forget the target is a Quest 1

deft fiber
#

Keep it reaally simple
Optimization is an art and science of its own and takes a lot of understanding of the systems

radiant oar
#

Baked lights are simplest, yes? 🙂

#

We'll go with that, lol

#

tbh I haven't even tested destruction geometry on the Quest...

deft fiber
#

Well, the process of baking is pretty technical compared to just placing some dynamic lights

#

But with dynamic lights you have to keep the light limits in mind all the time, so there isn't either one that's considerably simpler

#

You could just roll with the light you get from a sun and the sky and get pretty decent results for no effort at all ^^

#

Destruction is another ...complex thing

#

I've tried all of these things and failed plenty of times, so don't be discouraged if that happens to you

scarlet lintel
#

Can someone explain me the difference between the lighting two sided and on, in the objects mesh renderer? Does it affect something with real time lighting, does it affect if the object being static or not?

deft fiber
scarlet lintel
deft fiber
scarlet lintel
#

So for objects such as rocks, trees, vegetation, should be "on"?

#

Since there's no backfaces showing?

deft fiber
#

Two sided is always more expensive

scarlet lintel
#

And for interiors that the backfaces bounce light off, always two sided?

deft fiber
#

Only if the shadows don't work right without it

scarlet lintel
#

Okay, thank you!

deft fiber
#

The "shadows only" option is also great as you can use it for invisible meshes used just for casting shadows

#

It's a bit of extra work to make the shadow mesh, but it's much cheaper and less likely to leak light than the base mesh as "two sided"

lone drift
#

hey guys does anyone know any good tutorials for lighting

#

bc i dont get anything about it

deft fiber
lone drift
#

alright thanks i just switched to URP

#

🙂

woven goblet
#

is anyone here familiar with the lighting system used in Bendy and the Ink Machine? because i'd like to create a similar lighting effect for the project i'm working on...

#

only that it would be like you're actually walking through an old silent film or even a cartoon from back in the late 1920s to the early 1930s era

deft fiber
woven goblet
#

ah ok! so an entirely monochromatic game world it is then! black and white textures seem appropriate rather than black and tan/sepia textures

deft fiber
#

For your purpose you'll probably want some old film-like post processing

woven goblet
#

ok... i'll have to look into that... maybe some toon shaders while i'm at it...

deft fiber
#

Old silent films have the distinctive feature that they often run too fast and at variable speeds
I'd make animations fast or even speed them up randomly if I were making the effect

woven goblet
#

ok... sounds like fun! i'll see what i can do

hoary fossil
normal crest
#

doing a 2d game, i dont know how to add light in 2d

#

nvm

rain swan
#

Hey there, i hope it's the correct place for my problem.

I started learning lighting recently since I know well unity except some topics like lighting for example. So i created a test scene with all my map objects set to static (contribute to GI) and i am doing some tests. After having understood realtime light mode, i started looking backed mode. However I am a bit lost after the results i had on my test :

  • i have enabled backed GI
  • i have all my map objects set to static
  • i have one light with Baked mode

-> I expected the scene to be dark until i bake it to compute light emission / gi from my light (bake mode). So i launched the game and i was surprised to see that the light was emitting exactly like in realtime mode. Additionaly to that, when i move a static object in front of this light, the shadow is mooving too, which mean it is computed at realtime but why ? since my light is in baked mode.

Does that mean that, if i have lights with bake mode and i don't bake my scene, realtime will be used instead ? Thanks in advances guys ! sorry for my approximative english too

deft fiber
rain swan
#

Oh okay thanks, a bit weird but i understand better now 😄

deft fiber
#

It's a bit of grey area

rain swan
#

I have another question which is probably a bit common, but now that i understand how fast in game baked lights are, how can i do if i have my light set to baked, but i have some not static gameobjects and i would like to have realtime shadow for them ?
Should i use a second light set in realtime with a special mask for dynamic objects ? Or is this why mixed light mode are made for ?

deft fiber
#

Probably they act as dynamic for sake of convenience so you can get some visual information while working on the lights before baking

deft fiber
rain swan
#

Okay nice 😄

#

Thanks a lot ! 🙂

lone drift
#

where can i enable it?, do i have to make a new lighting setting?

#

it should be fixed now i searched online but still doesnt work

lone drift
# hoary fossil

wow its really nice! how long have you been doing unity for? @hoary fossil

lone drift
#

nvm still see nothing

deft fiber
lone drift
#

ohh ok

hoary fossil
#

@lone drift 5+ years I believe

lone drift
lone drift
lavish rock
#

what are the artifacts on the arm? how can i get rid of them?
I use hdrp and it seems nothing can fix that - on the grey sphere its fine
help pls :/

coral thunder
#

Okay, after a couple of disasters last week, I'm finally back on track with my current project (I hope!). But I'm getting to a point where I really want my lighting working right before I go too much further with populating the scene. In this scene, my emissive ceiling lights and emissive lights the refrigeration coolers at the back just don't seem to be actually working. I've been poking around at things and followed a few tutorials (mostly out of date) but nothing seems to be working...Also, how can I fake more bounced light from the sunshine coming through the window? Thanks!

deft fiber
coral thunder
#

Whoot! Okay, so the BIG thing missing was that objects need to be ENABLED to contribute to baked GI. They aren't enabled by default. Also, some objects don't necessarily import with good Lightmap UVs so getting Unity to regenerate them is helpful. Still a few quirks to work out but this helps with my motivation a TON! Thanks for that link @deft fiber, it's made all the difference.

quartz shard
#

when I bake the lighting it cause lot of problem, point light gone and those weird light artifact.. these are the before & after ss + my lighting setting..

#

do you guys have any tips?

#

I'm in unity 2019.4.28, urp 7.6.0

blissful magnet
#

So I have a light in game that loops in the colors of rainbow. Sometimes it's okay. Sometimes it just throws milions of errors at me all saying this:

Parameter name: Blue color (-2,267882E-09) must be in range [0;1].
UnityEngine.Experimental.GlobalIllumination.LinearColor.set_blue (System.Single value) (at <e8645a79b0794e0e9a2b5bbff081b88a>:0)
UnityEngine.Experimental.GlobalIllumination.LightmapperUtils.ApplyColorTemperature (UnityEngine.Color cct, UnityEngine.Experimental.GlobalIllumination.LinearColor& lightColor) (at <e8645a79b0794e0e9a2b5bbff081b88a>:0)
UnityEngine.Experimental.GlobalIllumination.LightmapperUtils.Extract (UnityEngine.Light l, UnityEngine.Experimental.GlobalIllumination.PointLight& point) (at <e8645a79b0794e0e9a2b5bbff081b88a>:0)
UnityEngine.Experimental.GlobalIllumination.Lightmapping+<>c.<.cctor>b__7_0 (UnityEngine.Light[] requests, Unity.Collections.NativeArray`1[T] lightsOutput) (at <e8645a79b0794e0e9a2b5bbff081b88a>:0)
UnityEngine.Experimental.GlobalIllumination.Lightmapping.RequestLights (UnityEngine.Light[] lights, System.IntPtr outLightsPtr, System.Int32 outLightsCount, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safetyHandle) (at <e8645a79b0794e0e9a2b5bbff081b88a>:0)```
deft fiber
quartz shard
deft fiber
quartz shard
#

aaah.. I kinda figured that I need to make it mixed.. it work well now..

#

everthing was baked before..

#

another question.. in urp, can I make emission type of material emit light that affect the surrounding(static envi)? postprocess only make it glow, but it didn't emit light..

deft fiber
vague bane
#

why cant i see the wireframe of the beam?

grizzled warren
#

Anyone a bit familiar with baked lighting?

I have an object here in a completely dark room next to a window. It looks like it's reflecting properly, but the color has gone completely gray(uglybrown) scale?

Any ideas? My first time playing with lighting.

sudden pelican
grizzled warren
#

i do

sudden pelican
#

Are the walls marked as Static in the editor?

grizzled warren
#

err, light probe group

#

I think I better watch a full tutorial on probes rather than try to wing it

sudden pelican
#

You need both Light Probes and Reflection Probes.

grizzled warren
#

mm, yea thank you, I'm doing a few other things wrong too, haha

glossy vector
#

no matter what I do I can't get these normal seams to stop showing up

#

procedural mesh btw

#

much more noticable here

#

is this kind of artifacting unavoidable with large poly meshes

#

recalculate normals gives worse results

grizzled warren
sudden pelican
grizzled warren
#

how about outdoors?

glossy vector
#

I'm using the gradient of the noise function to generate the normals not the topology of the mesh

#

And the noise function is entirely smooth

#

Smooth normals should make a smoothly shaded render even if the surface of the mesh is slightly bumpy, no?

grizzled warren
#

that sounds tricky, I don't know

#

possible to share an example script?

glossy vector
#

Itd be like 750 lines

#

I'm implementing an algorithm called dual contouring

#

If the vertices of the mesh dont exactly match the normals will that ruin the lighting

grizzled warren
#

I don't think so, there are blending options in the light settings

grizzled warren
glossy vector
#

I'll have to change some variable names around

#

i got frustrated towards the end

#

are the blending options per light or are they in project settings

grizzled warren
#

it's kind of spread out

#

your renderer asset will have relevant options, and the Lighting panel window

glossy vector
#

when i vastly increase the amount of polygons generated it sort of fixes it

#

but you can still see the artifacting on the right hand side if you look closely

#

it also increases the amount of triangles for this slice from 2600 to 185940

sudden pelican
glossy vector
#

do I need one for proper lighting?

#

I'm just using a standard material

grizzled warren
glossy vector
#

it'd be even cooler if i could figure out why my normals suck

#

my only hunch at the moment is involving the vertex positions not being "optimal"

#

I've only implemented the dual contouring algorithm partially, so the vertices aren't in their optimal positions described by the algorithm, so the normals may not exactly match the vertices

sudden pelican
#

No actually, you don't need a UV. I think your normals are wrong though.

glossy vector
#

oh wait, this picture was generated with RecalculateNormals

#

its way better with my own normals

#

shouldn't recalculatenormals generate smooth normals though?

grizzled warren
#

that would just recalculate from each tri?

glossy vector
#

Yeah, but that should still be smooth shouldnt it?

grizzled warren
#

only if the mesh is smooth

glossy vector
#

My mesh looks smooth kind of doesnt it

grizzled warren
glossy vector
#

That image uses the same method

#

It breaks down at large scales

#

For some reason

#

You can see the quads

grizzled warren
#

hm, i'm confused

glossy vector
#

Same

#

I guess I screwed up the topology or something

#

What even causes those weird normal seams at the edges between the triangles

grizzled warren
#

looks to me like a single vertex was pulled out a bit

glossy vector
#

Where?

grizzled warren
#

the pyramids

glossy vector
#

On the left side?

grizzled warren
#

there are a few bumps, no?

glossy vector
#

I'm more worried about the surface of the smooth areas

#

How you can see the lines between quads

#

In the middle of the picture

grizzled warren
#

oh that's kind of how shadows look until you fight with them

#

ambient occlusions, bounces, probes... someone else could be more specific

#

I'm also struggling lol

glossy vector
#

I disabled all shadows this should just be normal based surface illumination

grizzled warren
#

well you have a fairly low poly surface, seems right to me

glossy vector
#

So

#

Its not my fault!?

grizzled warren
#

vertices look a little off 😛

#

but yeah whatever you've put together there looks kinda awesome

#

I'd love to play with it too haha

glossy vector
#

It's kind of garbage right now

#

All my testing code is in a monobehaviour called Fungus

#

I'm planning to make a game with deformable terrain

#

So generating meshes is important

#

I have a vague memory of implementing an algorithm like this a couple years ago

#

A catmull Clark subdividion step managed to fix all my normal issues

grizzled warren
glossy vector
#

That's the cool thing about this algorithm

#

I'm not restricted to height maps

#

I can have full 3d terrain with caves and overhangs

grizzled warren
#

yeah that would be kinda amazing

glossy vector
#

I'm far from the first

#

Check out subnautixa

#

god its so ugly

hollow valley
#

repost cause i saw this channel is a thing

so i wanna turn off all the global lightmaps, and then renable them in code, so in this scene i wanna make everything black at the start, and then enable pre-baked lighting maps, how would i go about doing that 🤔

silver kernel
#

What are those little artifacts and how can I get rid of them?

deft fiber
silver kernel
#

Lighting & shadow settings

#

Forgot to mention - using URP

deft fiber
#

For me shadows get instantly really jagged when Depth Bias is 0, you could increase that for starters

silver kernel
#

It doesn't really help since it just moves it down a bit

deft fiber
#

That shdaowless border is really weird
I'd make sure the meshes don't have inverted normals, and that they're of sane scale in the scene, 1 unit being 1 metre

#

Decreasing shadow Max Distance to something like 50 also seems to improve shadow quality a lot

silver kernel
deft fiber
#

Anyway, the way to get rid of that kind of jaggedness under normal circumstances is to find a careful balance between Depth and Normal biases for that light

#

Cranking them both up usually gets rid of that, but causes other issues like holes in shadows

silver kernel
#

I already tried everything related to shadow settings so I'm kinda stuck

deft fiber
#

I know that pain
If these fixes don't work, you could try getting the shadows to work right in a blank project under ideal circumstances

#

Just to get the idea for what settings should work

grizzled warren
#

When I rotate my third person camera, all the shadows from trees disappear... which, is the most confusing thing ever? does anyone have an idea? I keep encountering this so I'm hoping it sounds familiar

#

one idea is maybe it's due to trees behind the camera, outside the camera frustrum being culled?

#

but sometimes it happens in scene view

#

it isn't now... i don't know what I've changed to stop that ha

silver kernel
#

I'll try blank project, thanks

grizzled warren
#

rotate left by 5 degrees

#

behind the character at distance are tree and a directional light source with a shallow angle

#

so I guess the trees are being culled when I'm facing away, which removes the shadows?

#

yes! that is it!

#

this little guy gets overwritten by the camera's far clip distance

silver kernel
deft fiber
silver kernel
#

seems like none

#

someone said in 2020.2 or so they mentioned that they fixed it

#

welp

#

here I am with 2021.1

deft fiber
#

Weird if it became un-fixed since

silver kernel
#

I've been trying to fix it here since november..

deft fiber
#

A lot of people have issues with that
Could really use some intervention from the devs

deft fiber
#

Seems like a really annoying problem to solve

grizzled warren
#

It was why the shadows were disappearing, I think, but it still doesn't make sense to me. If the tree are being frust(ratingly 😛 ) culled, then the Lens' Far Clip Plane shouldn't affect the culling?

#

this is very un-intuitive how all these variables interact

#

but I guess this is all temporary anyway? Unity is switching from Enlighten to something else and these progressive lightmapper settings are a holdover?

#

I've found some sort of combination that seems to work, so I'll just be very careful before changing anything again, haha

#

any idea why shadows are looking different in Play mode?

#

Scene view:

#

Game view:

#

nothing else was changed between the two screenshots

Edit: Figured it out!! The Scene view renders at 4096 shadow resolution, and my renderer asset was set for a much lower resolution

#

I see dozens of posts on the forums about a checkbox called "Low Resolution Aspect Ratio" being unclickable, but they're all unanswered lol

#

not sure if that's related

deft fiber
#

@grizzled warren Hmm so you're using non-realtime Enlighten for this or?

#

My light probes were breaking because "reload scene" wasn't enabled in "play mode options"

grizzled warren
#

the forums said not to use Enlighten, as it's deprecated?

rain swan
#

Hey there, i have an issue about occlusion culling, is this the right place to ask for help ? I don't know what is the best place to speak about this topic, thanks 😉

grizzled warren
#

don't see why not, what's up?

rain swan
#

I'm trying to set occlusion culling in my scene but some objects are rendered even if they are behind occluders. All my walls and doors are set to occluder static and all objects (props, occluders, etc) are set to occludee static. Here is a screenshot :

#

i also don't understand the visibility lines because they are going through my walls , so what is the purpose of these lines if they go through occluders ?

#

sorry for my approximative english and thank you in advance !

grizzled warren
#

hm, no clue

#

one frustrating thing I've encountered: occludees cannot be children of an empty gameobject

rain swan
#

oh

#

Maybe that's my problem, i have many empty gameobjects ..

grizzled warren
#

I think, at least, still learning this stuff too

rain swan
#

I am going to try to unparent everything to check if there is a difference, thank you for your help !

#

And do you know why my visibility lines are going through my occluders ?

rain swan
grizzled warren
#

ha! figured out my shadows (edited above)

silver kernel
#

I really hope it'll get fixed someday for URP

#

it's pretty much my only issue with the pipeline

stable cypress
#

hi can someone help me figure out why some point lights are not emitting light but others are ? this happens after baking. the lights are all set to the same intensity and i have already tried setting the rendering mode for all of them to Important

#

and also ive already tried changing the pixel light count to 4 and no difference

vague bane
#

Hello 🙂 So watched a few videos. URP seems to be the way to go making a RPG style game. Just wanted to make sure im on the right path here before i go to crazy lighting my scene. URP, all objects static (unless moving obvs), all lights set to baked (area light automatically baked). My indirect light is set intensity 0 as its a night time scene. Then I gotta use light probes to make the character react to different lit areas?

New to Unity and flooded by tons of youtube videos but no real help :/

unreal escarp
#

hi so i opened unity and for some reason the scene is no longer shaded , the problem is it is set on shaded , so there is a problem with it , anyone knows anything ?

wise compass
#

ive made a third person camera and camera movement but every object turned into a shadow

#

ive messed around with the lightings a bit

#

nothing seemed to do anything

deft fiber
deft fiber
vague bane
river finch
#

reply pls so i get the notification

tall arch
honest prism
#

It's a real volumetric using the beam volumetrics asset

deft fiber
river finch
#

do u know how can i fix this

deft fiber
river finch
#

ok i will try that thnx

river finch
stable cypress
sonic dawn
#

I just put a spot light on my 2D URP project and it's tiny tiny tiny and I can't get it bigger, any ideas? Fixed: the defaults for radius were just very small for some reason

coral thunder
#

So, what might be the cause of my GI Baking suddenly taking many hours. Since this screenshot it's now over 9 hours remaining...And it's just climbing. The last time I tried it had gotten up to over two days before canceling and trying again....

tight jay
#

Hey guys, I'm fairly new to unity, I just spent 2 hours baking lighting and there are these weird artifacts on the ceiling, Also the model of the dead guy isn't effected by light. Any help would be appreciated

#

From what I can tell the darker roof models arent being affected by lighting either which is why they are darker and the shadows on the floor match the affected roof tiles

tight jay
#

The scene view is different thoughUnityChanConfused

jaunty briar
coral thunder
# jaunty briar Could be a lot of things. Your bake settings, amount of lights and objects set t...

Well, I removed essentially a single object from the scene and the bake only took about 45 seconds after that. Re-added the object, and the bake still only takes about 45 seconds. So apparently baking GI is an incredibly unreliable and silly process. Now I need to understand why when I delete the bake, my smaller objects cast nice shadows, but when I bake the GI my smaller objects suddenly have no shadows.

jaunty briar
#

Idk man. I never have issues with such things anymore. As long as you know what to look out for etc. it's quite reliable to be fair

#

What mode do you bake in?

coral thunder
#

Lighting Mode is Baked Indirect.

radiant sand
#

ok so im trying out lighting and when i try to bake everything it just gets stuck here and doesnt progress

supple estuary
#

Hey, does anybody know if there is a toggle somewhere for "OnDemandShadowRenderOnPlacement"? When i set it manually to false in the script(HDAdditionalLightData) it still renders them on start

scarlet lintel
#

Does anyone know how to fix this low res shadows??

solemn cosmos
#

I have Spot light in my game, when i enable it the game is random slow.

#

Is there an fix for that or how to fix it?

wheat willow
#

I have a weird problem - after loading a previous scene my lighting gets darker for some reason

summer aspen
#

Make sure that each scene has light setup in lighting settings.

solemn cosmos
wheat willow
summer aspen
#

Probably yes. I don't use multiple scenes.

#

@solemn cosmos Please don't people not in conversation with you. Also have no idea about your issue, some testing with different setup might help.

little flower
#

Quick question: how does Unity bake lightmaps for scenes with real-time shadows, and does the resulting lightmap also create ambient occlusion or do I need to add SSAO

#

Oh I just tested it, yes, yes it does.

#

So uh don't add AO in post processing if you're baking your lightmaps, kids

warm snow
#

does anyone know why my lights source are colourless even when on a different layer.

PS: My scene is a monochrome scene, but i want coloured lights

little flower
#

lights effectively just change the textures on surfaces

warm snow
#

that answers it

#

thank you

little flower
#

if that's the look your going for, just make your textures monochromatic

#

dont do monochrome in post

warm snow
#

alright thanks a lot for that tip.

hoary fossil
haughty plank
#

is the yellow for light and the blue for shadows?

mystic dew
rotund bronze
#

Hey all, can anyone recommend a solution for having an big map with indoor areas such as buildings and caves and the ambient lighting that goes with it.

Outdoors the lighting is nice, but going into a cave its just too bright, i made a basic trigger that sets the ambient light to zero, but this is not a very pretty solution and I would think there is a nicer way around this issue.

TYIA

#

I own Aura 2 and have tried fiddling with volumes but I cant get it to work how I want

jaunty briar
solemn cosmos
#

Hi i got an problem with bloom

#

if i enable it for some things it TO high

#

and for other things it to low

#

is there an way the solve that?

stiff vault
#

Does anyone know why enabling ray tracing makes the camera go black and give me errors?

gusty oriole
#

hey guys does anyone know how to get volumetric lighting urp, no looking to pay for assets, thanks !

mellow sierra
#

To get it? You need to make it yourself if you don't want to pay for an asset.

#

Or switch to HDRP where it's native to the renderer. 😆

gusty oriole
#

Im trying to create this sort of light for my cave, I dont know the best way to go about it.

mellow sierra
#

No, URP unfortunately doesn't. And volumentrics is probably the best way to go about that.

gusty oriole
#

okay thanks !

#

@mellow sierra do you know any good up to date tutorials for volumetric lighting

mellow sierra
#

No, I don't think I've ever seen one that exists smiply because of the amount of work it would take.

#

Hence why the assets for it are $50.

gusty oriole
#

ahhh that makes sense

clever shoal
#

Hey, folks! I'm trying to set a skybox transition and I want to somehow blend bake lightmaps

#

Do you know if it is possible?

#

Do something like save to baked maps, generate a custom shader and add it to the renderer?

#

Am I going crazy?

rotund bronze
iron spruce
#

Hey everyone I got a problem with my unity engine. I have free version of Unity and when i open the lighting window, the engine shows an error and immediately closes saying "There are no fix for this problem" and closes the whole project. I have been struggling for months. Please anyone help me to fix it. It will really mean the world to me

#

I want lighting window because I want to remove this kind of dark shadow with the "Auto generate" option in lighting tab. Or if anyone can tell me a way to solve this problem without the lighting window, it will be highly appreciated too

deft fiber
# gusty oriole

This effect wouldn't be achieved with volumetrics, I don't think
Rather altering exposure and post processing

#

If you just need a bright cave exit, that's pretty simple
If you need it to adapt to player walking through the exit and transfer seamlessly to bright exterior, that's a little more complex

gusty oriole
#

@deft fiber u taking to me, if so how could I make it bright by adding a light or something ?

deft fiber
#

Or just a bright doorway, like Skyrim has with its cave exits

gusty oriole
#

Yeah I sorta want it to look realistic

deft fiber
#

That's not answering my question

#

Do you want a space behind the entrance that your player can walk into, with the lighting adapting to that

#

That isn't necessary if it's a level change door or an inaccessible decorative entrance

gusty oriole
#

Yeah I need space behind the exit/entrance

smoky adder
timber lichen
#

guys im having a really hard time trying to make apocalyptic lighting in unity

#

i have watched maybe like 10 tutorials and spent a couple hours but still no luck

#

i want to make it like this ^

mortal stone
thorn sparrow
#

do flares work anymore?

smoky adder
thorn sparrow
#

@smoky adder I've been trying to get it to work in my project

#

flare layer on the camera doesnt work

#

the flare appears in the scene view, but not game mode

smoky adder
#

I am not entirely sure about this, but you might need to go through the docs for URP or HDRP

frosty palm
deft fiber
#

You can achieve this type of effect by controlling exposure using Volumes
But a big part of it is getting the baking, light probes and reflection probes working right

#

HDR lighting has to be enabled, and you'll need to keep a track of the "true" amount of light in each area regardless of what they look like

snow lava
#

Were you able to fix this?

orchid solar
#

@snow lava Yes, the problem was with one of the meshes I imported

#

I didn't use that mesh and it worked fine

snow lava
#

But what if you need to use that mesh?

coral thunder
#

Okay, I don't know if this belongs here but I don't see a Materials channel and not sure just 3d-Art would suffice but please send me where I need to be if there;s a better place.

I'm trying to make old static/noise TV screen that emits light but I can't seem to get the noise texture I've made to work nor can I figure out how to get an image sequence to animate on the surface. If anyone can point me to information that can help I'd be grateful.

#

Also, is it not possible to control bloom on a per object basis rather than global?

deft fiber
gusty oriole
hazy plume
#

how do i prevent getting stuck on clustering when baking lights?

deft fiber
hazy plume
#

im on an older version of unity so using gpu would make the lighting look worse

#

and even then it still happens iirc

#

ive also tried clearing lightmap data

#

to be specific im on 2018.4.10f1

misty ice
#

im having this really weird problem when i get close to walls in my game, any help?

north fable
#

oh god no sorry

deft fiber