#archived-lighting
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random question: is that a horror game?
yes it is dark but the walls aren't suppose to be dark like that when you get up close to it
oh
Never seen that kind of issue before, but got a hunch there may be something wrong with the normal map or parallax occlusion map if you're using one
You could try disabling those parts of the material to see if that changes anything
is it possible to generate lightmap uvs in blender and use those uvs for bakign lights in unity?
@misty ice This is a shot in the dark (no pun intended) but do you have HDRP's microshadows enabled? If so, try disabling them.
im not using HDRP, im using built-in with post processing
Hmm it definitely seems like an issue with the normal map somehow, only I've never seen it before so I can't offer any suggestions as to how to debug it :/
Sure
I believe Unity just uses the second UV channel for lightmaps if you don't generate some when importing
oh okay
then i did everything right i think
i lightmap packed on the 2nd uv channel with a res of 2048
for all of my objects
Not sure why you'd want to
Sounds like a hassle to get the margins right
disabled the normal map
still does it
Interesting!
because i keep getting overlapping uvs when i use unity's lightmap pack even though i increase the margins and decrease scale in lightmap
Decreasing scale in lightmap sounds like it'd make it worse, not better
But sure making them manually is a fix that works
decreasing scale in lightmap would make some objects take up less space which would mean that they wouldn't be overlapping with other objects' uvs
I was under the impression that each separate object has its own separate lightmap
i have 2 objects and they have their own lightmap
each
when i generated uvs
it generated one for every single one
which is why i was decreasing scale in lightmap for certain objects
That makes sense
right now i only have 2 objects as opposed to having about 50 before
combined all of them into one
I guess that's what static batching does anyway
@misty ice I had a similar issue earlier, and it was fixed by just messing with shadow cascade settings, turns out polygons that were too tall or wide couldn't recieve shadows properly
Another troubleshooting step might be to see if that issue happens to any other object in the scene, and change the shape of that wall to see if that makes any difference at all
Whats the best way to go? making a 3rd person art gallery so big emphasis on beauty on one scene. built in processing or URP?
There's no right or wrong answer to that, but I'm a big fan of URP
Does a lot of things out of the box and there's some nice optimizations going on under the hood
And just feels way more modern to use
But I guess it can't be pushed as far as the built-in RP if you like to program your own shaders
...Or use asset store shaders and effects, as most of those are probably still for built-in
But the people at #archived-hdrp might be able to tell you more
yea im enjoying all the functions without so many post processing layers and added elements that could go wrong. this lighting is insane XD im a lighting engineer for concerts so i got tasked with lighting the world but finding it rather tricky. do you know of any really good docs or youtube videos that explain the lighting in unity?
https://learn.unity.com/tutorial/introduction-to-lighting-and-rendering
The official tutorials and docs are easy to overlook, but a really good resource
Most tutorials on youtube I see are specifically about baking, as that can be a bit of a tricky process
and baking is the way to go?
ok sizing didn't change it but found out the one of the inside walls was duplicated and i didnt know so thanks for that xD
OK WAIT NEVERMIND, IT DID FIX IT (edit: i thought it did but theres still problems, ill figure things out)
but now my walls are about 300 feet tall
thank you @deft fiber! i figured out how to fix it
how can i fix this?
the shadows are just grey
i can see the entire layout
its so annoying because i just want the dark parts of my map to be dark
here are my settings
im on 2018.4.10f1
@hazy plume Do you have a light in the scene?
no
but it happens regardless of whether i have a light in the scene or not
on different scenes
@frosty palm
@hazy plume I'm just not sure what you expect it to look like ๐ค If an area is in shadow, it's in shadow, and that shadow will always be the same colour. Unless you're expecting it to have some indirect lighting baked in? In which case I would ask, is your geometry marked as static? And/or do you have light probes in the scene?
geo is static
no light probes
im expecting for the shadows to be black
instead of just gray
looks like there arent even any shadows because i can see the entire room
@hazy plume Ah I see. In that case it's probably indirect lighting from the sky. Try turning down the intensity multiplier for the Environment Lighting section in your screenshot above.
Either that or the Indirect Intensity slider near the bottom
Okay, I'm still struggling to get this to look how I want. How do I get this TV screen to both have a 9 frame image sequence of static be animated on its surface while also emitting a flickering light into the room? And how do I get these (moving) light beams to actually emit light into the room and hopefully be reflected in the black surfaces? Thank you.
If it were me I'd add area lights (which I think can only be realtime in HDRP, not the builtin renderer) on the moving light bars and the TV. Either that or several point lights along the lengths of the light bars. Emissive surfaces don't generally cast realtime light (although I'm not sure if light probes can be made realtime or not)
Hmmm. That would be seriously unfortunate. I suppose a few point lights on each light bar could work. Currently the lights being reflected are area lights but I'm not liking how they still reflect as point lights. I haven't actually played with light probes at all yet so maybe I'll go look at what they can do. Thanks.
Hi guys,
I have an issue with my HDRP 10 project (Unity 2020.3). The same scene does not react exactly the same either I load it stand alone or from another scene.
When I load my scene stand alone, it looks like that:
https://cdn.discordapp.com/attachments/458270695147962368/867050465359429652/unknown.png
When I come from another scene:
https://cdn.discordapp.com/attachments/458270695147962368/867049630688870460/unknown.png
I have the impression that it an exposure issue but I don't know why only on some materials?
Any helps?
I'm actually having trouble spotting the difference. The different camera angle doesn't help. What exactly are you looking at? ๐ค
the main character in the middle
on the second picture he is shiny ๐
Ah right, I assumed that was just an effect that was supposed to be there (like the second screenshot had been captured at a different time during gameplay or whatever).
Looks like the other character in the background is glowing as well, although it's harder to see
indeed, he is glowing :/
the only difference is the way we load the scene. In the first case, we just start the scene (pressing play on Unity), the second, we are going from another 3D scene (the lobby)
What happens if you make a new scene with a simple script to let you press a key to switch to this scene? Isolate whether it's something with the lobby scene or just switching scenes generally.
The obvious answer to the problem is that something in the lobby scene is changing a setting or perhaps there's an object with Don't Destroy on Load enabled that shouldn't ๐ค
Usually
Baking gives you the highest quality lighting with the downside that it's static and uninteractive
I'm working on a code to make a switch as you said. I already check if there is something with Don't Destroy on Load but no :/
indeed, todays my light probe day haha
The issue happen only when I came from the lobby. After investigation, the problem seems to come from the baking. When I clear all baked data, the problem disappear :/ But I need to bake my lights ๐ข
We used to have this kind of issue that was related to a missing Sun Source
Another issue was that the directional light wasn't of type mixed
Iirc it was set to baked, which caused it to act like mixed but only when not transitioning into the scene from another
we are in HDRP 10, we don't have this config ๐
or directional is in mixed :/
Ah, HDRP is different in that way
You can animate the TV's monitor material to change, and at the same time animate a realtime light to change intensity with it in sync if they have the Animator in a shared parent object
Dynamic, long stretches of light emissive material is perhaps the hardest thing you could ask from a lighting system ๐
If you don't have Enlighten, RTX or some tile-based lighting system in your project, stretched light sources are either baked or faked
If they're baked, they won't be moving
If they're faked, you'll have point lights dotted along the length which causes weird reflections, and with forward rendering running into the light limit
Enlighten realtime GI is coming back, so that might be an option for you if you really need those kind of lights
When you load the next scene, are you doing it additively or replacing the existing one?
replacing.
But ... I find a clue. When I disable some objects and rebake, the problem disappear. So, it might have an issue with the baking of one of them
It is? I never used it when it was a thing. Might have to google this a bit...
https://forum.unity.com/threads/update-on-global-illumination-2021.1067015/ here's details on how they're supporting it
tldr URP and HDRP get it back as a realtime lighting solution starting in 2021.2.
Built-in had it all this while
ok, the problem come from the light probes. Is there a issue with light probes and the load scene ?
my lighting only works on some patches of grass, anyone know why?
So, how do I get the material to animate/change? is the image sequence I made usable or do I need to use another method?
What lightning? Or did you mean lighting?
yes sorry
Why is my lighting like this?
The light from the fireplace is flickering btw if that makes anything break
Is it at all possible to generate lightmaps at runtime?
I don't really know what I'm looking at. What exactly is the problem?
What do you mean by "drops huge lag"? Causes low framerate? How many lights do you have? Do they cast shadows?
Where is your light positioned? Is the grill blocking part of the light and casting a shadow? I'm also not entirely sure what is wrong with that screenshot, it's hard to tell from a static image.
i fixed it, but it was that my lights just didnt work on some grass (turned out it was a problem with the texture)
Like 4 lights and no shadows
What kind of PC are you testing on? And you haven't confirmed if you mean you get a low framerate
GTX 970, 32 GB ram, AMD Ryzen 5 3600 6 core
It's inside the logs. I set it to soft shadows
If you remove/hide the logs does it look right? It's probably not working properly because it's inside the logs.
If the light is inside or very close to objects, it's best to disable shadows from those objects
Fireplaces rarely cast sharp shadows, which you'll be sort of limited to with point lights I believe
Ahhh ok thank you :)
What I would do switch it out for a very soft-edged spotlight and stop the whole fireplace from casting shadows from that light
Good luck ^^
Thanks! :D
What framerate do you get with those lights?
You're not really giving us any information to go on in order to help you
You can keyframe material changes in animation, which may be the simplest approach
i got like 100-120 and when light is on 20-30-40
without light
with light
i feels more laggy then first
everything goes slow
oh i found the problem thanks
What was the problem? Out of curiosity
Always share solutions so others can look out for the issue as well
How can i fix this?
There's a light point behind the wall.still, I can see it reflection on the ground
Baking or point light shadows
Please use screenshots
Ok
I just don't have discord on my PC
Thank you, it worked
How to do i make it so my player is affected by reflections?
I have a player with a pistol and i want the metal on to have reflections
this works with the small props around the scene as im using realtime but not the gun
@slow sierra Do you have more info, like what rendering pipeline you're using and what kind of lighting setup your level has
The solution could be as simple as adding a reflection probe
i am using a reflection probe
So the solution isn't that simple
Could also have something to do with how you're rendering the gun, if it's like it's own first person space or something like that
not really
its using the same camera as everything else
ive just made a short video showing all the issues
main issues are the reflections being a bit weird on the floor and the black corridors
nvm fixed the black corridor
At least the reflection is there kinda
Reflection probes are bad with accuracy, but you can improve it by using box projection and positioning the bounding boxes of the probe very carefully to match the prominient bright surfaces
Looks like box projection is on but the bounding box isn't correct
@slow sierra https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@11.0/manual/Override-Screen-Space-Reflection.html Screen space reflections are also a good option to try if reflection probes aren's serving you well enough
bounding box?
the box around the probe controls its influence, but also where the "walls" of the box will be seen in reflections
The implementation could be a little more involved in HDRP
as I'm more familiar with URP
This looks to be the setting that allows you to map the reflections to volume box
That's pretty important detail, which is why it was the first thing I asked
There's some HDRP files in your project so I had to assume off of that
yeah that was from one time where I was experimenting with that
So, what render pipeline is it? ๐ค
I'm gong to guess this isn't the place to ask for help with shaders is it?
People are really busy, so it's really unlikely anyone has time or interest for any 1on1 tutoring
Yeah i mean text is fine too its just hard to explain
#archived-shaders would be more appropriate
Your best bet is to describe the issue and hope someone knows something
ah thanks i couldnt find the chat ๐ฌ
Hi, guys! Does anyone knows how to change baked probes during runtime?
I want to make a skybox transition with lighting blend
could someone help me with a lightmap issue? for some reason baking lightmaps leaves these weird artifacts on walls (I'm using URP)
Hey guys! So im using a spotlight, culling mask set to 'Artworks' and the image is set to layer 'Artworks'
In realtime the spot lights up the images and it looks amazing, when baking i get this light bleed even though the culling is set to only the artworks layer. any suggestion to fix that?
Do the walls need to be assigned their own layer so that they are not reading from the 'Default' on culling masks?
So what is the goal, exactly?
the images look really dull in the area and im not sure how to brighten them up so adding a spot pointing directly at it made it pop and its what i want to go for.
So you want the wall to be not lit?
The simplest solution by far is to add the painting as an emission texture in the material, in addition to base texture
no the wall musnt be lit from the spotlight, just the area light (blue)
i will try that thank you! the image isnt static in the project folder. they are being pulled in from a URL then added as a texture onto the basmap but im sure i can wiggle the script to give me both
dont know which channel i should post in, but how do i apply a roughness map on my miniature?
i got a diffuse map on it but how do i make stuff shiny and metallic?
how do i make everything illuminated the same amount
I guess by default everything is being lit by the environment light source, or your render pipeline equivalent
yeah i figured it out in the end
You could start by investigating why your lamp seems entirely unaffected by lighting ๐ค
Normally lamp fixtures have an emission map to ensure they light up evenly while being constantly illuminated
can anyone tell me how to add reflections to a scene like this? i am not using hdrp
Hey everyone! Does anybody know how can I mimic this kind of lighting? How should be the settings?
So out of nowhere my lightmaps became broken for no reason, they looked perfectly good before but now they look like this. No settings changed, just started doing this out of nowhere
Hi all. How do i solve directional light still lighting underground caves, bcoz shadow distance doesn't cover the visible cave floors?
My caves are very spacious...
How do u do long distance shadows anyways, like cloud shadows moving, shadows of mountains etc?
What RP are you using?
i believe its the default one
The built-in RP has both box projected reflection probes and screen space reflections afaik
Which is what I recommended the last time you to use
it said i needed hdrp
https://docs.unity3d.com/Manual/AdvancedRefProbe.html box projection for built-in
https://docs.unity3d.com/Packages/com.unity.postprocessing@2.2/manual/Screen-Space-Reflections.html screen space reflections for built-in
from what iโm seeing, this is just default unity lighting, nothing special
Hi so i have 2 issues with projectors
First is why is there that square around the projector itself? In here the floor is a terrain, getting hit by a directional light
And second (can't show pic), the projector just doesnt show in some. Same as the first, but on a different underground terrain that is in a layer that the sun is set to not hit
So basically projectors only work on an already lit renderer?
Is there anything that works on both lit and in receiving shadow?
This is a pci of a projector only showing on the lit part. The left black is a shadow that falls to this cube
Which RP are you on
@lofty quartz Culling masks?
Ahh, a hint. Let me dig in to that. None of the forum posts mentioned it.
Hmm, that's 2D lights, right?
Yes
Then you probably can use Sorting Layers to render the lights behind the roof tileset
Culling masks are more of a 3D lighting thing I think
It was the sorting layer. I had tried that but was doing it in runtime and it doesn't do anything unless you set it outside of runtime. Thank you very much! Had me worried that my roof couldn't be a tilemap. ๐
If you've baked lightmaps, could be overlapping UVs
If it's dynamic, it't probably the usual kind of light leaking near vertices
hey guys were trying to bake a simple lightmap but behind this tv its all messed up
were using the standard pipeline
hey everyone, I'm having some incredibly weird behavior with the 2D lights in unity. If anyone can help me figure out whats been going on, at this point I don't even know how to look up the problem. https://imgur.com/a/pAzwFu1
fixed it by deleting all the URP assets and resetting up the project with new ones ๐ฅฒ
any way I can get some help?
You'd have to explain your issue first
the issue I was on about was that on some textures light would appear, which was pretty bright and if you moved, it would start flickering, it started doing that when I changed rendering modes from Gamma -> Linear and/or Forward -> Deferred rendering path
You should put both in different layer for each light to keep it separate I guess.
Your aiming it the wrong direction?
You place out reflection probes per room and per hall way?
Yeah it wasnt working out but @deft fiber s suggestion of using the same image on the emission map worked beeรจeeeautifully ๐
Cool, I would just use layers really for these kind of things rather than emission map. Emission cast different light, outwards from the source and increases render time and gives more noise.
Ill definitely try that! So the walls and artwork would need to be on separate layers?
One of these if I remember correctly
In this video I quickly show you how to brighten your surroundings and walls. These videos are mostly being created based on question that pop up regularly in Unity Official Discord and because I know a lot of the people are under age 18.
Discord Community: https://discord.gg/DwRhSrBtKe
10h Unreal Lighting Course - https://www.wingfox.com/c/82...
This short video is to show the principles of using Unity Layers on Objects which is then used to ignore them during Occlusion so light will not affect them. This allows you to finetune your lighting and get more control to solve different issues.
10h Unreal Lighting Course - https://www.wingfox.com/c/8221โโ
Linkedin - https://www.linkedin.com/...
Should teach you the principle and probably other ways to use layers to do creative lighting.
Is there any way to get a Sprite Shape 2D's fill texture to use a normal map? "Enable Tangents" on the Sprite Shape Controller seems to do nothing
Howdy. I am really new to unity and I have no idea why the rooms I uploaded look so dark on the inside (as seen with the dark wall on the right and the black wall on top, even though I made it white.) Can someone help me in terms of how to make it brighter?
check pinned msgs
Is the lighting turned on at all in scene view here?
This looks like the temp lighting you get in that case, which doesn't light surfaces equally
<@&502884371011731486> dreamingniki#8659 spamming
Has anyone had an issues with sprites causing a gap between the sprite & shadow?
Looking to make it so that the shadow meets the feet of the character
do you mean shadow distance?
yes
if you're on the built in RP, it should be in the quality settings
@white parrotFirst of all make sure that the visible portion of the sprite is actually touching the floor, and also probably adjust the bias settings in the light
Though I actually used a 3d shadow caster on my character sprites to avoid the 'flat edge' problem, and that solved the gap too.
Obviously hiding the mesh ๐
All three solutions I would've suggested!
i assume this has to do with the shadow settings. I'd guess it's the soft shadows causing it
@icy tundra & @teal gazelle thanks for the responses!
I will look into the 3d shadow caster and see if that fixes the issue. Main problem is it will lose the pixellated effect of the shadow itsself
It could be the soft shadow, so will see if changing this has any affect too, again thanks guys! ๐
What caused it? What does it break? Did you try googling the error?
I tried googliing and I think I didnt find anything
and Idk
i just added the water from unity assets standard or something and then moved the directional light and this apeared
so no idea
Is it causing some issue
Vague errors might go away with an editor restart
Could keep "Collapse" on so you can see if there's error besides that one
You also have some warnings
In this image, the camera is positioned inside one of the walls.
Does anyone have an idea why real time directional light would creep into where to cubes touch like this?
I know that bias settings, cascade counts, and shadow resolution can help reduce this, but, I feel like there's a way to completely stop this, since these are two touching mesh objects.
change in light direction... it's like shadows are z-fighting? not sure the right term
You could keep the pixelated effect by using cubes for the shadow caster instead of spheres and capsules...
Hi guys
I spend the whole week trying to fix this problem with the lighting but I couldn't fix it
can u guys help me?
Hi all. Anyone know what "multiple importance sampling" is?
I'm trying to just use lowest settings for fastest bake for preview stuff. Will this option help me do that?
Forward rendering has a light limit of ~4 per object
If you split the road into multiple mesh renderers it should light up properly
@deft fiber
i wish that i posted here a week ago
thank you
On the latest URP, Deferred renderer may have unlimited amount of lights when they are not casting shadows. (With shadows it may have only a few depending of the size of the shadow map allocated, also depending on the type of light)
Hi all
I got a few questions about lighting. Sorry a complete beginner here
My game's got 2 big ish terrains, the underground one is on a layer ignored by the Sun
Should i just not use baked GI at all? Bcoz even with the lowest settings on every field, the bake still estimates to 6 hours
The terrain's like 1km wide, times 2
Only got ~15 lights in total in the underground. Most objects are box/spheres, set to static contribute to GI
Is there just no such feasible thing as "small open world, lowest quality baked GI"? That GI is only for small spaces?
Should all lights just be realtime but with either the really big ranges or small corners in the underground? And the camera culls the lights as needed, artifacts/flicker as hell but i really dont mind at this point
If i dont use GI at all (bcoz it's just impossible for terrain scale stuff), i wont have access to Area lights and Lightprobes in any way?
these are most helpful in reducing bake times
I'm not sure: can you make your directional light Realtime only to avoid baking time on terrain? or will it still bake from skybox light?
hello
i made a fire effect using a tutorial, but it is like a bonfire and only covers a small area
is there a good way to cover a large area in fire?
i'm trying to make a warzone for my game
Sry i had the unity bug.
Apparently it took hours even with lowest possible settings bcoz.. idk unity
Restarting fixed it...
oh, what bug? baking can take a while
speaking of which, this is really hard to figure out by trial and error since it takes so long
has anyone come across a good & detailed description of how the lightmapper works?
I've spent about two days on this now, it does kind of feel impossible to configure right, and re-baking to figure out the small adjustments like bias is just not feasible time-wise.
It also takes a really long time even for tiny little example scenes...
I've noticed that the popular games (RoR2, Valheim) aren't using baked lights and that many popular asset vendors explicitly say that baked lights aren't included since it takes so long for them to do.
I don't know, maybe I'm just making lots of beginner mistakes.
If anyone out there uses baked lights in their game and can speak fondly of it, I'd love to learn from you.
Hi. Can 2D lights shine on multiple layers ? I have objects on 2 layers and light shines only on the same layer the light is on
I checked that on built in renderer lights effect all layers, why 2D URP lights would act different ?
If you have a dedicated GPU, baking using progressive GPU is an option that can speed up the process by an order of magnitude
RoR2 has incredibly simplistic lighting, instead leaning on artstyle, and Valheim is based around dynamic geometry so baking is out of the question anyway
I find the default settings of the lightmapper produce perfectly decent results, but I usually tune the resolutions/accuracy to about half if it's not a final bake
Hi guys, how I can see two probe reflections in one mesh? Like in this room i have one small probe reflection, and other one in center of scene, and idk for some reason, but probe reflection in center even with boundary size rendered where it should not be at all
https://cdn.discordapp.com/attachments/497872424281440267/871354414085062656/ViiPFuTQp1.mp4
What render pipeline & version is this on?
Unity 2020.2.0f1, built-in render pipeline, i guess, i create project with "standard" assets
I suppose it's something wrong here. I hope that it is possible to make a normal mixing of probe reflections based on the boundaries, I should only display the probe reflection in that room instead of the one in the center of the scene
Ah, the problem is that smaller room reflection probe is ignored?
Are they separate meshes? I believe probe effects are per-mesh based on its origin or anchor point
Yeah, ignored. Here's one mesh, but do I really have to make a separate mesh for each probe reflection?
I think you may have to
Probe blending fades two reflections together, it doesn't create borders between reflections
Oh, that's sad. Perhaps there is some other way besides splitting the mesh?
I can't think of any
HDRP allows spacial blending of probes though
Ah, i'll try it, also URP so maybe btw?
URP got probe blending pretty recently, but it's just the simple linear type
Thank you, yesterday I spent the whole day wondering what could be wrong here, I searched through a bunch of google, and found nothing
the blending's a bit hard to explain, but here's how it works with 1 object vs many objects
I can understand your confusion
Two overlapping solid color cubemaps
I have worked with other engines that have blending like in world space mode, I could set which polygon to probed reflectioned. I'll try hdrp/urp, maybe the situation will be better there and I'll do what I want
Here's HDRP blending cubemaps spatially across objects
Ah, nice
Perhaps everything will work quite well in urp, hdrp is more hardware intensive i guess. I don't know how well I can optimize all the assets there, but thank you for your help
The docs say that URP doesn't have the blending, or even box projection, but I have a distinct memory of testing them at some point in one of the newer versions
Let me know if it works for you
Just betweem us though I would say splitting the mesh is much simpler than changing render pipeline :p
kk, I'll let you know
Well, this is partly true, but it is very confusing especially since I do not want to divide the parts of the mesh only for this reflections
Why not?
Extra drawcalls is the first thing. Also a lot of redundant objects in the hierarchy
I like to keep clean everywhere, so this method is not very suitable for me, unfortunately
Static geometry doesn't create extra drawcalls
It's not redundant if it fixes a problem that otherwise requires significant workarounds? ๐ค
Oh, it seemed to me that there are still extra drawing calls, but ok. Nevertheless I will try to find the most optimal solution, so far I have migrated from another engine to Unity and am dealing with problems that I may have here
When objects are marked as "static" they will be batched into one draw call
Multiple meshes can be imported at once, which I can guarantee doesn't clutter your hierarchy
There are conventions there, and I don't know them yet. As far as I know - 1 material = 1 drawcall, multiple meshes with same one material also may have 1 drawcall, but idk how many objects can be in 1 drawcall then
Yea sure there are countless ways to crank out more speed, even in addition to a lot of the stuff unity does automatically
But really you don't have to worry about that unless it's causing an issue
Best practices are something you pick up over time and become natural, but you can spend an endless amount of effort into optimizing WIP code and content without possibly ever seeing tangible gains
Targeting really low end hardware or doing really performance intensive calculations are good reasons to think about optimization from the beginning, but still probably not at the prototyping phase
Yeah, you're right
I just still wonder why hdrp supports space blending of cubemaps, and built-in does not
Maybe is somehow method to move blend samples code from there, but fine. I will explore this case
Hi all. Lighting newbie returns
So my light (point, spot) set to baked, i can see the baked lighting being baked there
But changing it to realtime or mixed, the terrain just doesn't receive any lights?
Then i also see this option greyed out. Seeing the docs, it's also greyed out
Well to make it short: i can't use mixed light for terrains. What could be happening?
I really dont understand light baking with terrain.. From the docs it says, unticking this means the terrain will receive GI from light probes, but that's not happening with mine
Can you name a large 3d unity game that uses baked lights out in the wild? I could really use some inspiration on this topic.
I'm reading that Nvidia has closed off something in the driver that is needed by the progressive gpu, which is why it's not working for me. Although, I worry that even a 10 fold increase won't cut it.
Can't off the top of my head
I haven't heard about that sort of thing, I'm using an nvidia GPU and it's worked great, about 10 seconds for a simple scene as opposed to a minute and a half with CPU
From what I understand mesh complexity has a big impact on bake load, not everything static should be lightmap static
Yeah it's just an issue with the older gpu series I'm using
Baking emissive stuff, my chara is not getting lit (via lightprobes)
https://learn.unity.com/tutorial/configuring-light-probes-2019-3#
I thought this is supposed to work?
not enough information to make any sort of guess, that top picture is very confusing
The top pic is a vine-y object with emissive mat. The whole pic is lit by this vine
The black silhouette is the chara, completely not being lit
with your player selected and light data baked, you will be able to see active light probes in scene view
if the probes aren't responding to the player as they move, then they're not set up right
The probes are responding to my chara's mesh
But the active probe is black. So.. i guess it's an issue of the probe not getting the emissives?
yep, black probes means they baked in darkness
that can happen when they're inside walls, are your emissive materials set to baked?
my turn for a question without enough provided information lol
any idea why a tiny rotation in my camera angle results in...(please see the image after this one)
one of my materials going completely black?
This seems to be fighting with real time lights, baked GI is turned off here
Is it being lit by some pixel light somewhere, getting culled by camera look angle?
that sounds right, but I'm not sure what to do about it
there are several real time point lights scattered around, and one point light above the character acting as a light radius
Altho if the left side and right side are being lit by the same light, then maybe this is not the case..
What's being culled should be the light, not the "effect of being lit on certain objects"
yeah it's some kind of interaction between the real time lights
makes no sense to me
Related setting is "max pixel light" count on a single renderer
Where can i find default setting/values for Lighting window?
those are created per scene
okay, this makes sense... each object can take 4 incident lights (1-8, i have it set to 4), and in my image the brightest light is being counted as a 5th and being culled
thank you
i got hit hard by that yesterday, had to poweroff my computer twice
my only conclusion from my struggle is to not use GI until I have a high end GPU
tbf, Blender has shut my computer down just the same, so maybe something to expect with big renders
My issue is i'm trying to bake some big terrain. I read in several posts that probably better to not mark the terrain as static and only rely on lightprobes. But this just well, doesnt work..
terrain probes I thought were mostly for trees
looks so much better with baked lights, but yeah there's definitely tricks to learn here
here are a couple shots from when I was testing it last week, this is just a small section of terrain, before:
after:
I'd love to see your results if you stick with it
you need reflection probes, I believe as well
eg, one on each face of a mountain
Haha my terrain's still a messy playground. Just wanna pin all the techs down first before actually making stuff
(this is without a light probe group)
well imo, baked lights are gorgeous if you can manage it
So u reckon putting this on "contribute global illumination" ?
And my out of memory thing happened before was bcoz either scale in lightmap set to 1 or.. Lightmap Resolution to like 32
I mean, that's the plan. But i read again n again that for big terrain, probably better not
Bcoz the terrain taking all of the lightmap UV
big terrain is where we want baked lights more than anywhere else... nothing else can capture the dark side of a mountain quite the same
but, yeah, Lightmap Resolution calls 40 texels a minimum resolution but I also get memory overflow
I wasn't able to bring that resolution above 4 without problems
So i really dont understand a light set to Mixed
I have a directional set to mixed, then it bakes, ok
But the faraway shadows are still being "rendered", meaning, the far shadows are not there. Only the closer ones are there
So what's the point of baking the terrain then if i still have this same far shadow missing issue?
The mixed directional light on. Same old "far shadows dont appear"
And that mixed directional light turned off, to prove that the baking really did happen
umm, "faraway shadows are still being "rendered", meaning, the far shadows are not there"
rendered means to draw
if it's drawn you should see it
Ah ok, it seems i gotta use Shadowmask mode
Faraway shadows now working (viewed from a really high mountain)
Mixed lights act as baked when baking lightmaps on static objects, and they act as dynamic against not-static objects which can't be lit by lightmaps
oh, this is a picture pointing to the tree shadows, isn't it? those are dynamic like patchi is saying, and ignored when baking
im trying to use the gpu lightmapper because i dont have an amazing cpu, but im getting
OpenCL Error. Falling back to CPU lightmapper. Error callback from context: CL_UNKNOWN_ERROR
+1 my friend, it doesn't work with some old cards afaik
maybe check into your drivers
geforce gtx 960 here, driver 466.11 isn't working for me.. looks like I can upgrade to 471.41.. oops, let me try that
any luck? 471.41 still fails for me
im trying to build rn but im having issues with that
But the light is set to mixed, and it IS getting baked(i turned off the light after bake and the realtime shadow with distance disappears, baked shadow without distance appears)
Its just when the lightmode is not shadowmask, the faraway shadow is still being culled, instead of fallbacking to the baked shadow
But yea. Shadowmask works. Not sure why, but read some post about it
I'd expect it works like that for any lightmode tho..
Any reason the shading would look so crappy here?
It's fine in blender
(Blender set to render viewport, no weird artifacts)
Setting soft shadows and changing depth bias helped a little
if those are realtime lights, then these settings in the renderer asset will help
but that appearance can come from baked lights too, and is a lightmap resolution question (found in the Lighting window). I can only wish you well if that's the case ๐
Hi all, question.
The bottom white emissive is a river. And then there's a cube that is supposed to be a bridge above it.
I expected the bridge to be lit on the underside, and shaded on the top part, but as u can see the whole bridge is bright lit
If i move the bridge more up, then yeah i get the desired effect. But.. can't i put the bridge lower? Is it something with how i place the light probes?
the light probes should only affect dynamic objects, is your bridge static? (i think)
I tried with both. Hold on lemme get more pics
But.. i thought static can still be affected by lightprobes via this option?
ahh, I don't know exactly how any of this works
from my understanding, light probes are little samples in space about the density of light in that area
so even if it's lighting from the top due to light probes, it should still be a drop off as it moves away from the light source
you can reduce the Gizmo size of light probes by the way
This is static, receive from lightprobes
And it works, but just not with the desired "contrast"
Seeing from here, i expect there to be more lightprobes above the bridge that makes the top part more dark
And the probes below it are correctly lit, but the effect on the underside of the bridge is not as intense as i want
hmm
i'd recommend finding a point in your scene for comparison that is completely dark
environmental light can confuse things
This is getting better..
But i just dont get what contributes to which probes are being used at which direction
Is it by the centerpoint of the object? (Bcoz there's a ball whenever an object is selected) and bcoz the centerpoint of this bridge is.. as seen in the move gizmo?
again no idea, but I assume the probes chosen were the four that are able to contain the player
so, always 4, and if 1 is misplaced, you will have bad light
you might appreciate this AssetStore item: AutoProbe
helps with placement, but, what you're doing by hand is better for control
Hmm, yea.. it's always 4 indeed..
I wonder how many lightprobes is too many..
Pretty high limit id imagine, they are something that only gets referenced when the player is nearby
But it looks good indeed. I dont intend to ever have "final placed scene setup" and will often move things around, so anything procedural would help..
Will totally get it, thanks
BUT, after i figure out this 4 probe/object and what to do with it..
Yeah imo autoprobe really should be a core feature in unity, placing by hand is a stressful thought
But it seems all this mixed lighting stuff is preview still so I understand it's not
Lightprobe proxy volume may be my answer
very cool! I haven't come across this yet
I just started too
The Light Probe Proxy Volume (LPPV) component allows you to use more lighting information for large dynamic GameObjects
that cannot use baked lightmaps
(for example, large Particle Systems or skinned Meshes).
From that first sentence already makes sense
But i dont get the application with particle systems tho..
Ah, thank you!
awesome!!
umm yea is there a way to fix this?
Depends on what's the issue?
No
Since you haven't provide any info at all
helo
why doe my lighting work in the scene
but not in the game.
wat do fock
now it works
it wasn't working 3 seconds ago
but why are shadows pure black?
If scene lighting is not generated properly, the symptom often is lighting working 'sometimes' in editor
As the first thing make sure lighting is generated from lighting window
I'm not sure why the generate button is greyed out in your case, but the issue is that the environment lighting isn't loading in for some reason
That should give you something to start googling with
Shadows get their color from ambient lighting
Fixed
why my lighting off :(
Try finding a lighting tutorial for your project's rendering pipeline, see if there's solutions
im using urp
How would I make a smoke/fog effect like this?
(This is not my game this is just an example from RDR2) I really like their fog effect
i figured it out, i needed to add a directional light and turn on soft shadows, thanks for trying :P
(oh and also point the directional light straight up)
This is Volumetric Fog, you can easily achieve it on HDRP using the Volumetric Fog override on the Volume framework;
https://www.youtube.com/watch?v=vczkfjLoPf8
The High Definition Render Pipeline (HDRP) uses a Volume framework. We can use Volumes to control settings such as fog, sky, lighting, post-processing, or shadows. In this video, we'll take a look at how to change the look of your scene by creating these Volumes and transitioning between the effects.
More on the Volume Framework:
https://ole.un...
Just o add up, this is one of the best webinars form Unity regarding HDRP Lightning, on 51:00 it talks about Fog:
https://youtu.be/yqCHiZrgKzs?t=3056
In this video, you'll learn how to create AAA-quality visuals for current and next-gen games. Weโll also show you HDRPโs key rendering features and how to tune settings for anti-aliasing, lights, shadows, exposure, and more.
Speaker:
Pierre Yves Donzallaz (Senior Rendering & Lighting Artist)
Did you find this video useful? Room for improvement...
I don't think I have HDRP on my project, how can I check?
Hmm, on the Package Manager try looking for High Definition RP
And the default one is URP?
HDRP has a different Setup
The default one is the Built-in Render Pipeline. From there you can either choose to go to URP or HDRP
Oh okay thanks what is difference URP, HDRP and the built in one?
Is there a good video explaining this?
Yes, this video, the first 7 minutes is all about installing HDRP (you dont need to watch after that, because it is more focused on Ray Tracing).
https://www.youtube.com/watch?v=ad9f_nKU0ZA
In this webinar, youโll learn how to use Unityโs High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity projectโwith just a couple of clicks. Weโll showcase in detail the following ray-traced effects: ambient occlusion, reflection, global illumination, shadows, recursive rendering, and path tracing. Weโll also explain ...
But wait, just as a disclaimer I would say that HDRP is not very friendly, it takes some time to swallow everything and it might also break your entire project because it treats lightning in a Physically based way (if it is a new project with few assets, there will be no problem)
Oh sorry, I just jumped and said about HDRP.
Let me better answer this.
Built in render pipeline is the default and the old render engine from Unity. It is kind of generalist and can do either simple and AAA games.
But, as a cons it is not easily customizable
There is where enters URP and HDRP (Universal Render Pipeline and High Definition Render Pipeline)
They are based on a new render system called SRP (Scriptable Render Pipeline) which is modern and more easy to customize. But since most of us are all indies, instead of Unity forcing us to make our custom SRP based Render Pipeline, Unity provides two out-of-the-box solutions:
URP - A more general purpose Render Pipeline which started as a performance oriented solution. But now it is the most suited for all kind of non-AAA games.
HDRP - A AAA oriented solution, optimized for high-end graphical fidelity
As an indie, Built-in (the default) would do the job. The problem is that it doesn't support Shader Graph and other features (2D Lightning for example). Because of that, URP became the new standard for us indie.
Tried to summarise it all up. Huaha
Omg thankyou so much ๐
Really learned me a lot on this one ๐
So i really really dont get Mixed light
How can this object (dark), set to not contribute to GI, not be lit by a directional Mixed light?
Actually i change the dir light to any mode and it just doesn't light it up
Layer and everything already set up properly of course
hi!does light work on tilemaps?For me it doesnt
Needs to be a 2D light and the sprite material needs to be lit sprite
Sprite renderer component has a material field
There should be a lit variant of the sprite material among the options there
I assume you've already looked at docs/instructions how to do this part?
Are you doing it according to how the docs say you should?
There are particular steps you need to take to enable the sprite-lit material depending on how your project is set up
I didnt follow any docs
The main thing is that you need a 2D renderer data configured, and then upgrade the scene/project to 2D renderer before the sprite-lit material shows up
At least I had to
Well, evidently not perfectly
Read the all of the 2D light documentation and follow it closely
"It doesn't work" isn't really something I can help troubleshoot
Does anyone know how i can fix this issue
On the Light component, try to change its Render Mode to "Important"
Now the question is should I switch to URP, and if so do I need to change textures/materials? And is the Volumetric fog also available in URP?
On both Built-in and URP you can also do Volumetric Fog, but it is more tricky to do compared to HDRP (either because on HDRP it is just enabling some check box).
For now it would be easier to look on some Assets on Unity Asset Store:
https://assetstore.unity.com/?q=Volumetric&orderBy=1
(The most famous one are Ethereal URP and Aura 2)
But just as a note, Volumetric Fog is Under Consideration to be implemented on URP (but it might take some months or even a year to do so). Literally the last item ๐ฌ
https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/tabs/3-universal-render-pipeline
it still does the same thing
got it, it was the 'near plane' it needs to be full
Hey. Does anyone know why this is happening (super bright spots). It's been driving me crazy for some time now. I'm on v. 2020.3.14f1 and using URP. When I bake the lights all seems fine, then I switch to another scene, come back--and those lights are there
Something seems off.
What are your Lightmap Settings? it seems you are not using a Filter
This can happen with low Indirect Samples rate where a texel might receive less light contribution and be diferrent from its neighbour texels.
And instead of just increasing Lightmap Resolution and Indirect Samples, you can use filters to solve this kind of issue on a cheap way (time and performance wise)
If this is not the case of your noise baked light result, it might be that your Lightmap UVs could be overlapping. But I am more inclined to believe on the case of not using a Filter option.
Either way, you can check UV Overlaps on the Scene view mode (but it also indicates on the Console with a Warning when it happens):
Where is red, is overlapping
Thank you for that information, really appreciate it. I checked the UV overlap but it's not showing any red.
These are my lighting settings.
I'm suspecting something is off with the UVs. I will redo them and see if that solves the issue.
Alright thanks, sadly those on the asset store cost some money, how can I makeh own or is there a good alternative?
How do I go about using a filter?
I did UV mapped the object and this time the bright spots are gone. Only that error in the screenshot remains ๐
Oh sorry, I never did my own Volumetric Fog. But, it doesn't seems very difficult, but it will of course need some time to research and try some tutorials. On YouTube seems to be some of them (I made just a quick search but didnt watch any) Huaha
Hmm, ok ok, the noise I appointed is actually the aesthetic of the albedo texture of the door. Generally the Filter is set to Auto by default so it seems to not be it. At first I misunderstand what was the actual error. Sorry about that.
Now, with a better look, this little white-ish spot on the top-right corner really seems to be some UV overlap.
Did you tried to see the scene on the Scene View Mode I suggested (on Scene View, just click on the "Shaded" on the top-left)? The UV Overlap one.
Just to note, Lightmap aren't mean to use the same UV as the Albedo/Normal textures. Since every side and corner of the mesh might receive a different light contribution.
On 5:50 in this video, it explains the Lightmap UVs differences:
https://youtu.be/KJ4fl-KBDR8?t=351
In this video, we are going to take a look at Lightmapping in Unity 2020.1 to help you create fast and beautiful lighting in your scene.
Learn more about Lightmapping in 2020.1 from our Docs!
https://on.unity.com/2U7VQIX
Interested in the newest Graphics Features we added in 2020.1? Click here!
https://on.unity.com/2GHYGkR
Download the Spaces...
And also demonstrate the UV Overlaps
Ah I see now, no worries my friend. Haha, yes, the texture is supposed to look like that (will be tweaked for sure). Appreciate you trying to help.
Agree about it probably being UV overlap. Maybe the islands are too close to each other.
I did check with UV overlap though, but it's not showing any red.
Oh yeah, I know about the differences though I never make manual lightmap UVs. I let Unity handle that.
Hope this makes sense
Hmm, mine is not white. When I turn off "Show Lightmap Resolution", everything is grey.
The baked lightmap looks like this. Looks weird.
everything is this blueish. can someone help?
I think you need to provide some more info.
did you do Lightmap UVs yourself?
Hey. Nope, I let Unity do it.
Try either changing settings there or make UVs urself, it looks like its taking Lightmap from someone else
Yes, thanks. I'll try. It's still causing me issues.
Having so many issues with lightbaking, haha. Insane. I've tried bakery as well, but keep getting "Failed to save TGA" error every other time when baking as well as some other issues. Kind of sucks as I can't really rely on baking lights, which I need to to. Not sure how to solve this. The unity baking is causing many many lockups, rather often as well. Quite often I can't bake using GPU either (I have an RTX 3070).
Do you guys have any good workflows tips in general for light baking? I try to keep it simple, but I am relatively new to this so most likely it's on me ๐
Maybe my settings are too high. Often get the "Hold on for 17 years". ๐
Make sure your GPU drivers are up to date, and try baking a very simple scene with progressive GPU and default lightmapper settings, or defaults turned down
Just to rule out driver issues and scene complexity issues
Yep, that is good advice. I started about a year ago when I didn't know anything ๐ Many models probably need a "clean up". I'll most likely do that and also check in a simpler scene before adding them to the game project. Thanks!
Does anyone know what might make only 1 of your light sources cast shadows and the other not? (on the same object) They have the exact same settings but only the first light I put in the scene casts any shadows.
this is one of the many things it could be, found in your render asset:
Yeah that's on, cus its casting shadows just fine from the other light source, but for some reason every light source other than the original directional light isn't casting them - even with identical settings
Should dynamic objects also have lightmap UVs? Maybe it doesn't matter as they're not being baked.
Does anyone know why i get this weird semi-circular shadow in my scene? it goes away if i change my directonal light's rotation
Whats the cause?
it also goes away if i change the bias/normal bias to a higher value
so I keep getting these artifacts with my lighting I am spawning pieces of the map with there own light sources. and I am getting things like this I was wondering how I could fix this.
Could be the light limit of 4 per object
Since it took me a while to find this, figured I'd post here--it looks like Enlighten will be active until 2024, then I'm guessing they'll have an alternative solution or better realtime lighting.
This could be pinned
People have been asking about it a dozen or two times already
hey guys i just made lighting in my project and now i need shadow casters to make the certain sprites cast shadows. i got the component "shadow caster 2D" and assigned it to my player sprite and edited the shape of the caster to the player's sprite, but i just realised that my player animation frames don't match the caster since it is keeping the original shape i made it. any way to make it match the animation frames? i used a script on youtube that makes different polygon colliders in the player's components which all get enabled and disabled to the animation frames, i need something like this for the shadow caster 2D
Usually we just use a generic shape to represent the character's collider and the same for shadows. I mean, at least for the colldier, a capsule, or a circle and a box are sufficient disregarding the animaiton frame. The shadows depends of your art direction, how precise they need to be and how it impacts the gameplay. But again, generally a box/circle to represent the character is enough.
If you really need that, since Shadow caster 2D is kind of limited atm, it would also need you to create one shadow caster for each frame. Having to enable and disable it manually (unless you do a script to check what frame it is and activate the corresponding shadow caster).
An easier approach would be with 2D Skinned Characters, were you could attach Shadow Caster to each part of the sprite and it would assume the variety of shapes needed.
so i have a problem to do with the 2d pixel perfect lighting
i have this spot light
i don't think it's supposed to do that
instead of aligning to the pixel grid it's like, rendering at half the resolution and then upscaling or something?
doesn't look good
anyone know how to fix this?
I'm working on URP 10.4 and box reflection doesnt work yet. Is there a way to fake it or something?
The example project linked here https://youtu.be/2qeNu2QApAM doesn't have this issue
It doesn't have the issue even when upgraded to 2020.3.12f1 and URP 10.5.1 which I used for testing, but a project I made from scratch using the same versions does have this issue
I've been comparing them side by side but I can't find anything that explains this
gets even weirder when importing the example scene into the new project
Light on the left is kinda fuzzy, light on the right is crisp, but shadows are all blurry
I am mystified
@marble sleet Did you find any solution to this yet? I found one but it's unwieldy
i think it might get fixed if there's no sprites behind it, but then there's not much point having it on at all
It seems to me that some version of URP added downscaling for the light/shadow texture
...But not all versions have any settings for it
Here's the resolution setting in URP 12
this is URP 10.5.1
Could've missed it if it's in some other place, but I combed the docs through of all relevant versions
my trees' leaves are shining bright when I get close to them with a spotlight
Is that not expected?
no it's night time in my scene the spotlight is a flashlight but when I go to a tree all the leaves light up
Usually things get brighter when they're up to a light
If it's odd somehow you'll probably have to show a picture or a video
kind of fixed it put down the intensity now the change is barely visible
Can we talk about this ?
How do I deal with lightmaps and additive scene loading? If one scene has lights, do they affect the light maps of the other scene? Can I just press "Generate lighting" or do I need to select the scenes I want to bake for?
Guys I need major help
I added HDRP and something strange is happening
When I move the camera up and down, the scene become lighter and darker
Why?
It's adaptive exposure
How do you turn off?
I suppose the docs could tell you that
However, HDRP is designed to work with adaptive exposure so that it can use real world light intensities with its HDR lighting
It may look weird in barren scenes but if you have everything configured right, it won't be as drastic
As you can see in the HDRP example scene
No
But you need to configure it right
Study the docs and tutorials throughoutly or you'll be quite lost
Alright, Thanks for the big help
@deft fiberOh, I got another question
My materials are not showing textures
It's just dark
however, when I use a light, it becomes bright
And shows the textures
That sounds a lot like what light does
I don't know what kind of answer you are looking for
It depends on the material what values it needs to have to appear correctly, according to the PBR standard
Hello, I've marked all my objects as static and baked light. now... umm, the objects that were supposed to be dark are just black... Like the colour black, not dark black, like in shadows.
Looks like the smoothness and normal strength values of your materials are waay off
hmmm
nah
the 'blackness' is gone when I umarked them as static
but that looks pretty bad
Does anyone know what style of lighting is used in the game Arcadian Rift? Finding it very appealing
He uses unreal
HI Im adding a skybox to my game and when I add it shows up in scene but not in game why does this happen?
The lighting itself isn't special, but the unique style is achieved with textures of a very uniform smoothness
And distinct color regions
If there are any noise/smoothness patterns at all, they are likewise very clear
I need help with something
The HDRP uses too much GPU
Any way to optimize it?
Also, for baking lighting, how can I use my gpu for baking?
Enable "progressive GPU" lightmapper
Question very subjective to your project
When I use HDRP, it takes like 98% gpu use
HDRP is heavy
What GPU do you have
Well, it's not supposed to be that heavy
A simple-ish scene only takes about 30% of my 3070 in HDRP
What the
The same scene in built-in RP put it at 100%, which definitely isn't normal
I never found a solution or cause
You can build your own RP?
To some extent, I believe so
Never tried it
I thought the GPU usage problem was because it was cranking out unlimited frames, but I was unable to limit the fps with vsync settings, the built-in project was always at a stable 700fps
Weird thing was, the same scene in URP project was also at 700fps, but with 20% usage instead of 100%
I tried looking at the profiler but it wasn't doing anything weird
Just too much of it, apparently
What kind of real time lighting do you have
I don't know your scene or project, it's possible that it isn't hogging the GPU for no reason
Disable lights and objects, see if that improves anything
Sorry, I don't follow
If you mean roles in companies, I'm not sure if they're so strictly defined
Some might be looking to hire lighting artists with Unity expertise, specifically
Or Unity experts with visual level design skills
Often people focus on a skillset and learn to apply it to a variety of engines, or focus on an engine and learn to do many things with it
Man, all this is hard and confusing
At this point, I think unreal could be better then this
HDRP is hard and confusing because it gives you so many options and things you need to get right
Unreal is the same way
If you're a beginner it's much better to use URP or built-in RP first
@deft fiberDamn
URP doesn't have real time shadows until 2021
version
I'm using 2020 version
Most games survive without them
I see but how do you make good lighting then
Designing lighting for a realtime applications means always skirting around and leveraging the technical limitations of lights
Spotlights do have realtime shadows, and you definitely don't have to make everything realtime
Alright then, thanks for the big help with info
I see ๐
@deft fiber Sorry to ping you but I try to do everything to get it optimize
Frames
Lights disabled
And removing volume
Not a single one works
I think i'm switching to URP
I'm looking at adding baked lighting to an already built project. The scenes are just a single asset each with one light, no shadows. I'm wondering if modifying the assets at this point can mess anything up? Also will the baked lighting help or harm the overall performance? Considering its currently 1 light with no shadows. Thanks.
Baking lighting in Unity does not modify assets, rather it stores data in scenes for those objects
Whether it's helpful or not depends
Realtime lights consume processing power
Baked lights are saved as textures so they consume disk space, memory and load time when brought from disk to memory
Baked lights appear with more realism, but can't be moved
In your case though one dynamic light with no shadows is practically free on any platform
Thanks for the detailed response, that's good info. They are definitely prioritizing performance since it will be played on a Surface Pro.
When you say not special, is it just some sort of classic glow/lighting? making the environment dark and just amping up the light from very small, controlled locations?
There's bloom, some lens dirt, chromatic aberration, surely some tonemapping and that kind of "standard" stuff
Those are all... big brain concepts for me sadly haha
But it looks nice! thanks for answering ๐
They come by default when using post processing with any of Unity's rendering pipelines
Often games have non-standard features like toon shading that controls how light appears on surfaces, or screen filters like posterization or overlays
which I would classify as "special"
i vibe i vibe
my guess if I get better at programming before trying to create a game too out of my scope, im def gonna make some glowing cubes to minimize time spent animating or lighting things haha
floating cubes killing things~
Post processing is pretty fun and rather non-technical compared to everything else!
https://youtu.be/9tjYz6Ab0oc this video demonstrates well the common effects you could be using
It's a separate topic from lighting, though
Ah yeah I watched this before bed at some point. Brackeys has been king for explaining general stuff
my reflection probe is just the sky anyone know whats happening
You using baked, custom, or realtime?
baked
ill try baking again
nothing changed
should the reflection probe be a component or a seperate object
oh my god i figured it out
for each object in the scene you need to set this
any downsides to doing this
Why do I have to bake lights in textures with images and with real-time lighting not?
I mean, what would happen, if you would use and update a real-time lighting only once if the game starts, instead of baking the light in many textures..?
Actually, I think I do know.
Realtime lighting doesn't calculate all the shadows, it processes what is on screen, and it reuses buffers to do so.
There's no appropriate shadowmap that persists from frame to frame in most circumstances (dynamic situations).
so would be there a solution to make a room with lightswitch that turn ON/Off the lights only if the light switch changed instead of updating the light every frame?
like a event based light
Hello, i've set my project to URP but everytime I'm running the play mode, it took a lot of time and I don't why is it that slow compared to standard shader project. Is there a way to turn off the feature that slows the editor in URP like lighting or any feature that I don't know.
Not practically
If the camera angle moves at all, or any object moves in the scene, the lighting will have to be recalculated
Baked lights are saved to lightmap textures, whereas realtime lights are saved to screen pixels
i suddenly get this error spammed in my console after like 30 seconds of playing. Probably something with my flickering lights, but they dont go into negatives
What kind of flickering code is it
That's certainly unusual
its not really flickering, its changing to a darker color and then back to normal color
like an alarm
You could try debug.logging the light's values to see if they change unusually at runtime
rip my console then
"Collapse" setting may make it easier to see repeated logs
Anyway it's temporary, and you shouldn't be debugging more than one or two things at the same time anyway
with debugging it very rarely goes in the negative
but it never makes a problem out of it
why is the object i exported from Blender isn't effected by the directional light from unity?
guys i need help
as you notice when i move close to a light it will switch to that light instead of the main light hwo can i fix this?
Hello!! I just duplicated a scene but in one scene the light reflects on water and on the other it doesn't
do unlit shaders recieve shadows?
Depends on the mesh settings
How come nobody helps in here?
No
how can i get a standard surface shader to appear more vibrant? i went in GIMP and increased the saturation of my image, but when it comes into unity it looks very whitewashed and faded
Its hard to explain but you can turn off scene lighting in the top left below the default tab location and there is like a layer thing and a light bulb, under one of those is lighting settings
Emmision
Also just change it in unity
You probably have environmental lighting on which can cause it to look washed out
Does anyone know how to fix my issue?
^
Is your main light set to 'Important' ?
Sounds like it's switching between pixel lights or something. I'm not sure
No
Do I need to set that, and how
I'm not 100% certain it'll fix it, but worth a shot. Just select it and check the 'Inspector' for "Render Mode"
Do you have reflection probes in your scenes? Might be something up with them in that one scene
how do you mean?
ye it didnt work btw
recieves shadows has to be on in the inspector and cast shadows
in a 2d game, how can I make a sprite brighter than it can get in a spriterenderer's color?
like whiter and to a point where it's completely white?
How can I achieve Realtime emission light with built in render pipeline? I've thinked about that, but I can't find any good solution for this
hey guys
so i have a procedurally generated terrain... if I generate lighting... will the lighting be updated at runtime, when the terrain changes? or is the lighting baked for that specific terrain?
Why do I have leaks like this? The model is completed closed and triangulated from blender
walls are thick
is it a problem of the geometry?
@eternal ermine I think with procedural terrain you just can't really bake the terrain. Maybe with modern graphics cards you could, but that's a whole different topic
so how would i go about updating lighting in realtime?
atleast that's the answer i found when i last time looked into it
as when I build my game, there is no lighting
oh there should be like a lighting of some sort
I mean I have a directional light. But upon building the game, it's nullified or something, idk.
it just isn't there
idk how lighting works lol
I think i had to make a lighting object I put somewhere in either render settings or the pipeline setting
I think there is a separate lighting setting, i recommend messing around in there
i personally use urp
I can look more closely into it if those very vague tips don't help :P
I am trying to read the documentation for LOD and baking but I don't understand the documentation for progressive lightmapper. It says not to use light probes, then it says to use lightprobes. And it does not state if it is using lightbaking or indirect or lightmaps etc? https://docs.unity3d.com/Manual/LODForBakedGI.html
Anyone know why cascading shadows aren't working properly on my project? Took me forever to figure out that cascading shadows were causing this lol.
And with cascading shadows disabled.
Could it be the UVs? I'd also try adding a shadowcaster and see if that helps.
Can someone help me? I have this weird thing happening when it comes to lighting. If I run Bake Lighting Light (1) stops casting light, but Light (4) will cast light. If I clear the Bake Lighting data, Light (1) cast light but Light (4) will stop casting light. I have no idea as to why this is happening.
Baked Lighting:
Cleared Lighting Data:
What type are the lights
Baked or realtime or mixed
I found out when doing a second pass through settings that the light count was set back to 4 (I had it at 8), so now realtime lights work. Also, I originally had them set to mixed, but changed it to realtime. I am assuming baked lighting does not work for dynamic scenes. If I am wrong, please correct me and tell me how I could do it (or point me how to do it).
By dynamic, I mean that the scene starts by placing existing geometry down in psudo-random places. Like a dungeon crawler.
You are correct
Mixed lights are considered static when baking light and dynamic against non-static geometry, so you can't go wrong with that really
If I understand this correctly, even though those "rooms" will not move once placed by a script, it is still going to be considered dynamic. Only if they are placed by me, in the editor, and is meant to stay there, is it considered static. Thus the lighting cannot be baked into the mesh/texture.
Generally yes
If they're spawned or altered after the game begins and scripts start running, they wouldn't be static
It's possible to bake light into prefabs and spawn them at runtime, but not without some workarounds
To the best of my knowledge, static things are encapsulated within their scene, and cannot be spawned into the scene or removed from the scene
However, scenes can be layered on top of each other
Though staticness isn't an absolute thing, more of a guarantee that "this object won't move so it can be used for occlusion/navmeshes/batching/ other things that normally can't change at runtime"
Oh, so even the workaround wouldn't be a good fit then because I would have 50x50x2, or 5000, room tiles (at least that is the goal). That seems like a lot of data and add a ton of complexity to the save file.
The only difference is that you'll be loading lightmaps along with the room tiles
The save file only has to know that there is a room tile of a certain type at certain position, no lightmaps need to be included there
You probably don't need to keep all 5000 tiles loaded at the same time unless they're all seen and acted upon at once
Rather generate the map asynchronously as the player progresses
And unload rooms that are far behind
The plan is to generate the map, unload any rooms that are not within 5 room tiles (these tiles are big, they're 15.06 Unity Units). But that isn't the main concern as the save file is meant to hold the following:
Icon
Mods used
Map data
Map Size
Tile Info
NPC data
Player data
It might just be me over thinking, but it is going to be the whole mapping mod tiles to numerical data points that are going to be the most complex part as I see it, I would need to MD5 or use some other hashing algrithm the actual order of things. Because the main issue is that scene data is going to need to be checked against data to ensure that it's mapping is listed correctly at runtime. I want to ensure as little mod conflict as possible. The other option is to use strings and prepend the mod id to the scene name as an id, but string compares can be messy.
I want to make sure that people can mod this game if they so want without having to recompile the game. Unity already makes that possible by allowing people to exploit C#/.NET's dynamic ability, but I want to put modding as a core pillar.
Lightmaps would be just textures stored along with the graphical assets
I don't know what that has to do with saving or mod support
I know that lightmaps are textures, but I mean the whole scene data (which to my knowledge contains more data than the model + textures) with said model. I am also a storage freak, so I want to take as little space as I can.
To my knowledge, a scene contains a reference to the prefab/model, so either way a model has to be carried.
Then you'll probably want to stick to realtime lights as they'll take no space at all
Carried?
You can load assets selectively at runtime
What I mean is that the model(s) come along no mater what. So my point is that isn't it better to just use the models instead of scenes? The only other option I can think of is to write a shader that generates lightmaps at runtime and stores them in the save file, but I am not good with shaders atm to do that. So I guess I'll stick with what you said in that I should probably stick with realtime lights.
I don't follow
You'll load models in a scene if the scene has those models, but you don't have to include the models if you want to load them at runtime instead
Storing lightmaps for every asset in a save file would completely eliminate the storage benefit of not using lightmaps normally, don't you think?
Not to mention that generating them at runtime is practically impossible, and would defeat any computational savings of using lightmaps in the first place
Well, Enlighten is one way to generate realtime GI but still, I'm not sure what problem you are trying to solve
hello, does the Unity Standard have the Fresnel effect implemented for the metallic/smoothness maps for PBR?
Fresnel is an integral part of PBR shaders which unity does use
Do you mean fresnel that you can control or something along those lines?
no, just wanted to know if the Standard Unity shader has a Fresnel effect built-in for metallic and smoothness maps.
Wouldn't really be PBR without it
so, does the Standard Shader have a Fresnel Built-in?
Hello, what's the recommended number of lights that will not make the scene laggy and any ideas on how to optimize lightings in unity?
Guys, is there a way to apply lightmap manually, while still keeping it batched together (like how unity lightmap automatically does) ?
Check for lightmap bleeding
how
Lightmap UVs are usually generated separately by unity, there are UV marking settings there if you're going that route
If you want to you can copy your UVs to UV channel 2 and unstack any stacked UVs manually in whatever software you use. I prefer doing this than using Unity's auto-unwrapper. Just doesn't give very good seams. As with most auto-unwrappers..
If it's already unstacked and unwrapped by you, then you can just use it as is without enabling "generate lightmap UVs". It will use the first channel in that case
Hi everyone, I have a problem with the lightning in URP. I am making just a simple scene with probuilder objects, and sometimes I just bake the light to check everything is working properly, and on this room there is those noisy spots on the walls, and this is the only place where there is noise. I do not understand why, I was firstly thinking it was because of the lightmap size, but even when increasing it I have that noise... I have the default settings for the lightning Any idea ? Thanks
Have you tried selecting the wall and in the inspector increase its lightmap scale? Although it might just be your indirect samples being too low cause of the shade it's in
hi i have a problem with my lighting its like doing a weird thing around my player (its only suppose to be a flashlight in front of my player)
I tried to set the scale from 1 to 3 and there is still this noise, (it's even larger now..). Is it because of the lightmap size/resolution ? (I have a crap graphic card so I have to use the CPU and it's taking ages to bake)
I don't know how probuilder does their UVs, so unless it's a lightmap uv issue, I'm not sure what it is. Increasing your direct samples to something a little higher doesn't help either? Like 128 or 256
Sucks to be stuck with CPU though. Takes me a few minutes with my interior bakes using GPU with high samples ><
might be related, not sure
Yup I have a GTX 750 TI with 2Gb, and for the GPU Lightmapper I need at least 4Gb.. So I've tried again with 256 samples for the direct lights annndddd it's even worse. And I've checked all my map this is the only spot where there is this noise... @jaunty briar
It looks like you have stacked UVs ๐คทโโ๏ธ
I just do not understand why, I've removed all the walls that are not working and replaced them with fresh pro builder objects. And it's still the same issue at the same locations. I'll checked in the "Texel Validity" view in the scene and there is this: (Same view as the last screenshot). So yes there is a problem but I do not understand why? (So normally it's not a lightning settings problem)
I'll continue to dig this down tomorrow x)
Ok fixed my problem I am SOOO STUPID. Basically I just made this little room quickly, and as you see there is no roof. But behind the camera there is a huge wall (it's just a plane) so the backface of the wall behind me is just in front of the red area on the previous screen, and this is a problem because the Lightmapper don't know if it's valid or not (completely normal) so i've just added a roof and now it's working perfectly... Next time I'll finish the stuff before baking it.. x) Thanks again. (Here's the article I found: https://forum.unity.com/threads/faq-blocky-artifacts-appear-when-i-bake-a-scene-how-can-i-fix-them.951444/)
Ahh, didn't even consider that. Glad you got it sorted though
For future reference, I think it would fix that by setting your wall to be two-sided as well btw.
You mean two sided in the Material (Double Sided Global Illumination) or two sided as part of the mesh ? Because I was wanting to use just planes in order to save performances (instead of having 6 sided walls everywhere), so for a room I only have 6 faces instead of having 6*6=36 faces if I use plain walls
The "cast shadows" in the Mesh Renderer component set to "Two Sided". Backface also blocks lights then.
Oh ok, I'll try that, but does that kill performances or it do not affect a lot ?
I don't know how much it adds tbh. Only info I find is "select Two Sided to allow shadows to be cast by either side of the surface (so backface culling is ignored for shadow casting purposes".
It shouldn't render it though. That would have to be set in the shader
Ok, I replaced my cast options to Two Sided to check if it helps (it's baking it right now), thanks again!
Yea, just test it out I suppose. No worries
After making it two sided it do not seem to change anything, so I'll just stick with the normal "On" option x)
Did you keep your roof on when testing though?
Anyone can recall what causes these artifacts in baking? It's not backface issue (I'm pretty sure anyway) or overlapping.. I know I've seen it before, but can't remember the cause
is there a good light cookie for a fire?
is it shadow acne?
It does look exactly the kind of shadow validity issue that you were discussing with NaolShow yesterday, which would be caused by nearby backfaces
Maybe do a double check for those
Hello
i got this procedural planet generation asset and i got this error
Any fix?
Check that your editor/project are compatible with the asset
Then contact the author about the problem
Thank you
Hmm. Nothing shows up in the texels validity view which is strange. Ah, disregard. Apparently it got fixed. He had flipped normals on a wall. So basically, you were right. :p
My graphics break in webGL when the graphics are high enough to have shadows. Anyone know why? Could this be because of floating point errors or something?
Generally graphics get worse as the ball rolls further from the start. But for some reason it happens almost instantly. idk if this is the right channel for this but this is the closest to my problem.
Also, in the picture I sent, there shouldn't be darker spots on the ball. They kinda flicker and also the ground flickers darker if I'm close enough.
Here the ground shouldn't be dark and again, the ball shouldn't look weird. Also, notice how the ground is dark only near the camera?
I have all the lights disabled except one (obvious in the pic), and the ambient light is set to black. All objects have the same URP/Lit material and shader just with different colors. Why are some objects black and some gray?
I'm using URP for lighting in my 2D game, and I'm trying to add lighting to my particle effects, but under the lights section of particles, I can't drag in my 2D point light into the light slot, it only accepts 3D lights.
Am I missing something obvious or can we not attach light to 2D Particle systems?
im using the "default pipeline" and i cant find a way to change the filtering mode for real time shadows. anyone know if its even possible? do i have to create my lighting from scratch just to disable shadow filtering?
"point filtering" is what im after, cant find anything online about this
Seems there is no such option, unless you're ready to implement your own shadow mapping technique entirely
Or hack it somehow as mentioned here https://gist.github.com/aras-p/6197162
yo
What is this weird effect
on my mountains
when I added skybox
Like the texture is getting yellowish
Which I do not want
Reflection of the planet?
Your terrain is incredibly shiny
yes
the planet is the skybox
and its makeing my terrain shiny
Well, your terrain was shiny to begin with, now there's just something to reflect off of it
Turn down the smoothness factor
Hi
I'm using render texture and the RT is not being lit like the real mesh
I tried different shader and with double sided GI and nothing changes it
Ok.. increasing the far clip plane of the camera works, but that's not what i want (other players will show up in the RT)
What does the far clip has to do with lighting?
how do I make light not go through some objects in 2D light?
like, I have walls all around me, with no windows, I want the room to be dark there
and theres no other layers
Shadow cascades are calculated using the near and far clip planes
I got weird result baked light
I use area light (on the ceiling) but I got some weird circle light
is it about range of area light ? how do I fix it ?
As the first thing check for lightmap UV overlap
i see, atleast i have a direction to go in now
If multiple spots in the geometry share the same space in the lightmap, that would be the most likely explanation why lighting repeats or appears in wrong places
Anyone have any thoughts on this? I'm still not sure what is causing it.
The objects with the grey sheen are definitely being lit by something
Hard to guess what without the scene
Perhaps a reflection or light probe that isn't up to date
@deft fiber I reverted some changes to the lighting in the scene and now I'm getting a blue hue on everything and there are exactly zero blue lights anywhere. Is there an easy way to revert all light settings to the default?
I'm using URP for lighting in my 2D game, and I'm trying to add lighting to my particle effects, but under the lights section of particles, I can't drag in my 2D point light into the light slot, it only accepts 3D lights.
Am I missing something obvious or can we not attach light to 2D Particle systems? Has anyone here gotten lights to work on particles in a 2D game?
What applications are there for Reflection Probes and Light Probe Groups assuming the scene is populated only with Realtime lights and Baked and Realtime Global Illumination are disabled?
^ This question is coming from the fact that I don't have access to the Progressive GPU lightmapper, and am curious about my lighting options with Baked GI disabled.
I haven't considered Realtime GI since I've read it's deprecated? But, after typing this maybe I should consider it if my primary goal is just to avoid bake times..
Realtime GI is useful for lights that change slowly and have a high visual impact on your Scene, such as the sun moving across the sky, or a slowly pulsating light in a closed corridor. Realtime GI is not intended for Lights that change quickly or for special effects, due to performance cost and latency.
Hm, okay that's good to know, maybe don't need this now.
With both of these GI options disabled, I'm not sure if I'm seeing any use for Reflection Probes or Light Probe Groups..?
in a 2d game, how can I make a sprite brighter than it can get in a spriterenderer's color?
like whiter and to a point where it's completely white?
need a custom shader that lets you put in an emission intensity then multiplies the color by it
you want to take advantage of the color picker in unity that lets you put in intensity
Correct
Well, you can also have an entirely a new variable for intensifying the emissiveness, but HDR color picker is a more elegant solution
As far as I know, light probes are baked in the lightmapping process, so without lightmapping there are no uses for light probes
Reflection probes are separate from lightmapping, and the cubemap contained within can be pre-baked, entirely custom or even updated in real time
2D lights aren't "lights" so they can't be used with the particle system directly
https://forum.unity.com/threads/lwrp-using-2d-lights-in-a-particle-system-emitter.718847/ there's a workaround script in this thread that instantiates them as gameobjects in the particles
I am looking for someone who has experience with 2d lighting and tilemaps. I have a game like terraria/starbound, and i didnt get shadows done. Maybe someone can help me... ๐
I'm currently using v8.2.0 for Unity2D rendering, and I'm encountering a problem with shadows:
I have a composite shadow caster on my scene, and the shadow caster supports either "cast shadows on self" or not. What I'd like is a combination of the two: I'd like shadows to NOT be cast on the nearest wall, but other walls in the same layer would be occluded. The sprites do have normal maps.
I've tried this shader, but it resulted in pink textures on everything:
https://pastebin.com/gcXpQZF1
What I have:
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
What I would like:
Does anyone know of a way to do this?
Thank you!
thank ya'
how can I add saturation to a sprite?
Custom shader, selective post processing or directly altering the image asset
hi, I just imported my trees and they look kinda dark in the under side of the branches/leaves? how do I fix this??
I opened a project from version 2019 with 2020, and the objects have now a blueish/greenish glow, and the floor & wall are supposed to be gray. The light is also set to white. How to fix this?
Fixed: changed from "directional" to "spot", changed the intensity a bit, moved around, then back to "directional", and it works now
Hey guys, does anybody know what hits performance more on a pointlight?
Do shadows take up more performance or contact shadows?
On a point light
Anybody have any advice for using volumetric lighting in a space game? My understanding is that volumetrics are essentially illuminating fog, but how can I make useful fog in a space game when many of the options seem to revolve around the fog having a height? Base Height and Maximum height aren't useful concepts in space. If I make a sphere volume with a fog override attached to it, is there a way to make that spherical volume have a perfectly spherical fog volume which is denser in the centre and blends out to no fog at the edges of the volume (in all directions), for example?
hey,i have 2 scene and when second scene switch a first scene,lighitn is disable
why?
Also, when I use point lights with shadows, but turn on 'onenable' ( i only really need to see shadows onenable) they don't work
Hey all, my ambient lighting is set to use the default skybox with an intensity of 1. I'm also animating the directional light to do a day / night cycle of sorts. When i do this though the ambient / environment lighting is just black.
does the environment light need to be forced to calculate?
hmm.. seems to be related to which of my multiple loaded scenes is the active one. If the lighting is not in the active scene it is doesn't contribute to environment light.
if anyone has any insight i'd love to hear your thoughts
set my lights to do not destroy and now the ambient light carries across all loaded scenes. Just incase anyone was curious
Good to know!
Hi, im pretty sure this is a lighting issue. I painted some trees onto the Terrain and my camera has this circle where the shadows/details are showing but is lacking everywhere else... i went in and unchecked the shadow maps in the custom frame settings of the camera which removed the circle....
however i want the shadows to be present for the entire camera view... does anyone know a possible fix to this?
Thanks
And im in HDRP
looks like a draw shadow distance value that needs to be increased
says for HDRP you need to make a volume object and set the shadow properties there @plucky sandal
What light would be the best for cracks of light coming out of the wall?
I would assume spot light
I got these two plugins and they have worked great for us. I waited for them to go on sale:
https://assetstore.unity.com/packages/vfx/shaders/volumetric-lights-164149
https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/volumetric-fog-mist-2-162694
Thanks for the reply! I should have mentioned though, I'm using HDRP (which those plugins don't seem to support)
I'd fake it with a transparent mesh or particles
It may not be necessary to run volumetric calculations just for a few subtle rays of light
I have a hopefully pretty basic question - I am trying to optimise lighting in my scene (I got a few static sources lighting up static meshes) but there is one global light source adding a yellow orange ish tint even when I turn off the directional light I also have - does this come from the skybox or my light settings? Ive been trying to change up a few things there since I want just neutral light instead of the current color but I cant seem to find the right one
@delicate sonnet In the Lighting settings there's an Environment Lighting settings, it is applied globally.
aye, I found that setting but when I change it to color and a grey value there's still orange colored light coming in from somewhere
do I have to bake the lighting again to see the changes?
No idea how it influences baked lighting, never used it.
if you change bakes lights, you have to rebake it or turn on auto bake
That definitely sounds like environmental lighting. Did rebaking help?
Got a question guys. I have a scene in my game where the player plumets into the basement right into a chair, and a mysterious man ties you up, then walks right out of a garage door in the room. Is there a way to raise/lower it while keeping light shining? For example, when it opens, I want there to be light coming in depending where the lights could come in at, and then when it closes, decrease the light as it closes
I got kinda lost
Are you looking for functionality that a spotlight can't provide?
i think my answer lies in needing to ask the question, why cant you bake a planar reflection probe?
like, there must be a good reason that option isnt available, like it not making sense or something
You guys don't know what I mean?
Fun fact most of the lights in hollow knight were hand drawn
And I'd say it's the best lit game I've ever seen
Hey, could I make this tilemap stop the light and bleed through the blocks a little bit? I've tried using fade sprites but outer corners were a huge issue.
Any solution works, doesn't necessarily need to be light bleeding
Just need the block to fade to the black on the top
Didn't find anything online, refreshing the unread notif bc uh idk
is a planar reflection considered an expensive operation?
and if so, considerably more than a regular reflection probe?
Extremely so
Reflection plane will cause objects in the scene to be rendered twice
A reflection probe is just an image projected onto an object's surface
hmm. thats a shame. i have a mostly top down view the the planar probe does just what i want, i couldnt make a regular probe look right, it kept bending the reflection
Hey guys, Does anyone have an idea on why my lights are acting funky with me mesh and not doing anything on the other 180 degrees
Of course after an hour trying to fix this, ten minutes after I ask for help I fix this by recalculating normals, tangents and bounds on the mesh.
Is realtimeGI that react to the object only work in enlighten ?
this is the scene with Progressive GPU baked
and this is Enlighten baked
Baked GI is not realtime
Progressive GPU is baked only
Enlighten can do baked and realtime
Enlighten's realtime GI is not strictly realtime either, rather accumulated over time, from what I understand
True realtime GI can only be done with ray tracing implementations
Hey guys, I am a complete rookie at Unity so I need some questions answered. I have a little project for a low poly game, but I wanted a kind of hazy lighting. Basically wondering if Im good to go with URP (which seems easier and thus more fitting for me as a total noob) or if I have to go with HDRP and use the volumetric lighting which almost seems overkill
hey there, im trying to make a simple rounded (2d- URP) glowy light like in hollow knight behind my player, but the circle shape is making a weird "+" shape everywhere? Its likely a really simple fix but im unsure what im doing wrong here
Solved: Updated to newer version of unity URP and then it suddenly started working!
Hello does anyone know a video or unity learning thing for good lighting?
I'm using Unity 2019 LTS. My lightmap settings are stuck on enlighten (deprecated) and the dropdown is greyed out. Does anyone know why I can't adjust this setting all of a sudden? I have a 3080 and it's worked fine in the past.
have u enable the baked global illumination?
No, I hadn't that seems to have fixed it. Thanks!
any idea whats happening to my object here when I bake lighting?