#archived-lighting

1 messages ยท Page 60 of 1

misty ice
#

just a weird darkness thing when you get close to the walls

balmy agate
#

random question: is that a horror game?

misty ice
deft fiber
#

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

hazy plume
#

is it possible to generate lightmap uvs in blender and use those uvs for bakign lights in unity?

frosty palm
#

@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.

misty ice
frosty palm
#

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 :/

deft fiber
hazy plume
#

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

deft fiber
#

Not sure why you'd want to
Sounds like a hassle to get the margins right

misty ice
#

disabled the normal map

#

still does it

deft fiber
#

Interesting!

hazy plume
deft fiber
hazy plume
#

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

deft fiber
#

I was under the impression that each separate object has its own separate lightmap

hazy plume
#

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

deft fiber
#

That makes sense

hazy plume
#

right now i only have 2 objects as opposed to having about 50 before

#

combined all of them into one

deft fiber
#

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

vague bane
#

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?

deft fiber
#

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

vague bane
#

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?

deft fiber
#

Most tutorials on youtube I see are specifically about baking, as that can be a bit of a tricky process

misty ice
#

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

hazy plume
#

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

frosty palm
#

@hazy plume Do you have a light in the scene?

hazy plume
#

no

#

but it happens regardless of whether i have a light in the scene or not

#

on different scenes

#

@frosty palm

frosty palm
#

@hazy plume I'm just not sure what you expect it to look like ๐Ÿค” 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?

hazy plume
#

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

frosty palm
#

@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

coral thunder
#

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.

frosty palm
coral thunder
timber plank
#

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?

frosty palm
timber plank
#

on the second picture he is shiny ๐Ÿ˜„

frosty palm
#

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

timber plank
#

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)

frosty palm
deft fiber
timber plank
vague bane
timber plank
deft fiber
#

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

timber plank
timber plank
deft fiber
#

Ah, HDRP is different in that way

deft fiber
#

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

frosty palm
timber plank
frosty palm
deft fiber
#

tldr URP and HDRP get it back as a realtime lighting solution starting in 2021.2.
Built-in had it all this while

timber plank
cerulean sundial
#

my lighting only works on some patches of grass, anyone know why?

solemn cosmos
#

lightning drops huge lag

#

anyone knows that problem?

coral thunder
frosty palm
solemn cosmos
#

yes sorry

timber lichen
#

Why is my lighting like this?

#

The light from the fireplace is flickering btw if that makes anything break

timber lichen
#

Is it at all possible to generate lightmaps at runtime?

frosty palm
frosty palm
frosty palm
# timber lichen

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.

cerulean sundial
solemn cosmos
frosty palm
solemn cosmos
#

GTX 970, 32 GB ram, AMD Ryzen 5 3600 6 core

timber lichen
frosty palm
deft fiber
#

Fireplaces rarely cast sharp shadows, which you'll be sort of limited to with point lights I believe

timber lichen
#

Ahhh ok thank you :)

deft fiber
#

What I would do switch it out for a very soft-edged spotlight and stop the whole fireplace from casting shadows from that light

timber lichen
#

Ahh ok

#

Thank you guys :)

deft fiber
#

Good luck ^^

timber lichen
#

Thanks! :D

frosty palm
#

You're not really giving us any information to go on in order to help you

deft fiber
solemn cosmos
#

without light

#

with light

#

i feels more laggy then first

#

everything goes slow

solemn cosmos
#

oh i found the problem thanks

frosty palm
deft fiber
#

Always share solutions so others can look out for the issue as well

steep iron
#

How can i fix this?

#

There's a light point behind the wall.still, I can see it reflection on the ground

deft fiber
steep iron
#

Ok

steep iron
steep iron
slow sierra
#

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

deft fiber
#

@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

slow sierra
deft fiber
#

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

slow sierra
#

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

deft fiber
#

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

deft fiber
#

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

slow sierra
#

alright

#

I donโ€™t think Iโ€™m on hdrp though

deft fiber
slow sierra
#

yeah that was from one time where I was experimenting with that

deft fiber
#

So, what render pipeline is it? ๐Ÿค”

trim flint
#

I'm gong to guess this isn't the place to ask for help with shaders is it?

deft fiber
#

People are really busy, so it's really unlikely anyone has time or interest for any 1on1 tutoring

trim flint
#

Yeah i mean text is fine too its just hard to explain

deft fiber
trim flint
#

ah thanks i couldnt find the chat ๐Ÿ˜ฌ

clever shoal
#

Hi, guys! Does anyone knows how to change baked probes during runtime?

#

I want to make a skybox transition with lighting blend

fierce seal
#

could someone help me with a lightmap issue? for some reason baking lightmaps leaves these weird artifacts on walls (I'm using URP)

vague bane
#

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?

deft fiber
vague bane
deft fiber
vague bane
split pond
#

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?

edgy cave
#

how do i make everything illuminated the same amount

deft fiber
edgy cave
#

yeah i figured it out in the end

deft fiber
#

You could start by investigating why your lamp seems entirely unaffected by lighting ๐Ÿค”

#

Normally lamp fixtures have an emission map to ensure they light up evenly while being constantly illuminated

slow sierra
#

can anyone tell me how to add reflections to a scene like this? i am not using hdrp

tranquil thistle
#

Hey everyone! Does anybody know how can I mimic this kind of lighting? How should be the settings?

proven goblet
#

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

rancid axle
#

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?

slow sierra
#

i believe its the default one

deft fiber
#

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

slow sierra
#

it said i needed hdrp

tall arch
rancid axle
#

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

rancid axle
#

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

lofty quartz
#

How can I prevent lights going through a tilemap on top of it?

deft fiber
#

@lofty quartz Culling masks?

lofty quartz
#

Ahh, a hint. Let me dig in to that. None of the forum posts mentioned it.

deft fiber
lofty quartz
#

Yes

deft fiber
#

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

lofty quartz
#

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. ๐Ÿ˜„

dull turtle
#

random square of light?

deft fiber
# dull turtle

If you've baked lightmaps, could be overlapping UVs
If it's dynamic, it't probably the usual kind of light leaking near vertices

dull turtle
#

ok

#

ye its not baked

vagrant crag
#

hey guys were trying to bake a simple lightmap but behind this tv its all messed up
were using the standard pipeline

odd ingot
odd ingot
#

fixed it by deleting all the URP assets and resetting up the project with new ones ๐Ÿฅฒ

drifting panther
#

any way I can get some help?

deft fiber
drifting panther
# deft fiber 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

olive iris
#

Your aiming it the wrong direction?

olive iris
vague bane
olive iris
vague bane
olive iris
#

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...

โ–ถ Play video
#

This short video is to show the principles of using Unity Layers on Objects which is then used to ignore them during Occlusion so light will not affect them. This allows you to finetune your lighting and get more control to solve different issues.

10h Unreal Lighting Course - https://www.wingfox.com/c/8221โ€‹โ€‹
Linkedin - https://www.linkedin.com/...

โ–ถ Play video
#

Should teach you the principle and probably other ways to use layers to do creative lighting.

obtuse jolt
#

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

stark violet
#

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?

deft fiber
#

This looks like the temp lighting you get in that case, which doesn't light surfaces equally

deft fiber
#

<@&502884371011731486> dreamingniki#8659 spamming

white parrot
#

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

slow sierra
#

how do i edit the distance at which shadows fade out?

#

heres a picture of the issue

fickle needle
slow sierra
#

yes

fickle needle
#

if you're on the built in RP, it should be in the quality settings

icy tundra
#

@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 ๐Ÿ˜„

deft fiber
#

All three solutions I would've suggested!

teal gazelle
white parrot
#

@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! ๐Ÿ˜„

vale swallow
#

Hello everyone. can someone please help me to fix this problem? thank you

deft fiber
vale swallow
#

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

deft fiber
#

Could keep "Collapse" on so you can see if there's error besides that one
You also have some warnings

vale swallow
#

Oh Ok Iโ€™ll try thank you

#

Sir

grizzled warren
#

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

icy tundra
raven crow
rancid axle
#

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?

deft fiber
raven crow
#

@deft fiber
i wish that i posted here a week ago
thank you

summer aspen
#

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)

rancid axle
#

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?

grizzled warren
#

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?

earnest forge
#

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

rancid axle
grizzled warren
#

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?

grizzled warren
#

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.

main abyss
#

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 ?

deft fiber
# grizzled warren I've spent about two days on this now, it does kind of feel impossible to config...

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

rocky echo
deft fiber
rocky echo
#

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

deft fiber
rocky echo
#

Yeah, ignored. Here's one mesh, but do I really have to make a separate mesh for each probe reflection?

deft fiber
#

I think you may have to
Probe blending fades two reflections together, it doesn't create borders between reflections

rocky echo
#

Oh, that's sad. Perhaps there is some other way besides splitting the mesh?

deft fiber
#

I can't think of any
HDRP allows spacial blending of probes though

rocky echo
#

Ah, i'll try it, also URP so maybe btw?

deft fiber
#

URP got probe blending pretty recently, but it's just the simple linear type

rocky echo
#

Thank you, yesterday I spent the whole day wondering what could be wrong here, I searched through a bunch of google, and found nothing

deft fiber
#

Two overlapping solid color cubemaps

rocky echo
#

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

deft fiber
rocky echo
#

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

deft fiber
#

Just betweem us though I would say splitting the mesh is much simpler than changing render pipeline :p

rocky echo
deft fiber
#

Why not?

rocky echo
#

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

deft fiber
rocky echo
deft fiber
#

Multiple meshes can be imported at once, which I can guarantee doesn't clutter your hierarchy

rocky echo
#

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

deft fiber
#

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

rocky echo
#

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

rancid axle
#

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?

river finch
#

why is there a light when i start the game

rancid axle
#

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

grizzled warren
deft fiber
#

From what I understand mesh complexity has a big impact on bake load, not everything static should be lightmap static

grizzled warren
#

Yeah it's just an issue with the older gpu series I'm using

rancid axle
#

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?

Unity Learn

Light Probes add high-quality lighting effects to moving objects. They allow you to use Baked lighting โ€” such as Emissive Materials and Area Lights โ€” to illuminate objects passing through your Scene. In this tutorial, you will learn how to set-up light probes.

grizzled warren
rancid axle
#

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

grizzled warren
#

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

rancid axle
#

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?

grizzled warren
#

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

rancid axle
#

Is it being lit by some pixel light somewhere, getting culled by camera look angle?

grizzled warren
#

that sounds right, but I'm not sure what to do about it

rancid axle
grizzled warren
#

there are several real time point lights scattered around, and one point light above the character acting as a light radius

rancid axle
#

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"

grizzled warren
#

yeah it's some kind of interaction between the real time lights

#

makes no sense to me

rancid axle
#

Related setting is "max pixel light" count on a single renderer

#

Where can i find default setting/values for Lighting window?

grizzled warren
#

those are created per scene

grizzled warren
#

thank you

rancid axle
#

Cheers

#

Ouch just got out of memory while baking...

grizzled warren
#

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

rancid axle
#

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..

grizzled warren
#

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

rancid axle
#

Haha my terrain's still a messy playground. Just wanna pin all the techs down first before actually making stuff

grizzled warren
#

(this is without a light probe group)

#

well imo, baked lights are gorgeous if you can manage it

rancid axle
#

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

rancid axle
#

Bcoz the terrain taking all of the lightmap UV

grizzled warren
#

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

rancid axle
#

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

grizzled warren
#

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

rancid axle
#

Ah ok, it seems i gotta use Shadowmask mode

#

Faraway shadows now working (viewed from a really high mountain)

deft fiber
grizzled warren
warm geyser
#

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

grizzled warren
#

maybe check into your drivers

warm geyser
#

my gpu is a gtx 1050ti

#

which is well known as immortal

grizzled warren
#

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

warm geyser
#

i dont even have a game ready driver installed lmao

#

installing rn

grizzled warren
warm geyser
#

im trying to build rn but im having issues with that

rancid axle
#

I'd expect it works like that for any lightmode tho..

gentle zenith
#

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

grizzled warren
#

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 ๐Ÿ˜›

rancid axle
#

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?

grizzled warren
#

the light probes should only affect dynamic objects, is your bridge static? (i think)

rancid axle
#

I tried with both. Hold on lemme get more pics

But.. i thought static can still be affected by lightprobes via this option?

grizzled warren
#

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

rancid axle
#

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

grizzled warren
#

hmm

#

i'd recommend finding a point in your scene for comparison that is completely dark

#

environmental light can confuse things

rancid axle
#

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?

grizzled warren
#

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

rancid axle
#

Hmm, yea.. it's always 4 indeed..

rancid axle
grizzled warren
rancid axle
#

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..

grizzled warren
#

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

rancid axle
#

Lightprobe proxy volume may be my answer

grizzled warren
rancid axle
#

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..

rancid axle
#

Yess this is now at least possible

grizzled warren
upbeat trench
#

umm yea is there a way to fix this?

deft fiber
neon osprey
#

Since you haven't provide any info at all

modest berry
#

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?

deft fiber
modest berry
#

so

#

how do I fix it

deft fiber
#

As the first thing make sure lighting is generated from lighting window

modest berry
#

and its the shadows.

#

rn

#

not the lighting

deft fiber
#

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

deft fiber
modest berry
#

Fixed

untold bay
#

why my lighting off :(

deft fiber
candid carbon
#

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

untold bay
#

(oh and also point the directional light straight up)

drifting vale
# candid carbon How would I make a smoke/fog effect like this?

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...

โ–ถ Play video
#

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. Weโ€™ll also show you HDRPโ€™s 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...

โ–ถ Play video
candid carbon
drifting vale
#

Hmm, on the Package Manager try looking for High Definition RP

candid carbon
#

And the default one is URP?

drifting vale
#

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

candid carbon
#

Oh okay thanks what is difference URP, HDRP and the built in one?

#

Is there a good video explaining this?

drifting vale
#

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, youโ€™ll learn how to use Unityโ€™s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity projectโ€”with just a couple of clicks. Weโ€™ll showcase in detail the following ray-traced effects: ambient occlusion, reflection, global illumination, shadows, recursive rendering, and path tracing. Weโ€™ll also explain ...

โ–ถ Play video
#

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)

drifting vale
#

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

candid carbon
#

Really learned me a lot on this one ๐Ÿ˜

rancid axle
#

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

timber lichen
#

hi!does light work on tilemaps?For me it doesnt

deft fiber
timber lichen
#

its 2d light

#

but how with the material?

deft fiber
#

Sprite renderer component has a material field
There should be a lit variant of the sprite material among the options there

timber lichen
#

like i put the material on the tile map?

#

@deft fiber

deft fiber
timber lichen
#

I added the material but nothing works

#

The tilemap just dissapeard

deft fiber
#

There are particular steps you need to take to enable the sprite-lit material depending on how your project is set up

deft fiber
#

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

timber lichen
#

I did this

#

@deft fiber

#

And its the same

deft fiber
# timber lichen I did this

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

gilded mantle
drifting vale
candid carbon
drifting vale
#

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 ๐Ÿ˜ฌ
https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/tabs/3-universal-render-pipeline

Discover the best assets for game making. Choose from our massive catalog of 2D, 3D models, SDKs, templates, and tools to speed up your game development process.

gilded mantle
#

got it, it was the 'near plane' it needs to be full

limber delta
#

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.

drifting vale
#

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

limber delta
#

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.

candid carbon
limber delta
#

I did UV mapped the object and this time the bright spots are gone. Only that error in the screenshot remains ๐Ÿ˜…

drifting vale
drifting vale
# limber delta I did UV mapped the object and this time the bright spots are gone. Only that er...

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...

โ–ถ Play video
#

And also demonstrate the UV Overlaps

limber delta
# drifting vale Hmm, ok ok, the noise I appointed is actually the aesthetic of the albedo textur...

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.

reef quiver
#

everything is this blueish. can someone help?

limber delta
#

I think you need to provide some more info.

stable patio
limber delta
stable patio
limber delta
#

Yes, thanks. I'll try. It's still causing me issues.

limber delta
#

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 ๐Ÿ˜„

limber delta
#

Maybe my settings are too high. Often get the "Hold on for 17 years". ๐Ÿ™‚

deft fiber
#

Just to rule out driver issues and scene complexity issues

limber delta
#

Yep, that is good advice. I started about a year ago when I didn't know anything ๐Ÿ˜„ 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!

dense cosmos
#

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.

grizzled warren
dense cosmos
#

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

limber delta
#

Should dynamic objects also have lightmap UVs? Maybe it doesn't matter as they're not being baked.

vague nexus
#

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

chilly dragon
#

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.

deft fiber
visual belfry
#

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.

deft fiber
spark lily
#

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

drifting vale
# spark lily hey guys i just made lighting in my project and now i need shadow casters to mak...

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.

marble sleet
#

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?

hexed linden
#

I'm working on URP 10.4 and box reflection doesnt work yet. Is there a way to fake it or something?

deft fiber
# marble sleet

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

deft fiber
#

@marble sleet Did you find any solution to this yet? I found one but it's unwieldy

marble sleet
#

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

deft fiber
#

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

gaunt sand
#

my trees' leaves are shining bright when I get close to them with a spotlight

gaunt sand
deft fiber
gaunt sand
dapper glen
#

Can we talk about this ?

lusty vine
#

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?

calm stump
#

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?

deft fiber
calm stump
#

How do you turn off?

deft fiber
#

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

calm stump
#

Oh I see

#

But my game is set indoors

#

Is that a problem?

deft fiber
#

No

#

But you need to configure it right
Study the docs and tutorials throughoutly or you'll be quite lost

calm stump
#

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

deft fiber
#

That sounds a lot like what light does

calm stump
#

Oh

#

Should I do this

#

Or both zero?

deft fiber
#

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

calm stump
#

Oh

#

Is it noramlly 0?

deft fiber
#

1 for metals, 0 for non-metals

#

As the name implies

calm stump
#

Oh I see

#

Thanks again

timber lichen
#

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.

deft fiber
timber lichen
#

hmmm

#

nah

#

the 'blackness' is gone when I umarked them as static

#

but that looks pretty bad

sly portal
#

Does anyone know what style of lighting is used in the game Arcadian Rift? Finding it very appealing

calm stump
#

He uses unreal

calm jewel
#

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?

deft fiber
#

And distinct color regions

#

If there are any noise/smoothness patterns at all, they are likewise very clear

calm stump
#

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?

deft fiber
calm stump
#

Alright

#

Should I use HDRP or URP?

deft fiber
#

Question very subjective to your project

calm stump
#

When I use HDRP, it takes like 98% gpu use

deft fiber
#

HDRP is heavy
What GPU do you have

calm stump
#

Oh

#

3080

#

nidva

deft fiber
#

Well, it's not supposed to be that heavy

calm stump
#

Alright, anyway to turn that down?

#

Could it be the realtime lighting?

deft fiber
#

A simple-ish scene only takes about 30% of my 3070 in HDRP

calm stump
#

What the

deft fiber
#

The same scene in built-in RP put it at 100%, which definitely isn't normal

#

I never found a solution or cause

calm stump
#

You can build your own RP?

deft fiber
#

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%

calm stump
#

Oh, so it's not the fps

#

I think it's the real time lighting

deft fiber
#

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

calm stump
#

Alright

#

Also

#

Is the role for doing lighting and using unity called Unity dev?

deft fiber
#

Sorry, I don't follow

calm stump
#

I mean...

#

I'm a 3D Artist

#

What job is the lighting and unity technical stuff for?

deft fiber
#

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

calm stump
#

Man, all this is hard and confusing

#

At this point, I think unreal could be better then this

deft fiber
#

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

calm stump
#

@deft fiberDamn

#

URP doesn't have real time shadows until 2021

#

version

#

I'm using 2020 version

deft fiber
#

Most games survive without them

calm stump
#

I see but how do you make good lighting then

deft fiber
#

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

calm stump
#

Alright then, thanks for the big help with info

calm stump
#

@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

tired anchor
#

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.

deft fiber
#

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

tired anchor
sly portal
deft fiber
sly portal
#

Those are all... big brain concepts for me sadly haha

#

But it looks nice! thanks for answering ๐Ÿ™‚

deft fiber
#

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"

sly portal
#

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~

deft fiber
#

It's a separate topic from lighting, though

sly portal
#

Ah yeah I watched this before bed at some point. Brackeys has been king for explaining general stuff

storm bluff
#

my reflection probe is just the sky anyone know whats happening

languid wing
storm bluff
#

baked

languid wing
#

Did you bake your lighting?

#

(with the probe present?)

storm bluff
#

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

winter pollen
#

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..?

stark temple
#

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).

winter pollen
#

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

stone gull
#

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.

deft fiber
sly fox
#

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

deft fiber
sly fox
#

no code

#

just with animation

deft fiber
#

That's certainly unusual

sly fox
#

its not really flickering, its changing to a darker color and then back to normal color

#

like an alarm

deft fiber
#

You could try debug.logging the light's values to see if they change unusually at runtime

sly fox
#

rip my console then

deft fiber
# sly fox 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

sly fox
#

with debugging it very rarely goes in the negative

#

but it never makes a problem out of it

west rivet
#

why is the object i exported from Blender isn't effected by the directional light from unity?

timber lichen
#

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?

azure fiber
#

Hello!! I just duplicated a scene but in one scene the light reflects on water and on the other it doesn't

ancient shale
#

do unlit shaders recieve shadows?

timber lichen
#

How come nobody helps in here?

jaunty briar
ancient shale
#

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

timber lichen
timber lichen
#

Also just change it in unity

jaunty briar
timber lichen
#

Does anyone know how to fix my issue?

jaunty briar
#

Sounds like it's switching between pixel lights or something. I'm not sure

timber lichen
#

Do I need to set that, and how

jaunty briar
#

I'm not 100% certain it'll fix it, but worth a shot. Just select it and check the 'Inspector' for "Render Mode"

timber lichen
#

Ok thx

#

Ill try it later!

jaunty briar
west rivet
timber lichen
carmine oxide
#

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?

frosty glacier
#

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

eternal ermine
#

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?

velvet pulsar
#

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?

fast bough
#

@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

eternal ermine
fast bough
#

atleast that's the answer i found when i last time looked into it

eternal ermine
#

as when I build my game, there is no lighting

fast bough
#

oh there should be like a lighting of some sort

eternal ermine
#

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

fast bough
#

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

olive iris
#

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

fossil cosmos
#

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.

limber delta
graceful beacon
#

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:

deft fiber
#

Baked or realtime or mixed

graceful beacon
# deft fiber What type are the lights

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.

deft fiber
graceful beacon
deft fiber
#

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"

graceful beacon
deft fiber
# graceful beacon Oh, so even the workaround wouldn't be a good fit then because I would have 50x5...

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

graceful beacon
# deft fiber 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.

deft fiber
#

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

graceful beacon
#

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.

deft fiber
deft fiber
#

You can load assets selectively at runtime

graceful beacon
#

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.

deft fiber
# graceful beacon What I mean is that the model(s) come along no mater what. So my point is that i...

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

royal spire
#

hello, does the Unity Standard have the Fresnel effect implemented for the metallic/smoothness maps for PBR?

deft fiber
royal spire
#

no, just wanted to know if the Standard Unity shader has a Fresnel effect built-in for metallic and smoothness maps.

deft fiber
#

Wouldn't really be PBR without it

royal spire
#

so, does the Standard Shader have a Fresnel Built-in?

stone gull
#

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?

hallow stag
#

Guys, is there a way to apply lightmap manually, while still keeping it batched together (like how unity lightmap automatically does) ?

bright escarp
#

how to fix the ceiling

#

weird lines after baking

#

light

deft fiber
bright escarp
#

how

bright escarp
#

so its good to add more margin pixel in uv

#

during modeling ?

deft fiber
jaunty briar
# bright escarp during modeling ?

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

bronze olive
#

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

jaunty briar
quasi copper
#

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)

bronze olive
jaunty briar
#

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

bronze olive
#

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

jaunty briar
#

It looks like you have stacked UVs ๐Ÿคทโ€โ™‚๏ธ

bronze olive
#

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)

bronze olive
# jaunty briar It looks like you have stacked UVs ๐Ÿคทโ€โ™‚๏ธ

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/)

jaunty briar
jaunty briar
bronze olive
jaunty briar
bronze olive
jaunty briar
bronze olive
#

Ok, I replaced my cast options to Two Sided to check if it helps (it's baking it right now), thanks again!

jaunty briar
#

Yea, just test it out I suppose. No worries

bronze olive
#

After making it two sided it do not seem to change anything, so I'll just stick with the normal "On" option x)

jaunty briar
jaunty briar
#

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

stone gull
#

is there a good light cookie for a fire?

deft fiber
honest prism
#

Hello
i got this procedural planet generation asset and i got this error
Any fix?

deft fiber
honest prism
#

Thank you

jaunty briar
brittle owl
#

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?

slim flame
#

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?

azure iron
#

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?

mint halo
#

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

deft fiber
languid ravine
#

yo

#

What is this weird effect

#

on my mountains

#

when I added skybox

#

Like the texture is getting yellowish

#

Which I do not want

deft fiber
languid ravine
#

the planet is the skybox

#

and its makeing my terrain shiny

deft fiber
#

Turn down the smoothness factor

rancid axle
#

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?

modest berry
#

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

deft fiber
timber lichen
#

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 ?

deft fiber
mint halo
deft fiber
#

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

slim flame
# slim flame

Anyone have any thoughts on this? I'm still not sure what is causing it.

deft fiber
#

Hard to guess what without the scene

#

Perhaps a reflection or light probe that isn't up to date

slim flame
#

@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?

azure iron
#

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?

grizzled warren
#

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..?

carmine oxide
#

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?

remote cairn
#

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

deft fiber
#

Correct
Well, you can also have an entirely a new variable for intensifying the emissiveness, but HDR color picker is a more elegant solution

deft fiber
deft fiber
indigo silo
#

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... ๐Ÿ˜‰

foggy mauve
#

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:

foggy mauve
carmine oxide
#

how can I add saturation to a sprite?

deft fiber
agile totem
#

hi, I just imported my trees and they look kinda dark in the under side of the branches/leaves? how do I fix this??

hoary fossil
#

re did the lighting for the Atmospheric house pack.

timber lichen
#

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

hard grail
#

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

shrewd linden
#

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?

versed stirrup
#

hey,i have 2 scene and when second scene switch a first scene,lighitn is disable

#

why?

hard grail
#

Also, when I use point lights with shadows, but turn on 'onenable' ( i only really need to see shadows onenable) they don't work

dire dove
#

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

dire dove
#

set my lights to do not destroy and now the ambient light carries across all loaded scenes. Just incase anyone was curious

plucky sandal
#

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

dire dove
#

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

timber lichen
#

What light would be the best for cracks of light coming out of the wall?

dire dove
#

I would assume spot light

limber delta
# shrewd linden Anybody have any advice for using volumetric lighting in a space game? My unders...

Add depth to your next project with Volumetric Lights from Kronnect. Find this & more VFX Shaders on the Unity Asset Store.

Add depth to your project with Volumetric Fog & Mist 2 asset from Kronnect. Find this & more VFX options on the Unity Asset Store.

shrewd linden
deft fiber
#

It may not be necessary to run volumetric calculations just for a few subtle rays of light

delicate sonnet
#

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

summer aspen
#

@delicate sonnet In the Lighting settings there's an Environment Lighting settings, it is applied globally.

delicate sonnet
#

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?

summer aspen
#

No idea how it influences baked lighting, never used it.

wispy hatch
jaunty briar
timber lichen
#

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

deft fiber
haughty plume
#

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

timber lichen
#

You guys don't know what I mean?

fierce onyx
#

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

formal raptor
#

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

formal raptor
#

Didn't find anything online, refreshing the unread notif bc uh idk

haughty plume
#

is a planar reflection considered an expensive operation?

#

and if so, considerably more than a regular reflection probe?

deft fiber
#

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

haughty plume
#

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

rocky steeple
#

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.

timber lichen
#

Is realtimeGI that react to the object only work in enlighten ?

deft fiber
#

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

torpid spear
#

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

worthy timber
#

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!

tacit fable
#

Hello does anyone know a video or unity learning thing for good lighting?

near bison
#

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.

violet night
near bison
delicate sonnet
#

any idea whats happening to my object here when I bake lighting?