#archived-lighting

1 messages · Page 62 of 1

deft fiber
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Probably
Did you try baking yet?

olive python
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so far not disappearing but also had to increase intensity in editor which i didn't want too bright of a scene

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@deft fiber some lights dont work at all no matter the range/intensity🤔

deft fiber
olive python
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first video is one whole mesh but it works fine with baking

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this problem is this light isnt meant to be baked either, cause its a light switch

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i switched it to realtime again and it works now.. idk if my unity is bugged or my project just corrupt

olive python
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@deft fiber my light here green and now the icon turned red? i tried restarting 🤔

lucid mesa
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can you only have one working lightmap per scene?

lucid mesa
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like can you layer multiple lightmaps over eachother? Because right now everytime I make changes to a light, I have to bake the WHOLE lightmap again instead of just baking one light

deft fiber
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The workarounds I know of is splitting the scene into smaller scenes so each of them as its own lightmap, and then later compile them together in editor or at runtime
Another way is that one hack to make lightmapping prefab-based instead of scene-based

lucid mesa
deft fiber
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But if your goal is to just limit the amount of objects baked when lightmapping temporarily, it might be well enough to make each section of the map as a prefab in its own scene when testing the lighting and stuff, and then at the end bring everything together and bake the final lighting

lucid mesa
lucid mesa
deft fiber
lucid mesa
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but not in the same position right?

deft fiber
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I'm not sure about that

lucid mesa
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ok then I’ll just do the prefab method

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thank you 🙂

deft fiber
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And it can be done asynchronously, so loading screens are often one scene while the gameplay scene is being loaded behind it additively

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I would imagine there's a way to decide where to load the additive scene, but even if not, the offsets can be built into the scene so everything works out when loaded into the same spot

lucid mesa
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how can I give my third person character a shadow that changes with light coming from different directions (when light comes from the left, shadow’s on the right, etc..)? Is that what realtime light is for? I couldn’t find anything on that on google

ashen epoch
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anyone know how I can minimize this hard-edged artifact in the point light soft shadow?

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I'm using hdrp and high quality filtering

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"Slope-Scale Depth Bias" seems to have no effect, is it bugged out?

golden mantle
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[Unity 2019.4.29f1, using Bakery GPU Lightmapper v1.9] My shadows won't bake with Baked Shadow Radius / Shadow Spread to them. Does anyone know why? (see shadow of plant on picture, lamp mesh is set to not cast shadows)

glass glen
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Hi, does anyone know how to get spot lights to work in URP after downgrading from HDRP? Clearing the Scriptable Build Pipeline cache in Preferences didn't work for me. I deleted my directional light and only have the spot light, still does not light the scene

ashen epoch
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anyone know why my spotlight gets dimmer as it gets closer to the object?

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i'm using hdrp

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looks like setting Radius to 0 solves this problem

brazen juniper
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Can Text Mesh Pro text receive shadows? & if so - how? Cheers!

glad fox
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After changing scene, my light on exterior scene looks like that

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2019.4.30f1

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any advice?

glad fox
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looks like re-enabling "Autogenerate Light" fixed the problem... for now.

lost granite
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Hey guys, I dont know if this is the right channel but I have a ray-tracing and HDRP issue, is what is happening here that it's only doing one "sample" (dont know the terminology) before moving on to the next frame or is the weird dithering effect being caused by something else?

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and if so how would I go about limiting the frame rate to allow for more samples per frame

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cos when I pause it and cause the game to update it gradually loads more in

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also is DLSS meant to scale in the editor or only when the game is built
update: i tried building it but it didn't feel like it was active, given the frame rate and sharpness of the little that ray tracing was making
resolved, apparently "ultra performance" didn't mean what I thought it meant

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that's last one is probably not a lighting question actually sorry

lost granite
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if it's at all relevant im using cinemachine

keen compass
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Is it normal for spot lighting to just, not render?
Egh, sorry for the noob question

cloud nexus
keen compass
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Aaah, yeah that’ll do it

mystic temple
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So I removed URP and everything is working. Is there any other way I can add some simple lighting effects without using URP?

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URP isn't working for WebGL and Android

fallen flame
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Hello why does my terrain not affected by light

plucky torrent
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Hi everyone! I'm making a night vision effect in Unity, and my goal is to enhance light once the effect is applied. I could turn on a light in the scene once the effect is applied, however I plan on working with multiplayer in the future, and turning lights on and off on clientside would be a lot harder to integrate into multiplayer instead of using a post processing effect to enhance the light. Is there any way to do this with PP or do I have to create light in the scene once the effect is applied?

hard heart
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Is Visual Effects Graph 'Output ParticleStrip' functions without IGPU support? They won't output anything for me at all, it's really weird. Everything else works fine (that I've checked).

deft fiber
cloud nexus
# fallen flame Hello why does my terrain not affected by light

I think you should check the intensity of your Directional Light. You can find useful Lux values here: https://en.wikipedia.org/wiki/Daylight (they depends on the wheater conditions obv)

Daylight is the combination of all direct and indirect sunlight during the daytime. This includes direct sunlight, diffuse sky radiation, and (often) both of these reflected by Earth and terrestrial objects, like landforms and buildings. Sunlight scattered or reflected by Astronomical object is generally not considered daylight. Thus, daylight e...

sand juniper
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how can I turn off this reflection from sun?

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ok it was smoothness settings

dense wing
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can i know where you got this bridge from?

sand juniper
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made myself

fallen flame
dense wing
lime lagoon
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Hey people, I feel like every time I figure out lighting something like this happens. as you can see the shadows seem to be correct on everything accept this one part of the house. I swore if flashed up correctly for half a second and then went back to this.

dense wing
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Is it the same in game view?

lime lagoon
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Yeah it is check it out.

modest flower
late isle
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does anyone know how to change the color shadows using URP and 2D lights?

fast moat
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where is Brackeys get these textures from for lighting?

deft fiber
kindred arrow
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can someone explain to me what causes this with hdrp/lit shader? i turn the scene lighting on and off it changes the way the texture looks and when the lighting is off it looks fine with it on it looks like a broken texture please @ me if you have a question or any thing that could help me

near turtle
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@kindred arrow can you send a screenshot of the material properties please?

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The 2 things that could be happening (since it is light related), are incorrect Normal map or Mask Map

kindred arrow
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Uhh well >~< I kinda realised my gpu is gonna suffer later on down the road when it comes to hdrp but I swapped it back to the standard shader and it works fine now, but there was no detail shader and the normal was the correct one

last canyon
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hi. any idea why my lightning is changing if i load a scene trhough loadscene, or directly go into it with play? when coming from another scene, everything is WAY darker

deft fiber
last canyon
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ok thank you!

exotic pivot
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Not sure why so much reflected light is coming off of this wall. I tried tweaking lighting settings, light probes and all objects are set to static. appreciate any help

lusty vine
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Reduced additional punctual light shadows resolution by 2 to make 12 shadow maps fit in the 4096x4096 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
I only have a couple of point lights, I don't understand what this message is telling me.

modest flower
modest flower
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with regards to lighting, what is best practice for breaking down a complex structure like this? Are you supposed to seperate walls/floors/ceiling? or leave them as one as long as theyre part of one room?

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by extention, what about long hallways? i have a feeling having a branching hallway as one piece is a bad idea

deft fiber
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If you're worried about light limits per object, you'd split the mesh so that each part is encompassed by the dynamic light's range

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If occlusion culling is your goal, you would have each part limited to what's visible from the next room over

modest flower
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I had split the floor already and i saw some seams forming in obvious places, so i wondered if there was a best practice

modest flower
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Whoops double posted, internet being weird

zealous zephyr
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Hello everyone, I am having a problem with the ilumination of my game, and it is sopposed to look more smoother. What can I do??

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It must look like this

potent halo
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how do I stop my reflection probe from influencing the ground?

prime thicket
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tick off reflection probe static, maybe that will work

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on the floor i mean

potent halo
potent halo
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it did not work :(

cloud nexus
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Anyway, setting smoothness to 0 to your ground material should help you to get zero reflections

potent halo
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I will try the mesh renderer thing

timber lichen
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hey, how can i fix the lightning-scaling issue

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for example: objects with higher scale than 1 will have a a broken lightning in urp (android target os)

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ok i can make use of parent parent object, but that makes probuilder completely useless unless you reimport with fixed scaling, or theres an oother way

cloud nexus
timber lichen
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i get it know, large objects need to have larger polycount-> subdivide

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it took me 3 hours to understand this, why its not mentioned somewhere

jaunty briar
timber lichen
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but also: extruding wont help if the amount of vertical and horizontal edges dont match globaly

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the amount of faces has to be even on every m^2 to have proper lightning

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at least in in urp with android target sys

timber lichen
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otherwise the phong shading wont work properly

manic sinew
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Anyway in HDRP to have a mesh just be brighter regardless of lumens coming in, like a multiplier so it is bright?

jaunty briar
timber lichen
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@jaunty briar that was my second thought->NORMALS, but does the shading really only depend on normals and also: does having less vertices = faster framerate?

timber lichen
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so i have to rebake the uv everytime i scale?

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i think so because you can only use tiling for scaling quadratic objects. so

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..

jaunty briar
timber lichen
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Hello?

timber lichen
# jaunty briar UVs aren't normals though.

"the linear intensity interpolation can cause bright or dark intensity streaks, called Match bands, to appear on the surface. These effects can be decreased by dividing the surface into a higher number of polygon faces or by using other methods, such as Phong shading, that requires more calculations."

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there was an option in unity to raise the calculated normalvector coordinates of the vertex lightning, but i guess that makes it to resource hungry

timber lichen
timber lichen
mellow sierra
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@timber lichen Don't crosspost. Just look up tutorials on YouTube.

jaunty briar
steep cipher
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Hey, I am currently working on lighting for my horror game! After experimenting with the lighting settings for a while I am mostly satisfied with the current result. However I'ld like to see some light shining through the doorframe into the hallway in this scene and was wondering how I could achieve this? I am currently working with realtime lighting and could also share my lighting settings if necessary. Here are some pictures of how it currently looks and how it is supposed to look.

tiny ore
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hello!,im currently working lighting to my escape room game,for some reason,player controller has a big shadow,is there a reason for this? and how can i fix it

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this video shows more about the problem,for some reason the problem only shows in the game view not in the scene view

keen compass
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Oof, is there any way to change a uh
Lighting culling mask? I ask because objects on certain layers in my scene are unlit

rotund ridge
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Is there an easy way to turn off lightmaps (without deleting them)?

cloud nexus
rotund ridge
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i still want realtime lighting, just dont want to see the built (or unbuilt) lightmaps

shell wave
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Can I have a tip for lighting, I'm working on a Halloween night scene with unity hdrp. This is my progress.

viral token
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how can i like make the hdri light up the scene (im using the hd render pipeline)

limber delta
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Hello, I'm wondering if anyone can help me clarify what the pros and cons are of having many lower res lightmaps vs one higher res lightmap? Basically going from 2k max lightmap size to 4k.

I guess lower draw calls is a pro, with less 4k maps. Not sure what the cons would be besides it taking longer to bake (as Unity switches to CPU when I try to bake 4k). Thanks!

I tried baking a 4k map with the GPU and it was baking for about 20min then Unity stopped working (I'm on a RTX 3070).

limber delta
wheat bloom
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guys can I know the minimum system requirements for using HDRP

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I have 2gb ram

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1.90ghz processor

covert stirrup
limber delta
forest swallow
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anyone know why my volumetric light looks so bad

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it's grainy and blobby like

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each fog particle looks huge

near turtle
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On the fog settings (located at the current active volume), click on the gear button at the top to open the advanced settings

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Change the Denoising mode to Reprojection

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@forest swallow

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You can change the quality either, but that should be enough

modest flower
dapper badger
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Why is some of my shadows completely black?

tough hatch
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why does this look like this... (baked lighting)

torn drum
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why does the shadow look ugly even its high settings

forest swallow
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@torn drum that's how it is with High filtering. you have to use anti aliasing to smooth it out

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just use Medium

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you can play with your light's angular diameter to soften the shadow

sterile steeple
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How to make baking lights faster?

deft fiber
sterile steeple
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While trying to bake with GPU it gives errors

deft fiber
shell wave
keen compass
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Some elements on a certain layer in my scene aren't being lit. Is there a way to fix that?

tawny panther
deft fiber
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If you consider that the particles are flat quads that in Billboard Render Mode always face the camera, they're lit exactly as you would expect

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I don't know how this issue is usually solved for good, but the best thing you probably can do is use a normal map that gives the particles more angles that the light can hit

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This kind of normal map for example helps a lot

tawny panther
tawny panther
deft fiber
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Looking at the HDRP particle examples they suffer from the same issue so I don't know

tawny panther
deft fiber
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It might be even worth looking into how other engines do lit/volumetric particles and see if you can recreate that in Unity using shaders

timber lichen
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my point was: lightning uses lightmap uvs which depends on vertex density

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at least with standart unity urp android settings

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but there is a way to increase the light uv normal vectors count.(set to 1 in standard mode)

jaunty briar
# timber lichen my point was: lightning uses lightmap uvs which depends on vertex density

Baked lighting is what you're referring to there. But the quality of that doesn't depend on vertex density. You can have a flat plane with 4 vertexes (each corner) and get great lighting and cast shadows baked onto it. That wouldn't be the case if it was dependent on vertex count. It's all about texel density for your UV islands/shells. That's what matters.

timber lichen
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@jaunty briar not if you scale it*100 on every transform component

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then its just bright

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maybe not with only baked, bbut with mixed lightning you wil fail

jaunty briar
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Sounds like something else is wrong in your project tbh

timber lichen
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do you only use premade assets? no scaling issues?

jaunty briar
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I create my own

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You can try changing the scale in the import settings for the asset. See if that does anything

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Although that should just set the transforms anyway.

timber lichen
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i know that

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as i said i dont know if that is an issue with only b aked

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@jaunty briar but i think you have to have a proper mesh amount on certain areas anyway even if its about lightmaps----->LIGHTPROBES

jaunty briar
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Not sure what you mean by that

timber lichen
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@jaunty briar f light bounces on a face from a lightprobe. if its a giant face, the lightning will fail

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or the face willl be just illuminated 100percent

jaunty briar
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Well, you do want to keep things at least scaled to a reasonable size. As in, your entire environment. If you have a tiny cube lets say, and you scale it up by a thousand for it to be 1x1x1 meters, then it definitely isn't a problem that its scale is set to 1000.
But if you're operating at scales equal to thousands of meters across, then sure. You might have issues getting the effects you want from lightprobes. But it still sounds very strange what you're experiencing. What version of Unity are you on btw?

timber lichen
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you dont get the "perr vertex lightning part". im using 2020.03

jaunty briar
timber lichen
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In 3D computer graphics, Phong shading is an interpolation technique for surface shading invented by the computer graphics pioneer Bui Tuong Phong. It is also called Phong interpolation, or normal-vector interpolation shading. It interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals a...

jaunty briar
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This is just general phong stuff. I mean for Unity

timber lichen
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what do you mean

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im using 2020.3.0f1

jaunty briar
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What shaders are you using in Unity?

timber lichen
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im using per vertex lightning

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thats the point

jaunty briar
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I see, so just vertex lit shaders

timber lichen
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im using the standard include shaders in unity

timber lichen
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is somebody using per pixel lightning in a game?

jaunty briar
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Standard shader is pbs though

timber lichen
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ok thanks bro

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your right

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of course its the depends on the shaders of the pipeline

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i see

jaunty briar
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Yea it just depends what shader you've set for your material to use.

timber lichen
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** how the lightmaps are calculated depending on the geometry

timber lichen
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but thanks for the help anyway!!!

jaunty briar
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Hard to say without seeing some screenshots of what exactly is happening. Maybe even a screenshot of the baked maps

timber lichen
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i told you: per veretex means that the normals of the light uv are streched with the transform of the objects

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i can make some text screenshots later

marsh shale
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Hi, if anyones had this problem before that would be great, because I cant get this effect of the lights seemingly abruptly ending to go away. any help at all is appreciated

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the sunlight does somewhat the same thing but a little less noticeable

modest flower
marsh shale
modest flower
marsh shale
modest flower
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im not really sure what the usecase for area light would be, for exteriors, the sun/moon/celestial light would be covered with directional

marsh shale
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I guess I haven’t really tested combining these yet but I’ll try when I get a chance

modest flower
modest flower
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maybe someone else with some more experience can give an alternative option (and shed some light on how arealights are to be used)

marsh shale
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^

modest flower
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@marsh shale i had a chance to try out arealights, i think this is the exact same issue you experienced

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this is using a spotlight with the same settings

half kelp
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Hi so im building a basic unity3d horror game but its lagging alot on low end devices and i have no idea why

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i have shadows disabled

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the scripts arent script heavy

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its using a 100mb worth of ram

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for now its like a simple cube with a first person character in it nothing else

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it still lags alot on a nokia 3.2 plus device and its equivalents

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it has a qualcom Qualcomm SDM429 Snapdragon 429 and 3gb ram

deft fiber
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@half kelp You'll need to learn to use the Profiler to figure out what's causing the biggest computing load

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And study optimization in general
Mobile devices have their own rather specific performance limitations

half kelp
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I did try and use profiler

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The cpu seems clean like theres nothing there thats causing lag as its just fps controller

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its networked btw with pun2 i forgot to mention that

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The gpu on the other hand it shows that its not supported

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by the profiler

half kelp
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and the total call backs were 9 to 11 depending on what the player was doing

fallow karma
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is the best way to make a sun that gives of light by just putting a point light inside of a sphere?

lethal heron
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why is HDRP normals rendering on tessellated geometry absolute garbage?

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and why isn't there a utility to generate the mask map in the editor?

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are they high

timid stag
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hey, how do I make the arrows on my mesh glow?

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they are just texture, not objects

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and the background will be always black

deft fiber
timid stag
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thanks!

modest flower
modest flower
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Does anyone have any inputs on what would be the optimal way to simulate lightning flashes indoors? I prototyped a functional setup using realtime pointlights, but expanding them throughout a scene caused issues (using URP).

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I had an idea of using lightmap switching, but is there a more obvious alternative that I am missing?

fallow karma
modest flower
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unless you mean inside a planetary model or something? 🤔 In which case either emission (if the model is static) or pointlight works

fallow karma
modest flower
fallow karma
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what exactly are emmisive materials?

modest flower
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you can use options on the light entity and layers to make it ignore the sphere

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emissive materials are materials that emit light

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without having to use another gameobject to actually produce said light

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all of said lights properties are controlled in the material itself. let me drag out the doc

leaden stratus
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Hi guys, sorry to interrupt, i need your help

modest flower
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sure, i cannot promise i will have actually useful input but i can try

leaden stratus
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I changed my realtime lights to baked and then baked all of them, but this is the final result and it doesn't look pretty. I have no idea why

modest flower
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baked or MIXED?

leaden stratus
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All baked

modest flower
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and this is SRP?

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can you show the settings of one of the lights? i presume the blue pointlights near the back wall are what youre talking about. at a glance intensity is probably too weak

leaden stratus
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All the objects in the scene are Static

modest flower
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hmmm

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are the walls static?

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like the models at the back

leaden stratus
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all checked except for Occludee Static

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floors too

modest flower
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okay. then it seems jacking up the intensity is a good bet

leaden stratus
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bottom view

modest flower
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keep a note of current settings and try increasing it 3x or so, see if there is a change. we want to establish that intensity increase can actually help

leaden stratus
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got you, will try

modest flower
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yeah there doesnt seem to be any influence at all from the pointlights

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oh and maybe up the range a bit too

leaden stratus
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the floors are illuminating crazy

modest flower
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it doesnt seem it like it reaches the floor, but idk

modest flower
leaden stratus
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got it, i will try that r n

leaden stratus
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the first pic is how it looked when i bumped up the intensity

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Then i disabled all the lights in the scene, changed every object into Static except for Occludee static, disabled post processing and baked the scene

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it looks as expected except for those flashy white things which i can't understand

modest flower
modest flower
# leaden stratus

in this pic it doesnt look like everything is evenly lit either, some are just unlit it seemed

tight moss
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hey everyone... quick question: Dead Nation on PS3, many years ago, had two player co-op and each player had a full blown, shadow casting flashlight... do you think they were using a special technique like shadow volumes or something, or just brute forced it? both static and dynamic geometry cast shadows, and the flashlights appeared to be volumetric

leaden stratus
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hey man, thanks for the help

leaden stratus
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i'm fairly new to Unity, so I had to do some research on lightmaps and the lightings overall. But your suggestion got it fixed so thanks again, you rock!

modest flower
ionic summit
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Hi!
I'm trying to recreate the fog technique from graveyard keeper https://www.gamedeveloper.com/programming/graveyard-keeper-how-the-graphics-effects-are-made
My terrain and my vegetation are perpendicular and the layered fog texture is parallel to the terrain/ground plane. I have a day/night cycle with a strong directional light as the sun and when the sun light shines on the fog it looks pretty good but during the night when everything is mostly lit by ambient lighting only the intersection between fog layers and vegetation become very apparent.
Is there anyway to make that intersection less apparent?

woeful elm
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how do I make a material for an object, so that the surface is unaffected by lighting intensity and stuff, but a shadow can be cast onto it.

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so it is just 1 constant color

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except for where there's a shadow

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there, there is another color

severe loom
# woeful elm how do I make a material for an object, so that the surface is unaffected by lig...
GitHub

Sand box project containing example shaders and assets compatible with Unity Universal Render Pipeline. - UniversalShaderExamples/UnlitTextureShadows.shader at master · phi-lira/UniversalShaderExa...

lime garnet
#

Hey, do we have any information from Unity on what's the status with ray tracing support on the latest AMD chips?

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Or does Unity already support it and they just haven't updated their docs?

worthy forum
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How do I create cylindrical real time lightsources ?

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say I have a pillar of fire that I need to toggle on and off

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I can't seem to find an elegant way to light dynamic objects around believably.

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The only option appears to be an array of point lights, which are notoriously expensive, even with deferred rendering and shadows disabled

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Is there something I'm missing here?

modest patio
worthy forum
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Damn Shame, oh well thanks for replying tho

graceful beacon
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Does anyone know what might be causing this for an imported model? I've been trying to get either realtime lighting to not do this, or import the pre-rendered lightmaps. I've never really messed with lighting in Unity, so I have no idea what might be going on here. I've tried having the normals recalculated along with tangents, but those don't work. That wall around the doorway does extend past the wall, but would that cause this issue? Also, that white light source is inside the room with 160 degree light on it, so it should illuminate part of that wall.

keen compass
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Hey, is there a reason why my realtime lighting only seems to be affecting certain gameobjects, and not say, the map I have in my project?

stark temple
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What is that light affecting, and what isn't it? Are those surfaces being affected by any lights?

keen compass
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The map surfaces are being effected by a direct light, so...
Hrm. And the culling mask is set to rendering everything

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I know it's not the material that's doing this.

cloud nexus
keen compass
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Oh, it is. Sorry if the perspective's a bit wonky

vague nexus
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is it even possible to use unity's GI system if a bunch of your models have overlapping UVs?

deft fiber
vague nexus
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oh really?

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so i could just re-import my meshes, but with the UV2s unwrapped to not overlap and it should work?

deft fiber
vague nexus
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@deft fiber thank u, i just found that part in the documentation

timber current
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Hey guys n gals this is happening to me on WebGL, any ideas what could be causing this? Thanks

vague nexus
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looks like z-fighting to me

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where the faces of two objects are exactly coplaner

timber current
vague nexus
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if your windows are at the exact same position as the walls of the shack, then the camera has trouble figuring out which object is in front, which results in this effect "z-fighting"

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if you move the windows like .00001 meters away from the shack then that would fix it

deft fiber
muted willow
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Hello does someone know how to make my skybox look like its not a cube?

mellow sierra
#

What's there to improve. It looks lit to me. Lighting is a very big topic, improving it means creating a mood. You have a single floor and grey capsule, there's not much you can do to make it look "better".

random valley
#

In the Unity Documentation it states the LightProbes stores light probe data, is it possible to manually edit this, and if so where can I access this data?

#

or if possible an in-program way of editing the values of a probe

random valley
#

no idea, how does yours look if you just set the shadow type of your light source to hard shadows

random valley
#

inspector on directional light

#

shadow type im assumeing is on soft

deft fiber
# muted willow Hello does someone know how to make my skybox look like its not a cube?

A quick and easy tutorial on how to use Photoshop to hand-paint a spherical skybox to use in Unity, without the need for plugins, UV unwrapping, or other software. Using this technique it's possible to paint without deformation and at the same time take advantage of all of the tools Photoshop has to offer.

The graphics in the video are part of ...

▶ Play video
#

As show here, you should build the skybox as a scene and bake it into a reflection probe, or you'll need an image editing program that can create panorama images

#

Blender can do it too if you know how

muted willow
#

Hello! what does navmesh lod index mean(Unity Terrain System) and what type should I pick ?

random valley
vale flower
#

trying to learn how baking lights work and tried to create some dark interior with no light inside to make it dark but how to avoid that reflectivity on materials from direct light? I have only one light on scene

#

it is something like this from exterior

random valley
#

If you want to do it in a natural way you'll want surfaces to have no smoothness and the room is occluded from direct light , if you want to cheat, place a plane in the doorway when baking and remove it after

vale flower
#

There is no other way? So I can't have interiors and exteriors on the same scene with reflective surfaces?

random valley
#

I don't know what you mean, if you want a room to be dark, but have surfaces that reflect light, the room will naturally get some light from those reflections.
Mabey lower the indirect lighting multiplier ?

vale flower
#

But reflections are coming from exterior which is not visible

random valley
#

No idea then sorry, I'm just a beginner myself, what's the layout between the lit and pitch black walls and the doorway?
And are all the walls and stuff set as static

#

Is the light mode set to scene or camera, and this is baked with a non-real time light source?

deft fiber
#

If your interior and exterior have their own reflection probes, the reflected light won't "leak" in

vale flower
#

from interior

deft fiber
#

I wouldn't say it can't, but it won't if you have probe ranges and importance set up correctly

vale flower
#

yeah it worked!

#

hell yeah, thank you. Now I know how to make dark interiors ufff

#

now I must find out why on my previous test scene baking lights takes ages

vale flower
#

ok, why after baking there is no sky? xD

narrow ridge
#

Does anybody know how I'd go about making an effect like this? Like putting black fog in places you're not supposed to see far.

rocky lily
#

Question: When my light source gets covered by an object, the cut off is very hard - instant shadow

#

how do I fix that?

#

(Light source is mobile)

rocky lily
deft fiber
#

Shaders can be used to create various kinds of dynamic darkness, but those are a bit more complex topic

south pollen
deft fiber
south pollen
#

How would I fix this lighting? The lighting is making the body Shine like a human torch even though i just want flat lighting

#

I want it like this (which is using a different software i didnt make)

modest flower
#

If youre using specular PBR, make sure the gloss map isnt bright

south pollen
#

Its the same model in two different softwares so i dont believe its anything to do with the textures, I may be wrong but

modest flower
#

Well, unity supports both specular and roughness PBR

#

Gloss/rough maps are inverse of each other, so if the original was using metalness and youre using gloss, its gonna come up as super shiny

#

Assuming you didn't change anything ofc

modest flower
quasi ore
#

Greetings fellow game developers. I have a Realtime light issue where I have massive light leaks trought the walls:

#

Can anyone point me in the right direction here? I googled and tried a bit with cast shadows etc, but nothing seems to work properly

south pollen
#

Then regenerate the lighting

quasi ore
quasi ore
south pollen
# quasi ore

Try set the normal bias in the lightings inspector close to or to 0

quasi ore
south pollen
quasi ore
narrow ridge
modest patio
modest patio
shy locust
#

What kind of problem do I have here and how to fix this? It appears some kind of bleeding shadows or something

#

I'm using Lightmap Baking, URP, and Global Volume. before built it doesn't look like this but after built it does

#

Is it Post Processing or Lighting?

modest patio
#

and try playing with your mip map filtering

near fjord
#

Hello! Could anyone point me out where i should head to bump up emissive textures effect?
I have bloom in post processing, but i dont relly like its result.
I thought on adding some flare, but i cant find how it works in Unity.
Any sugestions on how to get better results?

quasi ore
modest patio
quasi ore
modest patio
#

try these settings, change direct samples to 256, lightmap resolution to 64, lightmap padding to 6 and if you still have problems try increasing by 2 each time. If you get to 10 and you still have light leaks try changing lightmap size to 2048.

quasi ore
#

Could that be the ambient occlusion?

modest patio
#

Is that a texture you have on the floor?

quasi ore
modest patio
#

Yeah its your texture filtering and Aniso level on texture import settings.

#

try increasing your Aniso level first

quasi ore
#

Where do I find that setting?

#

Aha on the texture

modest patio
#

click on your texture in your folders and look in the inspector window

quasi ore
#

What does anisio even mean? xD

modest patio
#

Anisotropic filtering - how stuff appears when looking at it from a certain angle.

quasi ore
#

It seems like i have that disabled

modest patio
quasi ore
#

Ahaaaaa, putting per texture on anisotropic textures removed almost all of it!

quasi ore
#

The result is quite alright already!:

modest patio
#

lovely. Looks great man!

quasi ore
modest patio
#

I tend to start with low settings and then when I've got the right look, crank them up for final bakes.

quasi ore
modest patio
#

It all depends on your scene, what lights you are using, but a good starting point is direct at 512, indirect at 1024, lightmap resolution 100, lightmap resolution I always go with 2048. All depends on target platform as well. Just have a play. You shouldn't have to go much higher lets put it that way.

quasi ore
modest patio
#

oh if you're using an enviornment map increase this to 512 as well.

modest patio
#

Also if you find your bake is a bit darker try increasing max bounces to 3 or 4, saves having to mess with each light source

quasi ore
#

Thanks for the excellent tips! Appreciate it

waxen citrus
#

Hi there, I posted something like this in #archived-code-general , but I feel like I should post it here as well. I may get a better answer.

#

I'm wondering about a general question that I would like to have answered. I've heard some things about sun rays/god rays/sun shafts and was wanting to try to implement them into my game. However, it seems like the package that handles sun shafts is no longer available. Is there a way to incorporate that type of effect/lighting in my Unity3D project? (I’m using the built-in shaders btw, I could use URP or HDRP but I really don’t want to go through the hassle, plus some of my Roystan mats break when switching.)

waxen citrus
#

^^^ still trying to figure this out btw lol

shy locust
light tangle
#

so I have 2 camera (stacking). So if the player raises the FoV, the gun stays still. I need to use layer because the guns are droppable

1 camera rendering everything except the gun the player is holding
1 camera only render the gun the player is holding

the problem is, the muzzle light won't render to the world because it's attached to the weapon. It will shine the weapon though. At first I'm wondering why the world doesn't gets the light, when I switch to scene, apparently it's because the world camera isn't rendering the gun, any way to fix this?

pliant fable
#

has anyone run into webgl lighting being a good deal brighter in the browser than in the editor? this screen is browser

#

and this is the editor

#

this is webgl browser with linear color mode. not sure if there are lighting settings i can set in the editor that will more closely match what will be seen in the builds

#

fyi these are all point lights, no directional light, global illumination is not enabled afaik

modest patio
# waxen citrus ^^^ still trying to figure this out btw lol

Hi, look up volumetric lights. Honestly though if you want a great, super light weight 'fake' solution I highly recommend the following asset. Simply drag and drop as you please. I use it for VR projects and use URP, saved us loads of time and looks awesome. Fairly easy to recreate in Shader graph but why waste your time? https://assetstore.unity.com/packages/vfx/shaders/volumetric-light-beam-99888

Add depth to your next project with Volumetric Light Beam from Tech Salad. Find this & more VFX Shaders on the Unity Asset Store.

amber fractal
#

How do I make better looking lighting for racing game? Like sun light.

modest patio
waxen citrus
modest patio
# waxen citrus This looks really cool, thanks!

The only limitation is if you walk through it, its basically a cylinder that can be ajdusted in size/width with a fancy shader on it. Its doesnt look bad when you do walk through it because they've set it up to have some nice transistions but just be aware. Def best to use on objects in the distance or as per the examples in the video e.. hanging lights etc. Def worth the 30 bucks or whatever it is. Oh also has loads of animation fuctions as well so flashing lights, rotating lights etc..

limber delta
# modest patio The only limitation is if you walk through it, its basically a cylinder that can...

We've been using this one for our project https://assetstore.unity.com/packages/vfx/shaders/volumetric-lights-164149 which has worked really well. URP and VR for us as well. Have you tried it and would you say those are similar? Considering checking out the one you linked above.

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

modest patio
modest patio
# limber delta Np!

Just watched the video's and it actually looks identical to the one I shared, both awesome effects though and super cheap on perf 👍

limber delta
#

Haha, yeah, I thought they looked quite similar as well 🙂

#

Got them mixed up actually and thought I already had the one you linked

fair agate
shy locust
#

I just found that 5 minutes before you reply and it fixed, but thanks man UnityChanThumbsUp

fair agate
#

:p

dapper glen
dapper glen
waxen citrus
#

Is there a way I could get any sort of cel shaded lights?

native cradle
#

I duplicated a scene, and I made a new LightingDataAsset, but it seems like it's still connected to the old scene's path for baked maps somehow. If I hit Generate Lighting or Bake on a reflection probe, it overwrites the ones for the original scene. How do I have those create new maps in the new scene's own folder?

waxen citrus
#

Also it might only work in an earlier version of unity

waxen citrus
#

Wanted to see if I could allow the mat to dynamically react to lights around the scene

#

I’ve followed a bunch of tutorials but nothing’s worked

deft fiber
waxen citrus
deft fiber
#

That makes no sense to me

prisma burrow
#

when I shine a spotlight on this model, I get this. It's the texture but not UV mapped. Only happens with directional and spot lights

waxen citrus
deft fiber
waxen citrus
deft fiber
waxen citrus
#

But I’ll find out more about that later

vapid oar
#

I may be asking a tall order in advance, I apologize. My google fu has not helped me on this.

I am using URP (Hope to target mobile systems if need be with focus on PC first) and I want to be able to use baked lighting, but I am facing procedural generation and I would like the lighting to have some degree of dynamic lighting. For example the inside of a ship where much of the game time will happen, I would like for lights to be able to go out or change color (like go from white to red for an alert).

I have had success baking the individual geometry as their own scenes and my hopeful solution is to just change or multiply the color of the lightmap (for the above example, that would work fine, You'd WANT all the lights to be red in an emergency situation), I'm going for more realistic designs so I don't need LED lighting on every beam or crazy holograms all over the place. Most likely some fixtures in the cielings and lights along the floor. But I haven't found a solution, third party or someone' fix, that would help that, most I can find is changing the light's color itself and I would prefer to avoid doing different scenes for each lighting situtation, that sounds less than optimal

fallen horizon
light tangle
olive python
#

hey does anyone how to fix these seams leaking light? I'm using ProBuilder and its one whole mesh so its sealed..

#

if anyone has a solution I can use please @ me

modest patio
# vapid oar I may be asking a tall order in advance, I apologize. My google fu has not helpe...

You want to use a lightmap swicher https://assetstore.unity.com/packages/tools/utilities/magic-lightmap-switcher-built-in-srp-196489 you basically bake different lighting scenarios and you switch or fade from one to another.

Use the Magic Lightmap Switcher (Built-In + SRP) from Eugene B on your next project. Find this utility tool & more on the Unity Asset Store.

vapid oar
#

(Not that I don't appreciate the response! Just that I don't have the money to spend and I don't mind putting in a bit of work to do it for myself, just need to know what questions to ask of google/Unity docs

deft fiber
#

You can find a lot of these just by searching "unity swap lightmaps" or "blend lightmaps"

modest patio
# vapid oar Any free alternatives? I'm broke, definitely 50 dollars broke. Just putting me i...

Link to swapping Lightmaps video: https://www.youtube.com/watch?v=BRapbR6vPII&feature=youtu.be
Link to my game Vampire Heist: https://birdmaskstudio.itch.io/vampire-heist

This video is for those of you that are aware of what lightmaps are, conceptually, but not so confident about using them in practice. I go over the settings you need, include...

▶ Play video
amber fractal
main wolf
main wolf
deft fiber
#

Everything you would configure in the lighting window, I'm pretty sure
So things like ambient light source and color

timber lichen
#

I am having a bit of a weird issue. I have a simple scene with a global lighting with an intensity of 1 and one global volume which I want to use to simulate a simple day night cycle by changing its post exposure value, which seemed straightfoward but I run into a weird issue.

In short. In the editor as well as the game window when its not running it reflects the changing of the post exposure value by dimming the screen, but when the game is running that change is not reflected at all and its constantly as if the global volume does not exist.

random valley
#

Is there any convenient collection of lighting numbers for real world equivalents, like daylight, street lights, general lumens > light intensity?

red raven
#

Hey, I use the URP render pipeline and I just want to put my lightmapper to progressive GPU to have a faster light generation but when I generate lightning, it always soft crash. How can I use my GPU in unity without crash. Thanks 😀

#

Also, all shadows are very bad and pixel ed instead I had change shadow resolution to 4096 in the URP pipeline file.

restive lantern
timber lichen
#

Hello Ive got a question, currently I am working on a new Project but the lightning just doesnt seem to work. I get light flickering when an object moves (even in the scene view). I dont know what to do. Any suggestion or can anyone help me pls 🙂

deft fiber
timber lichen
deft fiber
timber lichen
#

@deft fiber that shouldnt be the problem

#

Nervermind Ill look into it another time 🙂

timber lichen
#

Here is the bug I have, I really dont know how to fix it, I already tried to set the pixel light count to 32. What else can I do know?

timber lichen
#

Can anyone help me

#

I have created a command called: Restart (); which just restarts the scene

#

But a after Restarting the scene the default Lighting generated is very bad

#

And also can I Instantiate a directional light in a scene just after the Restart Command is called?

deft fiber
timber lichen
#

How should I fix this issue?

deft fiber
#

create a lighting data asset from the lighting window

#

After that you may need to "generate lighting" but I'm not entirely sure how important that is without using baked lighting

keen compass
#

This note right here is on a layer marked 'worldInteractives', and for some reason anything on said layer is completely unlit.
Is there a reason behind this?

woeful epoch
#

tried rly low Settings, but it still crashes

quartz lily
#

and what does the scene look like

woeful epoch
#

It's a pretty big Scene

quartz lily
#

That is going to take a very long time to bake

#

like.. 24 hours or more

#

so, unless it goes to "not responding" in Task Manager, it might not actually be crashing

woeful epoch
#

it give me a Crash Message where i should report a bug

quartz lily
#

ok, deffinitely crashing.. but probably due to the size

#

create an empty scene, put a plane and a cube in it -> bake it

#

if that crashes, there's something going on.. if it doesn't.. then that adds to the likelyhood that it's the size what you're backing

woeful epoch
#

Allright i will try

woeful epoch
#

It seems it's rly a Problem of the Size of the Map.

#

i lowered the Settings even more, and it's allrdy over 4h.

frosty glacier
#

Unity 2022 direct lighting by emission light source maybe?

eager cove
#

Hey guys, I ran into a problem with light baking. I'm using the HDRP pipeline. I have an object that has a material, with metallic parameter set to 1, attached to it. Realtime lighting works just fine, but when I change my lightsource to baked and try to bake the lightmap, everything went completely black. I've found out that changing the metallic parameter lower helps and the baked lightmap stars showing. Does anyone know why is this happening?

waxen citrus
#

I remember there a being a god rays/ sun rays package for unity3D in the past. But it seems like it isn’t compatible with the most recent versions of unity. Why hasn’t it been updated? It was a really easy way to add volumetric-eque lights to a scene with the built-in renderer. Is there anything like it that exists now?

#

Or if not, is there a different way to add that type of volumetric lights to a scene using built-in renderer?

frosty glacier
#

A lot of good stuff is not compatible with newest version of unity

eager cove
keen compass
#

Seriously, I would greatly appreciate understanding why objects on certain layers aren't being lit like this.

deft fiber
keen compass
#

Ah, yep, fixed. Turns out my directional lighting had the layer culled, whoops

lone pier
#

Does anyone know what causes this and how I can fix it? I want to use real-time lights for my scenes but the engine limits me to only having a small amount. Is there any quick way to disable that limit or at least un-render the lower priority lights properly so I don't have this weird clipping problem? Any help would be greatly appreciated! (I'm using the URP if that helps)

lone pier
#

Update: After looking into the issue, it seems like I want to use the defered renderer instead of the forward renderer, but I can't figure out how to add it anywhere.

#

It seems like it may not be a feature in Unity 2019.4.29f1 (The current version my project is using) and I'm concerned about updating to a newer version of Unity, since the URP always seems to break when I do that.

#

What version of Unity was the deferred rendering feature added and does anyone have any tips for how I can upgrade my project to that version with minimal headaches?

lone pier
#

Nevermind, I went for it and it was super easy this time around! I did have to turn the ambient color to black when I upgraded though, it made everything way too bright. But other than that it looks great!

deft fiber
lone pier
deft fiber
lone pier
#

Yeah

plucky nest
#

i am new to unity
i have 2 questions related to lighting

  1. is baked lighting only for objects marked as static?
  2. how can i have realtime lighting on non-static objects and baked lighting on static objects?
shadow horizon
#

Editor

#

Why is the lighting so different in build?

#

My game is entirely generated at runtime So i am only using real time lights

deft fiber
shadow horizon
shadow horizon
#

Fixed it!

Im unsure if its a deferred render path only issue. But if you're using deferred on URP, DO NOT tick native render pass. It breaks the lighting in builds 🙂

deft fiber
timber lichen
#

What skybox to use for mobile?

#

I tried "Skybox/Panoramic" but it cuts down fps from 120 to like 60 or less (when you look up to the skybox directly its ~45)

#

(Compared to default skybox)

strong python
#

Hi! I am using probuilder. Why there are shadows (baked) on wall connections? It snapped to the grid and these shadows are not visible with dynamic spot light for example.

vestal vine
#

what would the be the best light for this scene as i cant get it right

timber lichen
#

Unless you wanna keep this "jail"? feeling

#

then keep spot light xD

fast moat
#

is it possible to disable a skybox from being a light source?

#

ambient light

#

it seems like there are two light sources, one from the skybox aka "ambient light" and then another from the directional light aka "the sun"

#

do i mix these two colours together?

deft fiber
rocky lily
#

Has anyone got experience with non-directional sunlight?

#

I'm trying to achieve a "flat earth" sun, basically

#

(point light)

slim flame
#

@rocky lily Can you do a directional light that points the same direction as the angle of the sun to the center of the earth?

#

I have a URP project and my lights aren't working. Idk what I did differently than my other URP projects, but for some reason lights are just not doing anything at all...

rocky lily
fast moat
deft fiber
deft fiber
fast moat
#

yeah hard to get a desired result with light mixing

#

i'll keep learning

#

i thought a skybox was just decoration lol

naive zinc
#

Hello guys, did anyone used reflection probes on an angle, and did you had any problems with it?

deft fiber
fast moat
#

how does it choose what colour to use

deft fiber
rocky lily
visual belfry
#

Anyone else play around with the 2D lighting? I have overlapping sprites and the lights bleed through both sprites

primal venture
#

Does anyone know how to fix this odd lighting issue in unity?

clever thicket
#

hey I havent really dived deep into lighting but just want to get something that looks halfway decent while I work on other things. When I enable HDRP and go through the setup, everything is slightly red and the dark side of meshes is pitch black. The way I've been fixing that is going down to sky&fog volume overriding the intensity mode to exposure and the exposure to a value of '3' from '1'.

Everything looks fine after that, but want to make sure that's the proper thing to do or if I'm distorting things terribly.

#

Also when I hit play the scene goes back to the default intensity for about 1s before flashing to normal

meager quiver
#

I have a dark scene with Trees, and a Leaf Material with the Nature/Tree Creator Leaves shader. I notice that even in a scene with 0 lights, the Gloss property of the leaf material seems to be reflecting a light from somewhere. This is effected by the Shininess slider, which can make the effect stronger, but it's always still present. Why is this happening, and can it be fixed (short of removing the Gloss map)? Screenshot demonstrating effect, see the gray specular highlights in the scene.

deft fiber
deft fiber
deft fiber
wary viper
#

Heyo so i got a bit of an issue and i dont know if its something that im over looking, i baked my lights over night and the results were amazing, now i imported another package into my project and it looks like the baking got undone? as in the room was dark n ambient how i wanted it and now everything looks silver ish?

#

is there like a toggle or something

wary viper
#

this is how it kinda looked

clever thicket
#

@deft fiber Yea, the problem is that project uses the input system package which I am also using but for whatever reason it is broken whenever I create a project with the HDRP template (and not if I just load it into the 3d template). So I have to use the 3d template and then import the HDRP package which doesnt come with all those lighting/post processing. Perhaps I'll just try and copy paste the values.

deft fiber
clever thicket
#

Something weird happens when I try to set input events where the project refuses to save my events and reverts in between playtests. I've had other issues that don't occur if I load in the input package off the 3d template

#

I know the HDRP is configured for some kind of input for their test scene, and it seems to mess something up when I got to use the input package

untold blaze
#

Hi all. I'm trying to use URP (for Light2D) & Tilemaps in Unity 2021.1.24f and my tilemaps won't show in Editor mode/scene view when they're on the layer I want to use for collisions. Does anyone have experience with this? (previous discussion, screenshots: #🖼️┃2d-tools message ). I'm guessing it's some kind of Unity/tilemap bug, since changing layer makes the tilemap show up in editor mode, and in any case it works in game mode (and I was experiencing this before switching to URP, but I can't figure out where this question really fits 😄 )

#

... Nevermind, I'm a complete idiot (at some point I must have misclicked and hidden the whole walls layer, a feature I didn't know existed) -- thanks all!

visual belfry
#

I think my usage of 2D sprites is unorthodox. I'm using 2D sprites in 3D space with a perspective camera instead of orthographic. It's for providing depth to the scene. I might have to use 3D lights for the scene, since I think the 2D lights ignore z axis distance

tall arch
wary viper
#

it was Kek

rotund helm
#

Why does this happen whenever I'm close to the ground whether in editor or in game? I'm using a directional light but this is a closed room, no light should come here (and it's not from global lighting cause disabling the directional light removes it)

deft fiber
#

HDRP shouldn't be an exception to the other templates in this regard 🤔

deft fiber
primal cypress
#

Hello! Unity 2021.1.23 URP here: why do baked lights still produce realtime light, even after lightmaps data has been generated?

rotund helm
#

It only messes up when camera is close to the ground

#

Otherwise it looks normal

cunning tree
#

I have the same scene, same materials and same shaders. Both run on URP that have the same settings. Does anyone knows how to deal with this issue?

#

It should be the same. The left picture is the original project and the latter is from different project

#

I am expecting them to look the same

queen bison
#

would anyone mind helping me with lighting, Im trying to bake the lighting maps and Im getting weird effects and shadows or if someone can point me in the right direction, it would be much appreciated

gritty ore
#

How can I prevent this from happening?

languid cove
gritty ore
#

Not sure how I am to do that

languid cove
#

You can use cube objects, set the mesh renderer to "shadow only"

gritty ore
#

Ok, I'll try that. Thanks

languid cove
dawn summit
#

Hello guys. Recently I switched to URP and this lighting bug showed up.

#

I'm really inexperienced in lighting so I don't really where to even start fixing this.

#

Could anyone help me solve this issue?

#

As you can see the jaggy lighting on the red capsule and the werid artifacts on the cube model

dawn summit
#

Btw I'm usingg the default values in the Urp asset

deft fiber
near violet
#

Hey there, I need a bit of help.
I need to make an infinite runner type of minigame, but I'm not too sure where to start with the lighting. Should I bake the chunks of my map separately and duplicate them to add them to my map in realtime ?

graceful oxide
#

Hi! I am having an issue with my lights, with a polygon artifact being left behind in a scene. I’ve posted to Unity answers about a month ago with no replies. Could someone please assist?

wary viper
#

someone here that has experience with bakery gpu mapper?

wary viper
#

AH

#

I did figure it out, so if you dont have your lights set to direct n indirect the lights wont bake

#

which is wierd but id also wanna get some tips on making my scene look better if you wanna have a look

covert stirrup
modern girder
#

my area lights aren't showing up in the game\

#

and i have no idea were to start to fix the issue

languid cove
modern girder
#

yea i think i am bakeing them

#

this button right

languid cove
#

0 lightmaps : do you have meshes marked "static" in your scene ?

modern girder
#

ok

#

@languid cove none of my things were set to static

#

ty

steel drift
#

why does everything go black when i bake the light?

steel drift
#

@languid cove thanks there was not GI on but feels kinda retarted thats not on by default

languid cove
#

Contribute GI is for "static" objects, that supposely don't move. Would you want that all objects created by default are locked in place ?

steel drift
#

it just seems a little stupid to me if say you had to place alot of diffrent static objects then you would have to check the box for everything

languid cove
#

The opposite is also true for dynamic objects.
A choice had to be made.
Note that you can marks the object as static in a prefab, we when it's instanciated in the scene, it's already static.

#

Important thing to have is mind, is that an object marked static will not move, including if you try to move it by script. So at least not having static by default make things work, even if not lit correctly

steel drift
#

that way is way better with the (a lot easier to find) static box and then just make a prefab of the object to be used over and over again

polar jackal
#

im new to lighting. Why does the scene seem to pick a light and set it as the light for the entire scene when there are other lights and even the background is affected by it also im getting weird patterns on all my objects

#

the light

humble heron
#

The pattern you are seeing is called "shadow acne", a defect of the shadow mapping technique used in real time rendering

polar jackal
#

real time rendering?

humble heron
#

Maybe you should start with some absolute beginner Unity tutorials 😅

polar jackal
#

okay

humble heron
#

Can anyone explain why Unity's GPU lightmapper in 2021.1 thinks this shadow makes sense?

#

There's a single directional light

mystic dew
weak maple
#

Hey guys, when playing my mobile game in the editor, the lighting looks decent. However, when I test it on my android phone it looks really different. I would like the deployed version to look exactly the same like the lighting in the editor. Here's an image showing how it looks like in the editor (pay close attention to the arcade machine)

#

And here's an image of how it looks like on my phone:

#

Does anybody know how I can fix this?

frosty glacier
#

what should i do with this horrible stuff?

frosty glacier
#

and this with ssgi

sterile steeple
#

So I am baking Scene Lightmap first time.. First I am totally failing to bake it with GPU (you can notice the error), secondly, I have loooots of Warnings about failures as well. What am I doing wrong?

#

GPU: RTX 2060

#

p.s. with CPU it will take like 3 days to bake it

#

And i dont event know if that will be good quality or no

elfin zinc
#

simple question; why does the light go THROUGH the plane?

frosty glacier
#

yes.

#

welcome to unity

elfin zinc
frosty glacier
#

no

#

unity sucks at lighting

#

idk what to do

elfin zinc
#

but this is the most basic lightning

#

wtf

#

I had to enable hard shadows and set the near plane

#

the light shines outside the container to the ground when the camera rotates just a little bit

modest patio
#

Anybody know of any way to blend reflection probes in URP? Or any tips on where to and how frequent to place them? I cant get rid of the jolt from one to another no matter what I try and as I understand it blending isn't possible using URP only builtin?

#

frustrating

sterile steeple
#

After baking scene lights, which takes like 3 hours, my scene appears kind of to dark (shadow places). How to fix it? And will i need to re-bake lights? Hdrp

timber lichen
#

how can i make the lighting of the first camera reflect to a second camera which is a weapon camera

#

:c

mortal isle
#

anyone know how to remove this effect with ray traced light?

#

im using 1024 shadows but this effect stays with anything 512 and above

#

im using hdrp

queen agate
#

I have just installed universal RP, but now, when i right click in assets, then create, rendering doesnt come up so i cannot make a pipeline, please help!

graceful oxide
narrow bear
#

Anybody done decent work/a game with lots of dynamic lights ? Like player flashlights, spotlights swinging, etc. Is it very gpu/cpu demanding? Trying to understand why not to just use realtime lights over baked in most cases

#

Also because baked maps are yuge

summer canopy
# narrow bear Anybody done decent work/a game with lots of dynamic lights ? Like player flashl...

Main thing is realtime lights are way more expensive then baking lighting, and with realtime lighting it can be difficult to achieve the illusion of global illumination. That said yes I have worked on a project that has used mostly dynamic lighting. Some tips are

  • Don't overlap lights as much as possible.
  • fade out lights at some distance from the player to reduce the light count at any given time.
  • Avoid casting shadows unless you really need it.
humble heron
#
  • use deferred
jagged bear
#

Heya, anyone know how I can make this light appear in the scene even if its not like, bouncing off anything?

#

like I just want the light to be there without requiring it to be on another object

#

if that makes sense

#

aka, I want the light in the cone gizmo to actually appear, yet it's not

marble hound
#

you can try increasing the intensity of it

#

or use another light instead of point light

jagged bear
#

this is a spot light

#

but I'll try point

#

nah points too spherical, thats the issue

#

just been told in another server that fog is the way to go

narrow bear
#

You're after this kind of effect?

jagged bear
#

yea

#

just installed hdrp tho

narrow bear
#

Not 100% sure but I might have used a particle system/shader approach for that, or even just a mesh if it's only for the effect

narrow bear
summer canopy
# jagged bear just installed hdrp tho

In HDRP you're going to want to use a volumetric volume, that'll give that effect for any light that's in the volume, as well as generally soften the lighting and give that foggy effect

strange delta
#

im trying to play around with shadows, so i made an empty project with just a cube, quad, and a directional light, but i cant get the cube to cast a shadow on the quad

#

this project uses unity render pipeline so idk if that makes a difference from normal unity on this matter

#

also, im getting a lighting issue with a quad object. On the right is a 2d sprite, which is how i want the quad on the left to look. I noticed it looks brighter if i set the "near" setting on the clipping planes property on my main camera up, but that leads to other issues, so idk what causes this effect

strange delta
#

is there anyway to have a material be unlit, but still cast a shadow?

#

the problem is when its unlit, it looks how i want it to look

#

but lit, it looks wierd and whited, but i want it to cast a shadow

narrow bear
#

Is it possible to make a pretend shadow for it? Unlit in front, black silhouette ver behind

#

For your needs I mean

strange delta
#

im trying to have a day-night cycle sort of thing, so the shadow need to be able to move according to a directional light

narrow bear
#

You could have the underlying black version move around according to the directional light using some maths and the pos/rotation of the directional light. Thonk

strange delta
#

that seems like a workaround for a problem id have on other objects. i just dont want the light to make it look whited. Is that too difficult a fix?

#

like, i dont want to work around the problem, i want to fix the problem yknow?

narrow bear
#

Ya I see, I'm not sure sorry - I come here too for lighting help cause I'm not 100% on what all the mats/things are 😅 Only got workarounds to hand out atm

timber lichen
#

Any tips for better lighting for indoor horror type game? I was using HDRP, but realized I want the game to be more accessible to lower hardware, and switched to URP, but I cannot get the lighting how it was before :/

#

a bit different perspective and object placement, but yea, lighting I cannot get to match

primal venture
visual echo
#

Does anyone know how to prevent a lighting going to another room?

#

This lighting comes from the kitchen area

humble shadow
#

Do anyone know how to get rid of these light artifacts?:)

deft fiber
#

The downside to it is that the house can't be moved or instantiated easily, if you're planning on that

deft fiber
#

But I can't precisely tell from the picture

unkempt spoke
#

Use smooth normal mesh you can do this pretty easily in Blender

#

For a lazy fix you can try enable double-side/both face on

thin flume
#

how do i make a slider that changes the hue of lights?

queen gazelle
#

Does anyone know how to light these objects without increasing the bake time? These are the only set decoration pieces for the most part and just adding these made my bake time go from 15 mins to over an hour, I left n got home with 1hr on the bake and something like 60% completion so I stopped it. Didn't even seem worth it to let it finish

#

Just a box of donuts, a table, and a rubix cube

celest crystal
#

Hey folks, was baking the lighting in a very basic scene and ran into an issue with multiple overlapping spotlights, intended to create a path of pools of light. Only some of the lights seem to bake...! The ground and ground lines are marked as static.

modest patio
modest patio
celest crystal
#

@modest patio Goddamnit, I'm an idiot, can't believe I forgot that. Thanks man.

modest patio
celest crystal
#

I'll get on that. Do I need additional lights set to realtime in order to light a character as they walk through the pools, if I may ask?

modest patio
#

I would use area lights for this, you get much more realistic results.

celest crystal
#

I'll look into that, thank you!

modest patio
#

No you can use light probes instead. watch this https://www.youtube.com/watch?v=_E0JXOZDTKA

#

Basically mimics realtime lights on dynamic objects from light bakes.

celest crystal
#

Ah, okay, I'm familiar with this. Just been a long time since I've lit something in Unity.

#

Thank you!

celest crystal
#

Appreciate the advice! =D

#

@modest patio If you don't mind - having a little trouble with the area lights, in that I can't seem to make them create pools of light like the spotlights. I've switched them to disc and doubled the intensity, but I'm getting a very even lighting of the ground (which, though nice, is not the effect I'm after). Sorry to hang out of you like this, but I'm a little confused...

modest patio
# celest crystal

This may not be the look youre after. increase the range so the ray looks like its way under the ground. So if the distance from your light to the ground is say 3m - Make the range 6m +.

#

Also make sure the radius is the same size as your actual light not bigger.

celest crystal
#

I'm not seeing a ray on the Area lights gizmo...

modest patio
#

mmm, you should do?

modest patio
celest crystal
#

13 meters tall.

modest patio
#

Whatever it is make the range of the light at least twice the length to get a good spotlight on the ground, or stick to using spotlights.

celest crystal
#

10-4. This was the rough in Blender...

#

Yeah, the range is 38 for the lights. =)

modest patio
#

increase the intensity

#

also have you got every object set to static?

celest crystal
#

Baking.

modest patio
#

looks like some of the scene isnt getting any indirect light>?

celest crystal
#

The ground and the lines on it.

#

I'm just sticking with them for the moment, figured I'd get the ground sorted first.

#

May have added too much intensity. =P

modest patio
#

maybe intensity set too high lol. You should get away with say 15 on the area lights to get a decent result.

celest crystal
#

Ah, I was dialing that in and went to 50. =/ I'll switch to 15...!

modest patio
#

hahaha

#

yeah 50 way too high

#

with area lights you should be increasing or decreasing say every 2 units at a time.

celest crystal
#

Well, better to go with big swings when dialling in, I find. =D But, yuuuup. Baking 15 now.

#

Understood.

#

Starting to get pools of light, but everything else is being lit... Might monkey with radius or something...

modest patio
#

try increasing range again. say 50m

#

Also turn your ambient colour to black and get rid of the directional light

celest crystal
#

I believe the directional light is switched off, but I'll check...!

#

We're getting a nice, smooth path of light, but it's not quite pooling appropriately...

modest patio
#

Its hard man when I'm not at the computer, things I would try to make it better are reducing the radius and keep increasing the distance until you get the desired look, or just go back to using spot lights if your happy to have unrealistic shadow etc.. Up to you dude.

celest crystal
#

Oh, of course. You've been VERY generous with your time. I think my client is looking for a more noir, exaggerated look, but I'll play with the area lights a bit more.

#

Appreciate it!

modest patio
#

Youre welcome 👍

celest crystal
#

Well, I say 'client', I mean 'friend'. =P

cursive marlin
#

Hey guys, I'm getting a weird reflection like effect on all my objects when my camera attached to player is moving around. You can see example linked on the GIF. The crate next to my player has a strong reflective response to something. I'm using default light settings alongside Synty LowPoly assets. I've messed around with a few settings but cant seem to figure it out. Any troubleshooting advice?

#

Running them side by side, the scene view doesn't pick up the reflection; only the game view.

queen gazelle
#

I figured it added a bunch of light bounces that increased the time

modest patio
#

increase your direct to 250 and drop you indirect to 500

#

and then work up from that

#

increase texels to 40

queen gazelle
#

That's better ty

deft fiber
# queen gazelle

What's the polycount on those objects? They looks like high-poly meshes not intended for realtime rendering
Either way, it's usually overkill to bake static lighting for detail objects like these
Instead you could keep them dynamic and light them using light probes

queen gazelle
#

Gotcha, I haven't done much lighting stuff yet

bold timber
#

when you're sitting on "preparing bake" for like 30 minutes.

#

Behold the powah of my polygons!

deft fiber
unborn lotus
bold timber
#

i left it running overnight (6 hours) and it wasnt any closer to finishing so i stopped it.

pliant acorn
#

for me the player is extremely underexposed. how can i fix this?

blissful cobalt
#

Hello, someone can tell me why when I bak my emissives I have lots of dots all over my world?

pliant totem
pliant totem
#

Hi everyone !
I want to make an ocean where sun light is affected by water depth. How can I do this ?

pliant totem
#

It's for a 3D project running on URP
I've try something with area light, but when I proceed like this, there is no shadow in my scene ^^

#

What do you mean ?
I want to hide sun light depend of depth, and keep dynamics light (emitted by the player)

unkempt spoke
#

oh perhaps I misunderstood what you wanted 🥲

upper spade
#

How come my lighting in the editor looks WAYYYY better than the lighting in the program?

pliant totem
#

There is no mesh ^^
It's only post processing ^^
Maybe is they're a way to lerp between two baked light map in the shader... Idk

outer glen
#

Hi, I'm running out of memory when trying to bake. I can't even bake with 0.5 texels. Apparently my textures use a lot of memory when I used memory profiler, but no idea what to do?

young raptor
#

Also using GPU bake?

outer glen
#

Yep

stuck atlas
#

Hi, what does this mean? I'm a n00b 😭

#

I know what UV is, but I think I have read about "UV overlap", then what after that?

#

Also, how can I tell if Unity is using CPU or GPU to bake lights?

#

21 minutes left is a lot! 🤯

stuck atlas
limber delta
# stuck atlas

Hi, I think your UV islands are to close to one another. There needs to be some space in between them. I recommend watching some tutorials on YouTube on UV mapping for game assets. If Unity is doing the lightmapping for you, you should read up on and experiment with the settings in the attached image.

stuck atlas
#

I see, this an template from a top vendor from the store who specializes in Unity lighting though

#

that's why I found it kind of a weird error to be getting

limber delta
#

Ah right, yeah.

stuck atlas
#

I made no modifications, just loaded the scene as is

limber delta
#

I don't think it's a huge issue unless you actually see errors on the models.

stuck atlas
#

Thank you, I will still read about it though. Probably something I should know about for the future

limber delta
#

But I'll let someone more experienced chime in 🙂

limber delta
stuck atlas
#

the one released this month

#

but already found out , someone told me to open Windows task manager lol

limber delta
#

I see. I use the LTS and it seems like they've changed the UI a bit.

#

Ok, cool

stuck atlas
#

still baking times are pretty appalling so I posted a question about that in #archived-hdrp

#

would really apprecciate if you could read it

limber delta
#

Yes, that is an issue I'm having as well. Trying to bake 4k maps often results in an error for me. Sometimes it automatically switches to CPU baking, even though I have chosen GPU (I have a RTX 3070).

stuck atlas
#

k but my question was more like, does it redo evrything on every change

#

or it's that long only because it's the first bake?

limber delta
#

From my own experience it bakes everything every time, but I'm not sure about this one.

#

(I have auto generate off)

#

I would work with as low settings as possible during development then increase them for the final bake.

#

And of course from time to time, check with higher settings.

#

This is the best tutorial on lighting I know off for Unity, check it out. https://youtu.be/hMnetI4-dNY

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

Speaker:
Ciro Continisio

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

▶ Play video
stuck atlas
#

I'm targeting desktop exclusively btw, so I will be using HDRP for everything

#

@limber delta looks like @shy peak disagrees 🤷‍♂️

shy peak
#

As I said, don't quote me on it since I am not sure. I just think I remember it being that way. But big bakes still take forever if you don't know much about how to properly bake so mumphy's strategy to only use low bakes during development is 100% a valid thing

limber delta
sage plover
#

I have a problem where the bend style does not work as expected, I want my light to be "multiply" but can't manage to do it

frosty glacier
#

Hi everyone. Does anyone know, how to fix this artifacts? On first it's like there is missing data about reflections and it appears on screen as black triangle (on the bottom of screen it's like black sphere). Btw my PC is running on Ryzen 5 5600G and 16 gb of ram. Is there are any better solution for SSR? Project is on Unity 2021.2 and last HDRP

bold timber
#

im trying to make my build look less like an evenly lit painting but i cant seem to get unity to push past Preparing Bake (img below), im looking at my task manager and unity seems to not be doing anything

#

Ive tried restarting the bake,
resetting objects as static
lowering the resolution

#

my console has no errors

split delta
#

For some reason when I remove 1 layer from the culling mask, even if its not used by an objects, it completely messes up my lighting

#

Idk how to fix it

#

I don't know much about lighting

deft fiber
#

So if you add and bake those you'll improve the effect

frosty glacier
#

i already have them

deft fiber
#

There are other reflection solutions but none as cheap as SSR

deft fiber
frosty glacier
#

oh

#

yeah

frosty glacier
#

like

#

why shadows are like this

deft fiber
#

What?

frosty glacier
#

or is it ssao

frosty glacier
deft fiber
frosty glacier
#

ok thanks

#

and this

deft fiber
#

You're going to have to be more specific

frosty glacier
#

oh sorry

deft fiber
frosty glacier
#

any other solutions of ssao for hdrp?

#

I see nothing works in hdrp

#

NOTHING WORKS

#

ok wrong topic

frosty glacier
#

i guess black lightprobes are still not fixed in unity 2021.2

#

and why does mesh casts shadows even if this option is disabled and mesh is not static

graceful oxide
graceful oxide
#

Sorry. I’ve been trying to get an answer for this for over 2 months and no one has responded.

#

I’m getting rather desperate as my students are having the same issues.

bold timber
sly slate
#

Hey guys! Which setting can I use to increase light distance? It seems to stop after (abt 5 meters?) I tried to make my game look as LQ as possible and I dont quite remember which setting I used for the light distance.

fiery hound
fiery hound
# fiery hound

someone knows an application to easily create normal maps for pixel art ?

fickle needle
#

probably a better chance at getting a reply than answers

#

are you using exposure by the way? maybe that's changing the lighting?

graceful oxide
#

@fickle needle Thank you for asking! Yes, I posted in the forums and in the Unity Educators Facebook group. I am not sure what you mean by exposure…

daring dawn
#

I probably should have started here haha, but in either case: I've been trying to achieve something like cel/toon shading for 2d pixel art sprites. I haven't really gotten anywhere over the past couple days. To be clear about what I want, this is what I see at run time:

#

and this is what i'm going for

#

I'd like it to work for both normal old sprites and sprites with 2d skeletons I can deform

#

I was trying to accomplish it with shaders but that hasn't gotten anywhere, apparently 2d graph shaders don't really have access to many light properties at all and, working off the Sprite-Lit-Default shader hasn't really given me anything useful. I can't imagine another way to do this though. I've got this sort of lighting working in godot:

#

I can't imagine such a thing is impossible in Unity