#archived-lighting

1 messages · Page 65 of 1

timber lichen
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And this is the light when i go a bit back

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Btw im using standard pipeline

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@deft fiber

deft fiber
timber lichen
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Um

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No

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This problem is happening in every project

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not only this one

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Even on a cube

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So its something from unity

deft fiber
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With only one light?

timber lichen
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Yes

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When i look left or right the light is slowly turning off

timber lichen
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also

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@deft fiber

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from this ankle i can barely see the red lighting

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but if i go in front i see it normal

deft fiber
timber lichen
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i posted the video there

deft fiber
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Not of this level
Does it happen with a cube with one light?

timber lichen
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lemme see

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yes

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look

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ill show you

deft fiber
# timber lichen

Can you try it in a blank scene? I still am not seeing the cube itself being affected, just the floor which looks like it could be affected by the lights elsewhere

timber lichen
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it is not affected

deft fiber
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I have not seen that kind of fading, but it still seems like light limit
Your level is one continuous mesh, right?

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That usually causes this kind of issue

timber lichen
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um

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then what do i do

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i see that it got fixed after i increased the light pixel count

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but i also get this thing

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when i select a light

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oh

deft fiber
timber lichen
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i had to change the rendering path to deferred

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now its fixed

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thanks for all help!

edgy yacht
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Why do some of my point lights turn off when the camera goes out of a certain range? Only some of them do and others not.

stoic stone
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this is not casting any shadows

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doesnt block my point light

versed garnet
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yep, that seemed to solve it

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now, I wanted my non static objects to cast shadows to the environment, would I be able to do that without adding realtime light sources?

strange mango
timber lichen
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anyone know how to do lighting like this in unity 2d

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ive been looking up videos but cant find anything

stark temple
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The 2D lighting in URP may be able to do something similar

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See the pins for that

timber lichen
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Pins?

stark temple
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The info pinned to this channel

timber lichen
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i keep seeing things on the lwrp or the urp and it tells me to Open the Package Manager Window. Locate Lightweight RP and select it but its not there

versed garnet
deft fiber
versed garnet
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Wouldn't there be a way of making them work with mixed lighting?

deft fiber
deft fiber
versed garnet
versed garnet
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for example, this box should cast a shadow to the walls/ground from the point light on the lamp object

deft fiber
versed garnet
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wait so should I use a more recent version of unity?

deft fiber
versed garnet
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so you think I should chnge all my point lights to spotlights?

deft fiber
versed garnet
deft fiber
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Are they of type mixed and marked as contribute GI static?

versed garnet
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I'm not sure if this is the way this type of light works because I have barely ever used it before

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(if I ever did)

deft fiber
versed garnet
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I think it is far enough

versed garnet
versed garnet
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wait, what lighting mode should the scene use?

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okay from what I read it seems like that won't affect it

versed garnet
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Okay yeah I have no idea of what's going on with this spotlight

versed garnet
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bruh

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it was the intensity

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YEAH THIS IS DEFINETLY TOO MUCH NOW LMAO

deft fiber
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but I'm failing to achieve that myself

versed garnet
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oh

deft fiber
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Nevermind, the Lighting Mode in Lighting window must be "baked indirect" or "shadowmask"

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Capsule is dynamic, everything else is static

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Spot light is Mixed with shadows enabled

versed garnet
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so what's better?

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shadowmask or baked indirect

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also, this is happening to the dynamic objects on my scene due to probes on the other side of the walls being selected, isn't there a way of separating probes from each other?

deft fiber
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Add probes near the walls so the ones on the other side won't be selected

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It looks like your crates are entirely being lit by probes, instead of the light itself

versed garnet
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this is happening

versed garnet
deft fiber
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It's not necessary, but a temporary clean slate has helped me solve many problems

versed garnet
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so it's not as simple as changing some settings?

deft fiber
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At least one of them is not right if your crates aren't being lit directly
If you don't have a good guess what that setting is, I recommend doing a test from scratch

versed garnet
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Yeah I have no idea

timber lichen
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hello, someone knows how I can make my scene totally dark except where there is some light, I am trying to make a horror game but there are areas that do not have light but are still illuminated

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I have put dark fog very close, but I do not think q is the best option

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the last photo is the result I want but without having to put fog

deft fiber
timber lichen
deft fiber
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If you want to stick to realtime lighting, you could turn it way down in environment light settings, but that won't be accurate if you want to have areas illuminated by the sky
Another option is to bake lighting using lightmaps and/or light probes
That calculates how much of the interior is blocked from ambient light coming from the outside

timber lichen
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where can I turn down the light setting?

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or how can I bake the light maps?

versed garnet
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Ok so, the baked lighting comes out WAY TOO BRIGHTER than the realtime lighting

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this is how it looks pre baking

deft fiber
versed garnet
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oh

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but I reset them to default

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and it's still like that

versed garnet
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Okay I'm starting to lose hope on this xd

deft fiber
versed garnet
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I'm not much experienced with lighting in unity so I literally have no idea

versed garnet
deft fiber
versed garnet
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I tried to search for people with similar issues but couldn't find any solution

deft fiber
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There are many steps in the baking process that are easy to miss
If something just doesn't seem to work for me, I'll try to follow a tutorial in a clean setting, and work forward from there step by step

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You can work towards better results only when you've learned how to guarantee some results

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Regarding mixed lights and baked indirect / shadowmask it helps a lot to read documentation

versed garnet
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I see

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okay so, I think the issue is with the shader on the walls material

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what do I need to have on a shader for it to receive shadows?

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I assumed it would already do it by default

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okay nevermind, seems that wasn't the issue

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unless none of the shaders work with shadows ofc lmao

versed garnet
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could this be the reason behind no shadows?

deft fiber
deft fiber
versed garnet
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Since I can't find a good work around for this I decided to just keep the light on dynamic objects with probes and don't have shadows on them

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This is just a demo and I need to work on more critical things before my deadline so I'll just come back to it later

golden cobalt
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is there a way to force shadow maps to use point/nearest neighbor filtering?

hasty horizon
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Hello, my left hedge is static, so it is baked into the lightmap and the right one is not. I would like to know how i can make the left one more like the right one? What are some of the settings i should try out to get a better result

hasty horizon
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what static settings should i keep to make unity know it won't move but does not have to be rendered differently?

cinder parcel
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I am working on a 3d game that will use fixed camera angles and projection mapped sprites

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I want to have shadows that influence the sprites, and since it's gonna have platformer elements I added a projector with a blob shadow to signal the player's position

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it works perfectly fine, except for this weird edge case

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Since I want the shadow to be placed in context of the sprite background, I am using basic geometry to map collisions, and then using said shapes with the option to receive shadows only

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the issue is, as you can see, is that when i set the geometry to receive shadows only, the proyector also renders a shadow in a part of the geometry that shouldnt be visible

plush osprey
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I am working on 2d game and making a menu. But lighting is very low scale. My quality option is ultra. Will it be good when i built it?

undone lance
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is there any particular reason why a point light won't work as a "point light" and instead either fully lights up the scene

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either leaves it completely dark if it's far enough from the scene

undone lance
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fixed, it wasn't targeting the right sprites

hexed dock
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Is there a way to only render areas affected by a point light into a render texture?

versed garnet
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@deft fiber uh so

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funny thing about my lighting

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normal probuilder object with a light source

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object with inverted normals

deft fiber
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oof!

versed garnet
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looks like probuilder objects just won't receive shadows at all

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okay no wait

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eh?

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what's goin on with my shadows

deft fiber
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Have you tried using unity's default cubes for testing

versed garnet
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I have no brain

versed garnet
versed garnet
deft fiber
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I mean, even using probuilder meshes is an unknown variable when you're doing a "clean slate" test

versed garnet
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yeah but not even the unity cubes are receiving shadows

deft fiber
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The next step back would be to make a new project, see if shadows work there

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As a sanity check

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It's possible that they're disabled in quality settings or somewhere

versed garnet
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I want to commit sayori

versed garnet
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I demand to know

deft fiber
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Edit>Project Settings>Quality
iirc

versed garnet
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chinese

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would it be the shadowmode?

deft fiber
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Hmm the advanced shadow settings are in the Ultra settings asset itself which is probably in a folder called settingss

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But if the shadows don't work in a fresh URP project either, all of this is fruitless

versed garnet
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is there a way to copy scenes between unity projects

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xd

deft fiber
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Yes, you can export and import them as packages

versed garnet
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AH YES DYNAMIC SHADOWS

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:O

golden cobalt
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trying again, is there a way to force shadow maps to use point/nearest neighbor filtering?

versed garnet
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(smh)

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uh what LMAO

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hard shadows issue ig?

deft fiber
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You will probably need to increase shadow quality and/or cascades in quality asset, the defaults are rather low
Another thing to mind is that flat-shaded meshes will often suffer from swiss cheese shadows

versed garnet
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there's also double shadow issue LMAO

versed garnet
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and how would I fix the swiss cheese

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okay seems good

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bruh

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dude

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how do I like

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get unity project from a game build

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I might or not've deleted the old project and somehow the probuilder mesh didn't get imported

deft fiber
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I guess fishing out singular assets is doable with some of the unity decompilers out there but still, version control is a must for any project you plan to spend meaningful time on

versed garnet
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I realised I made a backup fortunately

frank hound
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does lightmapping generate automatically on every build?

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or does it use the last one I generated?

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it looks like it - hope someone has more info?

main wolf
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the last one generated I think

hard urchin
tawdry dew
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Hey I’m having a problem where in certain parts of my scene the shadows get really hard then soft on and of over and over. Right now I only have one global light does anyone know what the problem is

deft fiber
tawdry dew
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Idk how well you’ll be able to see it I hope this works tho

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Also the shadows kinda shake

tawdry dew
deft fiber
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Vibration usually implies floating point errors, which could be a result of shadow near distance and far distance being too far from each other

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Tweak those, or try resetting shadow settings entirely

tawdry dew
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I just turned off my directional light and the scene is darker but it works. Idk should I still fix some things so I’m set up for future reference

deft fiber
# tawdry dew How do I do that

I don't recall if there is a simple reset button, but you could lift the quality asset (if on URP) or the setting variables from a clean project

deft fiber
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@tawdry dew If you've confirmed that it persists with clean shadow settings, switching between deferred and forward rendering might give a clue about what's up

tawdry dew
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Wow you really know your lights thank you

cursive coyote
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Hey would anyone know if there's a way to disable 2D shadows once you're a certain distance from them?

coarse wagon
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I was doing some testing when switching rendering pipelines and now all of my shadows dont work. Any idea on how to get them back?

split creek
coarse wagon
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Oh yeah ive already done that before so i dont think thats the issue 😦

split creek
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Ohh sorry, i don’t think I know the issue 😦

mortal cosmos
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classic case of overlapping uv's

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don't know how to fix it (swapping uv's for the mesh didn't work)

deft fiber
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It won't look right until it's completely done

tawdry snow
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Anyone have any idea why when I use: SceneManager.LoadScene(0); to reload the first scene the lighting gets all messed up?

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Before:

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After:

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As far as I know, nothing is being changed other than the scene being loaded again

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After some quick tests, it appears as though the environmental lighting is being disabled when I load the scene. Does anyone know how I can prevent this?

tawdry snow
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Nvm, I fixed it by enabling "auto generate" in the lighting settings

fast pendant
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Anyone know any clever solutions for a light-emitting beam? It's a beam of particles, I've tried a variety of permutations of the options for point lights attached to emitter, or detached and controlled via script

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But doing it with point lights it never looks quite right

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I mean I'd need a very large number of small point lights for it to look right, rather, which isn't an option 🤔

deft fiber
peak haven
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im using foward rending and it does this werid effect when ambient occusion is on how the hell do i fix this

fast pendant
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So it's a lightning bolt 'spell' the actual bolt proper is made up of line-renderers and particles. It doesn't move it very quickly surges into and out of view (no perception of movement, connects the caster/target)

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Or rather the lines don't move

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So ideally the lines would cast light commensurate to the glow

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I was able to get it somewhat decent with "only" 15-20 point lights, not sure how bad that can be for something that is only visible for 1 seconds 🤔

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15-20 point lights at max range that is

deft fiber
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If you're using deferred rendering, you could add low range shadowless point lights along the beam's length for a passable effect that's reasonably cheap too
Otherwise you don't have much options

fast pendant
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But I unfortunately can't do baked which I assume is the normal go-to for something like a fluorescent tube light

deft fiber
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Usually games work around this problem, or just settle for one or two lights for the whole effect

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For graphical budget it's important to consider how many of them can be on screen at once

fast pendant
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Yeah... what are the ballpark ranges for number of lights that start to bog things down?

deft fiber
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Can't guess, depends on the light ranges and your target hardware

fast pendant
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Between how briefly it flashes and potential minimum cooldown like absolute max of 3, and most bolts will be less than max range so fewer lights (counted by distance)

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So range helps with performance cost? That's good, range 1 seems enough to give the effect

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I'll have to test it out

timber lichen
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Any tips on how I can make some of these tiles emit light? Its going to be a procedurally generated level so I cant just add light objects to wherever the light on the texture is

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something like this

cursive coyote
drifting saffron
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Hi I have an issue

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My fog wont display

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Can someone help me please?

indigo sonnet
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My baked lighting produces some pitch black faces. I've checked the normals are correct, and I "Generate Lightmap UVs" on the Model import settings. Any ideas?

indigo sonnet
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I'm pretty sure it has to do with shader graph. Using a simpler material, has no problem.

silk light
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what causes this sort of shadow fuzz

hasty carbon
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Quick question, do light probes override real-time shadows when an object connects to a light probe? Or vice versa?

deft fiber
hasty carbon
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Ah cool, was worried about the order of it, but seems to work well, thanks

hasty horizon
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Hello, not sure if this is the right spot, but when using occlusion culling, can i somehow make it happen after the camera is enough of a distance away instead of immediately when the object isn't in view? cause the shadows disappear along with it which isn't really a good look

mellow sierra
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!ban 327152292082221067 scam

tawdry schoonerBOT
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dynoSuccess Karurosu#9219 was banned

timber lichen
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Does anyone know if there is a guide out there on how to make realistic looking light cookies?

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Like is there some way to simulate lighting in a program like maya and then bake the result into a cookie cubemap>?

deft fiber
blissful arch
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im using light2d and shadowcasters but the shadows are too low quality, is there any option to increase the shadow resolution?

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in the unity docs it says the light2d has a quality property, but i cant find it

manic cobalt
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How do I make it so the flashlight's light is wider at the start? like it ignores a certain range of rendering at the start

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Or how to set it so it renders behind the flashlight

glass blaze
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i don't know if this is the right place to ask but my gpu goes crazy whenever i press play

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even if there is nothing in the world

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even when i move it's like this

manic cobalt
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also u ask in general , probably

ripe harbor
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Okay so. Is there a way I can map where light falls on an object to a texture. Kinda Like baking?

timber lichen
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So let's say I wanted to create a cubemap for an old school lantern

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Would I take a cube, do a smooth modifier on it to turn it into a 6 sided sphere, put a light in the center of the lantern, and then bake the result on the sphere?

lament mural
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how do i fix failed lighting generation?

frigid oar
frigid oar
frigid oar
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nvm, found out i typed the wrong thing in the wrong script

cursive grail
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Im messing around doing a little VR game and I've read over and over to only used baked lighting. However, objects that cannot be static like a door that the player can open/close don't get lit and look bizarre. Whats the solution?

floral crown
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Hi, anyone had any experience with improving shadow draw distance for WebGL? Is it possible to get the shadow draw distance to around 300? The game is very basic, graphically, so I'm not trying to push it hard, but it would be very beneficial to the game to have shadows drawn far.

deft fiber
deft fiber
timber lichen
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hello, I have a question, if I render an emissive texture and deactivate it you will be able to see the change in real time?

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for example if disabling the light will affect the scene?

turbid thicket
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How do i make proper baked lighting with emissive textures?
here is my attempt so far

deft fiber
turbid thicket
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Ok

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I want it to look a bit like karlson

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I am rubbish at lighting so I can't figure out how

deft fiber
turbid thicket
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And for some reason it looks really yellow

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That might be colour grading

deft fiber
hollow skiff
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I'm making a 2.5D game, with billboard character on top of 3D world. My billboard casts shadow, but if the light comes from the side, it becomes just a line (since the sprite is flat). I tried to fix it with another sprite renderer set to cast shadows only, but it ends casting shadow in the sprite itself, which is not the intended behaviour. My question is: can I change some layer settings so my shadow caster sprite only cast shadows in other objects other than my billboards,so there is no self shadowing?

turbid thicket
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How could i make this look better?

lucid sage
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Bloom maybe

turbid thicket
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does that happen in game

turbid thicket
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Ah

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I'm not sure sorry

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Np

whole mural
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This is driving me absolute nuts. All my lights are baking like this, even a default cube, default skybox, I'm getting this crap. Anyone run into this before? here's my lighting settings

blissful salmon
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Is there anyway to fix these type of black spots in the directional map?

exotic sundial
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I'm getting these lightmap artifacts when I switch the lightmap's compression from DXT5 to BC7

  1. Is there any way I can remove these artifacts?

  2. Alternatively, is there a way to set the lightmap's compression type before baking? (in my case it always defaults to RGBA Compressed DXT5 sRGB)

Thanks in advance

gusty ruin
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Good day all! I am in need of a little help. I am working on an animated logo / bumper for my videos and I am having what I think is a lighting issue. I am getting these odd circles and can not seem to find the correct setting to get rid of them. Right now my scene looks like the end of a Loony Toons cartoon episode lol. Happy to share pics of the scene/setup if that helps. Any ideas? Thanks!

exotic sundial
# deft fiber Why not use DXT5 if it works?

I can compress with DXT5, but our programmers are using BC7 in their project and I wanted to be on the same page.

  1. Is there a way to avoid lightmap artifacts when switching compression algorithms?
  2. If the above isn't a possibility, Is there a way to get lightmaps to generate automatically compressed to BC7 so that I wouldn't have to worry about changing compression algos or artifacts?

(a note regarding #2: Lightmaps are automatically compressed to DXT5 with encoding quality set to Normal, and BC6H with encoding quality set to High)

tldr: Is there a way to change the default compression used for lightmaps?

exotic sundial
# gusty ruin Good day all! I am in need of a little help. I am working on an animated logo ...

what is the background I am looking at? is it a skybox or a texture on an object or a light? Are the lights real-time or baked?

I can barely see any lighting issue in the image, Assuming it's a texture the issue is probably banding artifacts which can be removed by changing the texture's compression format to something like RGBA 32 bit or similar high quality compression formats.

gusty ruin
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The background is a large box stretched as a mostly solid color background plane. There is an overall light as well as a few fillers on the cubes (which expand into my logo), all lights are realtime

deft fiber
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You could set the camera's background type to "solid color" to ensure that the background won't be affected by any lighting

gusty ruin
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Thats a fair point. Thanks Ill give that a go. Sometimes we get so focused on the complex stuff we forget about the simple 🙂

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I did have the cube background at first due to the fact that the camera moves and the lighting change was nice from black to full color but I can animate the color with the background camera as well. Thanks again!

golden surge
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ok so im using URP, and ive changed some default lighting settings to make it darker. the issue here as its very obvious, some objects dont bake the lighting. i have no idea how to fix this

lucid sage
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make all objects contribute GI

brazen girder
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@sharp slate it didnt work

sharp slate
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i have no idea then

digital delta
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Im on URP and when I set GameObject static and bake lighting, this weird things appears, I have tried to set the lightingmap compression to none but they still there. Why is it happening?

deft fiber
digital delta
deft fiber
digital delta
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Yes, i think is is cause this low poly pack

digital delta
deft fiber
digital delta
digital delta
deft fiber
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It's often prudent to decrease "size in lightmap" for objects that can afford that, and use lighting from light probes instead of lightmaps for small objects, which also quickens the baking time

unborn drift
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Hi guys! Total beginner here. I wanted some tips on how to re-create a scene kind of like this, or at least inspired by it. I can't seem to find much help online in regards to this sort of look, and when I try to light a scene it ends up looking a bit too "realistic" for my taste. If anybody has any tips on achieving this kind of look I would really appreciate it

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The game is "The Music Machine" by David Szymanski

visual belfry
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looks like a toon shader

pulsar aspen
# turbid thicket How could i make this look better?

. change crosshair- opaque black is not that interesting especially for something center screen. Make it feel your theme better, stylize it.

. grime up the place.. even if it's not actually dirty, it looks too artificially "clean" to be a real place, and therefor less realistic.. wet spots, grime in the corner of the textures.. anything to break up the repeating.

. to further the above, add some variation to what you see in the scene besides white wall/roof.. a black panel, a cable.. anything

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post works ofc but only to amplify what is already present. Cranking bloom won't make things automatically better, in fact that's a bit of a joke around games they just abuse post especially bloom, so make sure you look at good bloom/post in general references before committing.

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imo yours is already looking better than karlson's. But all he's doing is post in a blank scene 🙂

turbid thicket
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Ok thanks for the tips @pulsar aspen

unique fox
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Lighting noob question,
How to make the corridor’s light more smoother in this case?

main wolf
deft fiber
unique fox
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They are not welded, yes

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But the major problem is not that

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Ideal will be like this

unborn drift
fallow thicket
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anyone have any idea why the radius visual of a spotlight isn't working?

deft fiber
fallow thicket
undone forge
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How do I do a scene with a bunch of candles dimly illuminating the scene without massive frame rate drops?
(I’m using the legacy rendering pipeline)

deft fiber
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@fallow thicket Now I remember, the solution was to reload the editor layout

weary pawn
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Hey, I'm getting strange lighting behavior. You can see it mostly on the path. I'm not really sure why it's doing this. This question is probably a bit vague, but I don't really know how else to describe it

lucid pumice
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Shouldn't directional light light up the entire scene equally?

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Why's this part (where the directional light points to) lighten up more than other areas?

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How do I get a lighting that is completely even, purely directional?

visual belfry
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make the material perfectly flat, non metallic

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Part of lighting is specular highlighting, this is part of Phong shading

weary pawn
visual belfry
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Dunno the details of how they go about doing lighting, just abstractly that this is an expected result from Phong shading

weary pawn
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Okay. I believe Unity does some behind the scenes lighting stuff to make stuff like that happen. Although yeah, that is a completely normal result.

undone forge
undone forge
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That prevents them from wavering around and having realtime shadows, right?

weary pawn
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yes

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But like, having a bunch of candles with realtime shadows seems unrealistic for good performance

undone forge
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Is ther a way to use LODs to make it so that the candles far away use the baked light, and the closer ones use the realtime one?

weary pawn
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That sounds like a good idea actually

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I would have no idea how to do that, but go for it

undone forge
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🤔

scarlet torrent
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Idk how lighting works

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Im making a maze and it spawns light and wall prefabs once ran, and idk how to get the lights to work properly

undone forge
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They're all pixel lights, right?

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@scarlet torrent

scarlet torrent
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what are pixel lights

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Im new to unity

undone forge
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Pretty much, realtime lights.

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Which render pipeline are you using @scarlet torrent ?

scarlet torrent
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idk

undone forge
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I think you should check out the Quality Settings.

scarlet torrent
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None

undone forge
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Oki, you're using the Legacy Rendering Pipeline.
The reason not all lights seem to be appearing is that you've very quickly hitting the pixel light limit for Forward Rendering.

#

And it's really expensive for the framerate to increase that limit.

scarlet torrent
#

How do I not hit that limit

undone forge
#

Well, using occlusion culling is definitely a good way of going about it.

#

Or you could also give the light prefabs an LOD group and assign the light component to it and make it turn off when far enough.

scarlet torrent
#

Which would you do?

undone forge
#

I'd start with the LOD group and see what happens.

scarlet torrent
#

Ill attempt that

undone forge
#

Let me know how it goes

scarlet torrent
#

I added this to the light prefab

undone forge
scarlet torrent
#

How do I assign the light object to it

undone forge
scarlet torrent
#

I cant add the light

#

I can add the cube but that makes the cube and not the light dissapear

undone forge
#

Hmm...

scarlet torrent
#

I have it like that

#

idk if that helps

undone forge
#

Did you hit the Add button that appears?

scarlet torrent
#

Only shows the cube

undone forge
#

Hmm...

#

If just dragging the Point Light object in doesn't work, try tinkering with occlusion culling

scarlet torrent
#

whats that

undone forge
#

Basically prevents hidden objects from being rendered.

scarlet torrent
#

How do I do that

undone forge
#

Well, first, you gotta bring up the Occlusion panel. Should be self explanitory from there.

hollow skiff
hollow skiff
#

nevermind, didn't know I was one version before it got implemented

drowsy skiff
#

I connect LightingData and hope that the LightMap textures will link to the scene and start working, but this does not happen. What could be the problem?

#

Or am I misunderstanding the LightingData functions?

deft fiber
muted brook
#

I haven't used Light in my games before and I was wondering how I could make this light transition more naturally to the background if that makes sense? Basically I don't like that you can see these circles around the player.

deft fiber
summer aspen
#

@timber lichen Why are you posting this in random places?

timber lichen
#

so where i post then sir

#

if i had problem with some code

summer aspen
balmy perch
#

I was wondering if there's any way to script the falloff intensity of 2d lights. I looked all over google but I can't seem to find a way to do it or even a workaround. I'm trying to make the light around the player expand as they progress through the level. Any suggestions?

muted brook
deft fiber
muted brook
#

yes

#

I have one global light and one point light on the player

deft fiber
#

Next I would try to enable linear color space, HDR and tonemapping post processing

muted brook
#

where do I enable them?

deft fiber
muted brook
#

ok

deft fiber
#

HDR is defined in quality settings asset

#

I'm not 100% sure if tonemapping is required at this point but it can applied as an override in a post processing volume

muted brook
#

ok

#

thanks that helped!

eternal shoal
#

does anyone know what caused my grass and lighting to change from top to bottom? I was trying a variety of shaders and lighting bakes but am unable to undo it and return to its original state

true wyvern
#

I have no clue how to fix but the game looks really nice

#

😄

eternal shoal
#

aww thanks haha

true wyvern
#

@eternal shoal also how did you make the sun in the top because its nice and I kinda wanna do the same thing for my game

eternal shoal
#

I used a directional light, and used a picture in my skybox that had a sun on it

true wyvern
#

oh ok

#

did you make the sun 3d?

eternal shoal
#

I did not

true wyvern
#

ok thanks so much

#

can the sun set?

#

or do i have to animate that

eternal shoal
#

you would need to change the angle of the light, to get the shadows to grow longer

#

and then when it falls below the horizon delete it

true wyvern
#

i meant the picture

eternal shoal
#

hmmm, maybe a 3d model would be easier

true wyvern
#

ok thanks

fickle needle
#

second picture looks like it has no bloom compared to the previous one

weary pawn
snow pumice
#

I made a second floor in a separate scene and need to merge them. I can copy everything over with open scene additive, but I lose the lightmaps when I remove the extra scene.
I can't modify the old floor's lighting as it was made by someone else using Bakery, which is incompatible with my graphics card.
Can I either:
A) Copy the lightmaps over?
B) Only bake the top area after copying the assets over?

main wolf
maiden vector
#

What are these, why are they there and how can I get rid of them?

stark temple
#

Likely too many lights lighting a surface

maiden vector
#

Could be potentially solved by decreasing ranges of some lights?

stark temple
#

reducing their range, or substituting many specific lights for fewer more general ones

maiden vector
#

I think I found it, a light in a different room was casting these for some reason, reducing the range removed the squares

#

Thanks for the help

blissful arch
#

why is my material so dark? as you can see if i increase the ambient light the character is too bright and the map is too dark (im using urp)

left helm
#

I want to use static lightmaps for my static objects, and dynamic lighting for my other objects, is that possible in Unity?

#

As far as I can see I am only able to change that per light source and not per object

sly fox
#

For a school project I used a little too many realtime lights, to the point where I got like 10 fps while playing

#

What would be a smart way to make it playable? I've tried baked lights, but that looks horrible

#

Would it be an option to use like occlusion culling for lights? To detect in which room you are and disable all other lights?

deft fiber
# sly fox

Use deferred rendering path with low-range lights with shadows turned off

#

Deferred rendering natively culls lights that are occluded

#

That's more lights than I have objects in total 😄

sly fox
#

its URP, don't know how to use deferred for that

deft fiber
sly fox
#

not for my version of unity

#

only with the newest version you can switch

#

i do need shadows tho

deft fiber
#

Then you're out of options

sly fox
#

I did notice the option Shadow Atlas Resolution, which makes the shadows look way more accurate

steady spire
#

Hey everyone! Does anyone have a guess why after baking, the textures of some of my buildings look so shitty? The walls also look like this one the outside even though there are no lights outside. All of these pink and green colors and artefacts... it's so annoying

deft fiber
steady spire
#

there are a few minor overlaps, nothing that would explain these big artefacts or strange lights/shadow that affect the outside parts of the wall

fair moth
#

if i want to use a mix of realtime and baked lighting, is it appropriate to bake my main directional light when it is in 'baked' mode, and then switch it back to realtime? (assuming im using baked shaders that ignore realtime lights where appropriate)

#

or should i just have two light objects...

#

i guess that makes more sense

deft fiber
deft fiber
fair moth
#

indeed; i confused myself into thinking that's not what mixed was for (some bugs and a bad description). basically i just want some to be realtime and others to be baked

#

thanks

crisp heath
#

hi, i was wondering why in my 2d game i cannot see my spot light no matter what, ive tried many things but none of them have worked, can someone please help me with this

brisk sedge
#

Hello dear programmers. In 2021.2.10f I have quite weird problem. When i have Spot lights overlapping, it starts flickering depending on camera position. Light and shadows turns off and on depending where character is looking. Any ideas?

brisk sedge
#

nw, found, there is new option in URP how many lights can object have. 🙂 problem solved 😄

bold dawn
#

Is there a setting I'm missing because these shadows and lighting look really bad and glitchy.

quiet mango
#

Admittedly, it would have been much easier to map UVs before putting a whole scene into unity instead of spending hours fixing object UVs. The lessons you learn in Unity.

quiet mango
#

Is this excessive or just par for the course? From what I understand, you should have two light probes on each side of every major change in lighting.

#

or at least outlining the shape of a room so you get a good gradient.

deft fiber
#

Even the URP sample is pretty loaded with probes

quiet mango
#

Ah ok

solid sonnet
#

Im new to baking lightmaps with emissive objects. I started of with the tutorial for hdrp. The "baked light" doesnt seem to interact with the smoothness of the material (white Light = realtime point light for comparison). Is that expected behaviour or do I need to tweak settings?

deft fiber
#

You have options though, reflection probes (box projected type especially) can give shiny reflections for light sources of any shape

#

Other types of reflection work as well, such as screen space, ray traced and planar

solid sonnet
#

Ill try that, thank you :)

warped trout
#

im trying to get this part to glow but idk what im doing wrong
been following some random tutorials with no luck

maiden vector
#

So there is something not ok with the normal map, is there a simple fix to this?

deft fiber
maiden vector
#

Yes, neither normal or default look correct

deft fiber
maiden vector
#

It does seem that way, maybe altering the overall color of it or something like that?

maiden vector
#

Asset pack from unity store, converted to hdrp

deft fiber
#

@maiden vector Usually an sRGB normal map can be converted to linear with a gamma (or power) of 0.4545, and back again with 2.2

maiden vector
#

How can I do that? I should probably try

topaz veldt
#

how do I make it so 2 lights don't overlap? (2d btw)

unborn drift
#

The lights are all point lights, no idea what caused this and I don't remember seeing this before

#

Anybody had something like this?

#

It seems to be dependent on the Range of the lights

#

It also only happens when I move the lights themselves, or move the player camera. Not when static:

#

And finally it is dependent on color, so if I make the lights all red then there seem to be no lines. However even slightly white and it still happens

#

Thanks in advance if anyone knows anything

deft fiber
#

@unborn drift are the lines visible in the clips?

unborn drift
#

Sorry, I'm a super beginner, what are clips?

#

Or if you mean the actual videos then they are the green flickering lines in circles around the light sources, should be visible

deft fiber
#

But I guess what you're seeing is color banding caused by insufficient color depth

#

Try switching project color space from gamma to linear

unborn drift
#

Okay, thanks a lot for that tip, I'll try it out!

deft fiber
#

And enable dithering on camera or post processing settings, depending on rendering pipeline

unborn drift
#

That unfortunately didn't seem to work. I took another video closer to the light source, hopefully the lines are visible in this one

#

They are the subtle green lines that flicker when moving. They're not actually visible when stationary, and they appear both in the Game mode and in the scene view itself, seems to be independent of camera

#

I'll try and tinker with the lighting settings a bit to see what might be causing this

deft fiber
#

Heavily compressed and scaled video is not a great way to show the problem

unborn drift
#

I know it's compressed but I'm pretty sure it's visible in the above video?

#

Okay, well I've found a sort of fix by just decreasing the intensity of the lights, though it's of course not ideal. It seems to just be the interaction of the point lights with the materials of the room itself

#

I'll try and fiddle around a bit more to see what's actually causing it, will report if I figure anything conclusive out

#

Thanks for the help Patchi in any case

deft fiber
#

The last of my guesstimated solutions is to make sure HDR is enabled along with the linear color and dithering

unborn drift
#

Fair enough, sorry if I came off mean

#

I'll test it out

unborn drift
#

UPDATE: Okay, so, this might actually have something to do with my monitor! I just viewed a random video online and it had the same problem, only that it, of course, wasn't in engine or anything. Very weird. Just letting everyone know that it's not because of the engine! 🙂

deft fiber
weary pawn
#

Hey, can I get some help with my lighting? I like the look of hard shadows, especially for the game I'm working on, but when I do baked lighting, all I get are soft, really low-res shadows that look pretty bad. Does anybody know any settings that I could maybe use to get the look of higher resolution baked shadows?

#

It would be ideal if it could look like this:

deft fiber
#

@weary pawn The resolution of baked shadows is determined both by the lightmap UVs of your ground and the texel density in baking settings
There are no one size fits all solutions

weary pawn
#

I changed the texel size and that seemed to help

#

Now I just have to figure out why the path is being weird

deft fiber
#

The lightmap looks a bit messed up tbh, might have lightmap UV overlap

weary pawn
#

What does that mean? Sorry, I'm very new when it comes to lighting

deft fiber
weary pawn
#

Alright, thanks. Shoulda thought of that in the first place

remote idol
#

I believe this is a lightmapping artifact

#

(the lightmap uv has a seam along this artifact)

#

But I have no idea how I'd fix this.

stable patio
# remote idol

Are you generating or modeling the mesh? if you modeled it you can make second UV channel that will be used for Lightmapping.

remote idol
stable patio
remote idol
#

I'm a brogrammer ;-;

frail vine
#

why can only one light cast shadows in hdrp? or is it something wrong with my settings?

#

one light shadows

#

two light shadows

deft fiber
wild hare
#

Anyone know why when I baked my lighting the shadows look all weird like this

abstract coyote
#

Does anyone know if it's possible to straight up disable a light map on a game object during runtime? I have a setup that swaps out my light maps when the lights go out, but it requires swapping the entire scenes light maps for another baked set. Every level in my game requires this and so having multiple light maps sets is going to be gigs and gigs of file space. I don't need baked lights at all on inside portions of the scene once the lights go out. It should be simple to just disable light maps on selected gameobjects, but I can't find anything helpful on how to do it. Changing the light map index has not been working for me

sacred arrow
#

anyone know how to fix lighting issues along the seams of my model?

#

oh derp, I never marked my normal map as a normal map

compact rock
#

Hey guys, I was wondering, when I bake my light using the GPU I get a few artefacts here and there that dissappear once I use the CPU for baking. Anyone know a reason for this?

sacred arrow
#

I’d be curious to know too. I feel like the results from the 2 settings are very different

deft fiber
#

Apparently GPU baking just isn't as accurate as CPU baking in its current form

sacred arrow
#

Thanks!

weary pawn
#

I'm trying to get my lightmapping working, but I seriously can't figure it out. All of the settings I've done have led to nothing. I have overlapping UV's, which I'm trying to fix, but like I said, changing the settings doesn't do anything. It's odd though, because when I disable the check box for the generate lightmap, it doesn't appear that I have any more overlapping UV's

carmine hedge
#

i have box with 3k tris. when i enable cast shadow, it goes to 9k. what is happening ? isn't it should be 6k ? my cascade is 1. help please and thanks 😄

orchid solar
#

Can I have objects that arent visible but still cast shadows?

#

these are going to be static objects

orchid solar
#

Thank you

heavy gull
#

I'm wondering if anyone knows of a tutorial on how to use pre-baked lightmaps from Maya? I've got 6 FBX models and i'm assigning 2 meshes - the first is a transparent texture and the 2nd is a lightmap (tex set as lightmap type) but as of Unity 2021 I have to set Swap UVs in each FBX (in Unity) but then my transparent textures are not mapped in the correct positions anymore, I have to play with tiling/offset values and they still aren't showing up correctly. I'm also wondering if this is even how I'm supposed to use Lightmaps on a mesh. Unity 2020 URP I didn't have to use the Swap UV button but everything mapped correctly.

#

I have all baking options disabled in the scene as well... not sure if this is even the correct way to use pre-rendered lightmaps. I've read all about lightmaps in Unity docs but nothing is really helping.

trim pewter
#

probably the easiest question on earth, how do I fix the shadows in my scene? it's an rts camera so it's always far away.

timber lichen
#

Google searches couldn't help me find any answers, so I will post here if anyone knows

#

I'm running into this really troubling issue that I have no idea how to solve. I have two area lights in this small room to help light it, but they show up in reflections as these massive boxes, because the reflection probe is trying to include the area light.
For example, here's all of the area lights off, with a testing sphere:

#

And here is what happens to reflections when I turn on the bottom area light:

#

I tried adding the Area Light to the "Ignore Reflections" layer but it doesn't do anything unfortunately

#

The solution would be any way for reflections to ignore any type of light, if that exists.

#

Anybody have any tips for lighting trees in a big open world? Should I set them to contribute GI or use light probes? I'm using realtime enlighten GI

steel thunder
#

I'm working on 2021.1.25f1 on a VR game using URP. I have a strange issue where there are shadows only in Scene view. In both Game view and build, there are no shadows. (Both in the Game window and in the headset) The lighting quality is set to ultra by default. Does anyone know what might be going on with my lighting?

#

I just found it. The issue was that if the far clipping plane on the camera is too far, the shadows go away. Not a lighting issue in the end at all.

rancid hull
#

Does anyone have any tips for how much space to use for lightmaps for modern phones? I'm currently using a 1k baked lightmap texture for each of my levels, but I'm not sure if I can go higher without much loss in which phones would support it. ( This is on top of regular texture usage by art assets)

pulsar aspen
#

baked GI sounds better anyway.

lucid sage
#

Does HDRP work with vr?

pulsar aspen
#

any reasonings as to why it wouldn't?

#

if vr is just a camera in a scene, who cares what materials/fx we use right?

stone gull
#

How to fix lightings that gives two shadows on my character? I've set the "Per Object Limit" of shadow to '8' in URP settings so that it wouldn't look epileptic on my object shadows cause my lights flickers in the scene.

lucid sage
warped schooner
#

hey! so in the game im working on, there is a function to scale a model, not that model has a normalmap, and when i stretch the model, i want it to repeat the normalmap instead of streching it. Is it possible, or is an impossible task?
also i hope this question goes in lighting

upper fable
stone gull
glass mulch
#

my lighting seems to not be happy

#

is there any way to fix this?

#

could shadow resolution be a cause?

maiden vector
maiden vector
# glass mulch my lighting seems to not be happy

Rather than shadow resolution this could likely be too many light sources with high ranges. Try to reduce the ranges to the least necessary for the lights to look good or just reduce the number of light sources

shadow cedar
#

Can someone help me, Realtime shadows are causing too much lag on Android. I have only 1 dynamic object at the moment but that alone brings FPS down from 60 to 50 ? If i disable that I get 60 fps

#

im testing on middle spec phone

deft fiber
#

I would guess this happens if you've turned the emission on the lights too high at some point, possibly to compensate their brightness before you had finetuned bloom

#

Assuming the glow isn't from sprites or halos

golden dock
#

oh sorry i forgot to remove the message

#

it was related to something else on the game that i was modding, disabled and problem solved

hybrid rivet
#

HAving a lot of issues with lighting on my game. So we've coded procedually generated rooms that have lights but the lights are pretty janky and don't really bake well with the rest of the objects. IT all just looks unshaded and cheap. I'm pretty new to lighting and would like a few tips on how I Can make this better.

#

I don't know what the best form of lighting should be for this type of procedually generated terrain since choosing realtime lighting objects only seems to cause excessive lag and fps drops.

deft fiber
hybrid rivet
#

here here

#

how's this

deft fiber
#

It's an improvement definitely

hybrid rivet
#

yes but one issue

deft fiber
#

If you haven't already it's worth looking into deferred rendering, that helps a lot with light performance

hybrid rivet
#

light is bleeding through the cracks and ceiling. how odd.

deft fiber
#

What type of shadows are you using here?

hybrid rivet
#

since using it causes an extreme amount of lag

deft fiber
#

If they're dynamic lights with no shadows, they are not going to stop at walls or anything

hybrid rivet
#

how do I change this again

deft fiber
#

But that is a pretty huge number of shadow casting lights to have, even with deferred rendering
There is no good or simple way to have procedural corridors with lots of lights

hybrid rivet
#

yeah, that's the issue.

nocturne merlin
#

does anyone know why my lights are flickering?

glass mulch
#

it's likely a mixture of too many light sources and high range

#

is there any efficient way to light each set of crystals in this scene? They are dynamic and will be harvested / regrow during the scene so I don't think I can bake

glass mulch
#

would light probes work?

#

all the crystals themselves are static and will only be deleted (harvested) or scaled up (growing)

errant kindle
#

Anyone know why the bakery gpu lightmapper gives white color on red area light?

glass mulch
stone gull
#

Is it useless to bake lighting if I don't have any baked type lights(all are set to realtime)?

shrewd frost
#

I am also trying to do instanced light rendering like above, but I am fairly new to unity. Anyone have experience with deferred rendering, instanced indirect lights, and command buffers playing together?

#

I have deferred lights right now and can get about 3k lights and fairly slow when looking at a spot with a bunch of pixels effected by lights

brisk sedge
#

then there is point to bake lights in order to get more realistic lights.

#

Otherwise... yyou dont.

deft fiber
deft fiber
#

Otherwise you might have to look into some workarounds, perhaps using sprites to fake the lighting, or maybe even a custom tile based lighting solution similar to what games like Terraria use

hybrid rivet
limber delta
#

Hey guys, do you recommend the Magic Lightmap Switcher asset for switching lightmaps? Is there any other good alternative?

stable patio
#

Hey any idea what is wrong when I press generate lightmap [Pathtracer] loaded programs and then Unity just Lags out doing nothing in the background?

spice storm
#

Maybe a dumb question but can someone explain to me how Area Lights work? It just seems to do nothing for me and I think I'm doing it wrong

upper fable
spice storm
#

Oh okay

#

Thank you

upper fable
#

only hdrp of the default render pipelines can handle realtime area lights

sly stirrup
#

What’s the best way to optimize 100+ baked lights in an hdrp scene and include shadows. Rn the only way to get good fps Is to disable shadows and it looks very good but light is bleeding through walls when I turn in shadows fps goes down drastically and the lights bug out and flicker

upper fable
#

are you updating it runtime?

#

that's the reason then. sampling from reflection probe is really cheap but updating it is quite heavy.

deft fiber
upper fable
#

the resolution of reflection probe doesn't even affect that much. the bottleneck may be just the amount of extra draw calls caused by the reflection probe rendering

languid cove
upper fable
#

you can also update the probe manually only lets say every 10 frames

upper fable
sly stirrup
languid cove
upper fable
#

I don't think youd really see any significant performance difference between 64 and 512 resolution. as I said I think the resolution is not the bottleneck here

#

you could just incerease the resolution and make it update only once pre few frames

upper fable
#

could you show what type of objects those reflective objects are?

deft fiber
#

I think(?) there's a way to cull objects by layer from runtime reflection probes which might help
Being able to set a LOD bias for it would be sweet but I don't think that's default functionality

upper fable
#

oh true, you can use layers, there's culling mask property on reflection probes

deft fiber
#

Having LODs is hugely important in general though

upper fable
#

I don't really know what type of effect you're referring to but my point was just that some special cases such planar reflections can be made using different camera + shader

#

screen space reflections also looks pretty nice on many cases but sadly they are not supported on urp

#

youd have to implement them yourself or use some asset

stable patio
#

So I think I have found one cause of my trouble, so is there a way to Lower the amount of VRAM unity can use at a time? can it cut itself to slices and just use 4GB and bake a part of the map and then move on? currently it jumps into my full 8GB I have available and the Editor just freezes with no work being done. All I can see is that editor stopped working and in task manager my VRAM is maxed out.

#

Or is there any specific thing that causes Unity to use this much VRAM, my models are quite low poly the whole scene that gets baked is around 300-400k polys?

snow hare
#

Anyone knows how to bake an area light?

#

simple and efficient pls

winter cave
#

lighting > bake?

snow hare
#

huh

#

bake is with lighting

winter cave
#

no i meant go to lighting and press "Generate Lighting"

snow hare
#

yeah i can't do that, it doesn't render

winter cave
#

is your geometry static

#

the surfaces the light casts on must be lightmap static or you wont see any effect

snow hare
#

what, im pretty new here so

winter cave
#

just click this button on the things the light touches

snow hare
#

yep i did that

#

wait, it still doesn't work

#

do I need to change any settings in the lighting tab?

deft fiber
winter cave
#

make sure the light is actually strong enough to see, and make sure this option is checked

snow hare
#

wait imma send a screenshot

#

here

#

and there

stark temple
#

and what happens when you click generate lighting?

snow hare
#

the light still doesn't light

stark temple
#

is there anything in the console?

#

it should say that there's lightmaps

snow hare
snow hare
deft fiber
#

It would save you a lot of time to learn the baking process by instructions, rather than trial and error

snow hare
#

the ones in the pinned?

stark temple
#

Sure, the documentation for lightmapping would be a start

snow hare
#

yep thanks man

#

sorry to be rude earlier

stark temple
#

We could continue to speculate... that your meshes don't have any lightmap uvs, that you are using weird shaders.. I have no idea

deft fiber
#

https://youtu.be/KJ4fl-KBDR8 this seems also up date
Practice in a new blank scene with default meshes and default materials to guarantee consistent results

#

Though this is for HDRP
If you're not, find instructions for your project's rendering pipeline

snow hare
#

thanks a lot its working

snow hare
#

thanks!

#

cuz i need to learn about that

tacit shoal
#

I'm having an issue with baking lighting if there's anyone who might be able to help.

For some reason when I try to generate lighting it's giving me a ton of errors and getting stuck on "preparing bake" in the bottom of the unity tab.

most recent error: Line 227 in Wintermute::Geometry::Verify - Geometry geom 4afe3bfc44ff161a5c6e899b398f0c15: 12 components out of 6000 total are non-finite

I'm sending over a screenshot of my Lighting Tab settings and the console with a lot more errors shown

I'm not sure why it's happening because it's been working all day and it randomly occurred. This is the second iteration that I've done of this world project and the same error happened on the last iteration.

Unity Version: 2019.4.31f1

If there's anyone who could help out, it'd be greatly appreciated.

deft fiber
tacit shoal
#

I'm still pretty new to using Unity so I'm not sure how to do that ;-; I saw the code that someone sent in the thread you posted but I'm also not sure how to use the code

deft fiber
#

How about instructions is posts #17 and #18?

#
using UnityEngine;
using UnityEditor;
 
public class FindMesh : MonoBehaviour
{
    [MenuItem("Window/FindProblemMesh")]
    private static void FindProblemMesh()
    {
        string meshName = "pb_Mesh-459464";
 
        var filters = FindObjectsOfType<MeshFilter>();
        foreach (var filter in filters)
        {
            if (meshName == filter?.sharedMesh?.name)
            {
                EditorGUIUtility.PingObject(filter.gameObject);
                break;
            }
        }
    }
}```
@tacit shoal  There's also this script from a unity dev working on the issue
You make a new script named FindMesh, replace its contents with this script and "FindProblemMesh" appears under "Window" category in editor
I can't test this incidentally as I don't have the issue
#

This is supposed to find and list the meshes, not fix them

tacit shoal
#

Resetting the UVs in the UV Editor was the fix! Thanks a ton for your help!

rare fulcrum
#

Good Evening,

I currently try to customize the light fall-off in Unity 2021.2.11f1 URP for Point Lights. I followed the example from the wiki but even with baked or mixed light it seems like nothing is working:
https://docs.unity3d.com/Manual/ProgressiveLightmapper-CustomFallOff.html

Has anyone experience with that? For a toon style game I would like for my point light to have no falloff. So that everything in range is illuminated by the same Intensity. I already use a shader for the models so I would love to know if there is a project wide solution for this problem. 🙂

I tried around the last couple weeks so I would really appreciate every help 😅 .

deft fiber
rare fulcrum
deft fiber
#

From what I've heard this blockiness happens when there's too many overlapping light ranges
Also, common indoor lights are 1600 lumens, not 1 000 000

upper fable
#

I think hdrp values are different from actual lumen values. 1600 isnt really much at hdrp (btw i know nothing about what im talking but i remember unity stating that somewhere)

deft fiber
steady spire
timber lichen
#

Can anybody give me any tips on my lighting? It's realtime GI and enviro. 0.1 texels because it's a huge world.

steady spire
steady spire
deft fiber
#

And console in case of warnings, naturally

stable patio
#

Is there a way to use unity_Lightmap in shader without marking the shader as being lightmapped? my instancing breaks because of it.

steady spire
deft fiber
steady spire
#

does it need to be bakeed first?

deft fiber
#

Well yes

steady spire
#

thought so, It'll take another 1-2 hours to be baked completely with updated settings.

deft fiber
#

Can't really debug lightmap errors if the lightmap isn't baked

steady spire
#

I will share a screenshot of texel vailidity debug mode then

deft fiber
steady spire
#

thank you, I'll try

bleak zephyr
#

Hey, I just baked my lights... and it looks awful, like really bad. How do I reverse it?

#

I did it to increase fps, but it made it even worse and the light is glitching

#

Oh, apparently I just had to hit Clear Bake data

steady spire
deft fiber
dusk swan
#

hey, i wondered if anyone could give me an insight on how to get rid of these baked lighting fragments. im baking at a high resolution (40) and all my baking settings are rather high. the "bug" only happens at these panels on the wall

#

i also doubt it has anything to do with the uvs since its using the same uvs as some other items in the scene that are unaffected

steady spire
deft fiber
deft fiber
novel totem
#

Hi ! Im currently using HDRP and working a lot with volumetrics light and fog. The Box shape is currently my best option for creating my visual & feel that I want. I was wondering if there is a way to have a custom shape instead of the "Box" Shape ? The idea behind this is to be able to fill more space (with a custom shape) with a light that use volumetrics parameter instead of having to duplicate multiple box light.

dusk swan
deft fiber
ornate trout
#

I'm quite new to unity and have been having an issue with shadows. They are fine in the normal mode and if I run the game from the scene but if I load the main menu then press start, the shadows are overly dark and almost pitch black

#

Does anyone know how I could fix this?

deft fiber
ornate trout
#

How would I do that?

stark temple
hybrid smelt
#

Someone know why this is soooooo dark?

lucid sage
#

most likely no indirect lighting but what do i know

hybrid smelt
lucid sage
#

What light are you using? point light or area light, or even directional light?

lucid sage
#

Oof i struggle a ton with that, i dont know very much about lighting yet

wispy goblet
# hybrid smelt Someone know why this is soooooo dark?

Very weird.

I forget which sample data needs to be low and which high for outside scenes, but it's much different that's for sure.
One ends to be very low like 8 and the other very high like 500-2000, much different than internal scenes.

Next, make sure your trunks are baked GI flagged.

As well at your terrain/mesh ( which it should be cause the rest is anyway)

Lately in the case of seeing a high amount of back faces, unity can often flag a mesh as invalid.
If you think something's been marked as invalid, you can adjust the
Backface Tolerance of the
Lightmap Parameters asset
https://docs.unity3d.com/Manual/class-LightmapParameters.html

and see if you have anymore luck getting the mesh validated.

hybrid smelt
wispy goblet
#

The Static Flags option on game objects. Sorru wasn't clear on that

hybrid smelt
#

environment light settings

hybrid smelt
#

the 0 looks like a single color, so how he do the shadows?

#

on the texel validity preview of the baked 0 lightmap has something strange

#

looks like the uv of the trees are not on the lightmap baked texture

wispy goblet
# hybrid smelt looks like the uv of the trees are not on the lightmap baked texture

Are these terrain trees as well?
You may have probes generated on the tree from the terrain, though, that shouldn't affect in this situation.

Also, unless your trees are massive redwoods, you can do away with being occluder static just because the nature of some trees may not actually aid in performance gains here.

Also check the mesh in question and see if it's light mapping size is above 0

hybrid smelt
#

ye the lightmapping size are bigger than 0

#

maybe i should change from swap UV to generated lightmap uv

wispy goblet
#

You have one very stubborn tree 😅
Given the set up here your tree should be lit by light probes and Light maps. With a scale of 1 in the bake which we can see in your map validity.

We can clearly see it's coming back as invalid.

I'd also check maybe if unity can generate the lightmap UVs on the mesh level.

If you look for the mesh in your Project Folder
On the general tab, check Generate lightmap UV

hybrid smelt
#

checking the mesh on Blender looks like it dont have mark seams

#

idk if i should press this button too

hybrid smelt
#

now i'm thinking if something on the terrain can be the problem... like the remove light probe or the bake light probe

deft fiber
charred bronze
#

I have a very specific weird question, I'm making a world in vrchat and I'm using bakery gpu light mapper for the world's lighting, how would I light something that isn't static on all sides? Because more specifically, there is a pool table where if I bake the lights the balls are only lit from the top where the light source is and the bottom is shadowed and when the balls then roll it looks off, how would I just have them and the table be compleatly lit without using real-time lighting??

wispy goblet
# hybrid smelt now i'm thinking if something on the terrain can be the problem... like the remo...

You could remove the tree probes option from the terrain itself and check you scene light probes and
Boost the sample count ( though I'm really sorry for forgetting which for outside scenes, it's possibly indirect high. Direct /low).

Patchi makes a great point with checking probe data to to ensure so near by ones aren't invalid too.

Good luck with this though, I'd be really interested in hearing the solve when you get there.

wispy goblet
# charred bronze I have a very specific weird question, I'm making a world in vrchat and I'm usin...

Check out the mixed Lighting part of the docs here.

https://docs.unity3d.com/Manual/LightMode-Mixed-BakedIndirect.html

I unfortunately can't speak for Bakery itself you'll have to contact Frank about that ( or the docs)

https://forum.unity.com/threads/bakery-gpu-lightmapper-v1-9-rtpreview-released.536008/?_gl=1*vt5i0v*_gcl_aw*R0NMLjE2NDUwOTMzMzguQ2p3S0NBaUFnYmlRQmhBSEVpd0F1UTZCa2pKRzVXRDBLZE13RlJuZ25UeDZ1YzhfejBsUjZIZU1XTlFsQ2tPR2VBaTl2ZHp3NDZXQ3lob0MtWUlRQXZEX0J3RQ.._gcl_dcR0NMLjE2NDUwOTMzMzguQ2p3S0NBaUFnYmlRQmhBSEVpd0F1UTZCa2pKRzVXRDBLZE13RlJuZ25UeDZ1YzhfejBsUjZIZU1XTlFsQ2tPR2VBaTl2ZHp3NDZXQ3lob0MtWUlRQXZEX0J3RQ..

However I recommend studying Unity's methods by default as that will give you a better understanding of how the engine could work these situations.

In short, using mixed lighting will act differently depending on your static ( table) and dynamic ( balls) objects.

For lighting
Dynamic objects
realtime direct lighting
And
baked Indirect lighting
from light probes

Static objects
realtime direct lighting
And
baked Indirect lighting
from light maps

There's more with shadowing too but you'd have to look deeper in this as different editor versions and render pipelines handle this differently

charred bronze
#

indirect lighting from light probes? so could i have the balls just pull their illumination from light probes rather than the light map and that should remove the shadowinf effect i get on them>

sinful lagoon
#

im having some funky issues

#

im only seeing textures and shadows if something is at a certain angle

#

lemme send video

lime lagoon
#

Hey people, I want to use an orthographic camera but I also want to use ambient occlusion. Is there any way to do this in Unity? It seem like turning on the orthographic projection turns off the ambient occlusion?

bleak kernel
#

Hallo, I manipulate my skybox's material during runtime, but the Environment Lighting (ambient) doesn't change. anyone knows the reason for this? (built-in RP)

#

it works with flat and gradient colors, but not with skybox colors

bleak kernel
sinful lagoon
#

this is default settings

#

no specular/metalic stuff going on

#

just

#

this funkyness

bleak kernel
#

hmm, fog settings?

sinful lagoon
#

ill check once im back on windows

#

doing some stuff in linux rn

bleak kernel
#

thanks

#

should probably not used per frame

upper fable
#

it may be quite expensive, dunno

#

try it yourself and profile the performance hit of it

bleak kernel
#

already on it

#

adds like 5-9ms per frame, oof

#

i probably could cache it somehow, via RenderSettings.ambientProbe

rain swan
#

Hey, i have a very basic scene (spot light, max quality settings, few shapes) and after baking lights i have this strange artifact on my ground :
can somebody help me please ?

#

( my walls are along the red lines, but not displayed because i have deleted the backfaces)

#

Thanks a lot in advance 😭

neon bough
#

how to get this kind of pink lighting in my scene ?

upper fable
neon bough
#

yea its like pinkish light emitting from the ground of the skybox with a kind of fog maybe

upper fable
#

So what part you dont know how to make?

upper fable
tardy root
#

Hi to you all!
Is it possible to bake light probes in Unity to make use of them later? Basically what I´m thinking is to make a point light, bake that light into a light probe area and use it as a "light source" on a LOD. For example in the case of a torch could add that light probe to the prefab and repopulate the scene re utilizing the same light information.
I tryied to make a new scene and make the custom baking but had no lighting after implementing the asset in another scene. Would this be possible? anyway to go arround this? I´m using Unity 2021.2.10f with URP 12.

Thanks in advance.

crisp maple
#

Hello. Do any of you know how to use unity base fog with unlit materials?

#

No ok im good

solid pagoda
#

Anyone familiar with baking lighing onto a glb in unity?
Have spent days at this point & am pulling hairs....

hybrid smelt
#

what i created? why u are like this?

hybrid smelt
wispy goblet
solid pagoda
deft fiber
pulsar fulcrum
#

I'm having a weird issue where the position of the camera seems to trigger some global illumination that should not exist. Happens in the editor and at runtime. Anyone know what might be going on here?

sinful lagoon
bleak kernel
#

i got nothing then

hybrid smelt
#

if i could make the HDR do shadows so it all could be solved

#

i changed the bake mode to baked indirect and it did a little help but not enought

deft fiber
hybrid smelt
#

so if turn the reflection probes off and the shadows off from Direc.L. so it solve the black trees, but the scene dont will have shadows anymore

hollow bough
#

Hi all, I'm having trouble with lights in my scene - to get them to even register I have to put in some stupid high value

#

Using HDRP, anyone know what the problem could be?

stark temple
#

it's radius looks tiny Ah, sorry, I'm looking at the wrong thing. Range is important, not that familiar with HDRP

#

adjust it in the scene view with gizmos on so you can actually see what's going on

hollow bough
#

no worries 😛

#

I have tried changing all the settings on the light itself, and project settings

#

Can't get anything to actually 'brighten' it

#

This is what its supposed to look like:

#

Let's learn how to make realistic fire and smoke with VFX Graph!

This video is sponsored by Unity.

● Previous VFX Tutorial: https://bit.ly/2Tbh5Hw
● Download Textures: https://ole.unity.com/smoketextures

♥ Support Brackeys on Patreon: http://patreon.com/brackeys/

···············································································...

▶ Play video
#

His light is 700 Lumens, mine is 40,000

stark temple
#

Is this a normal sized scene, and that a 1m^3 cube?

hollow bough
#

Yep

stark temple
#

HDRP can have so many things that affect the apparent brightness of a light, and it's a lot to go through to figure out whether that's the case. Check the Volumes in your scene if you have them to see if there's a Tonemapping or Exposure effect just flattening everything

hollow bough
#

Nope, but I added them and it didn't change much

#

Just copied the light into a URP project...

hollow bough
#

Created a new project and imported HDRP (instead of using the premade one) and this is the result: (Smoke texture removed, and no lighting Scene Settings)

#

Now with 700 Lumen 😛

#

Looks like a problem with the premade HDRP project

#

I'll compare the settings side by side and see if I can find the culprit

hollow bough
#

Couldn't find the difference in the 2 projects but importing the same 40,000 Lumen light into the HDRP Sample Scene makes it work as expected in the interior room3 (not exterior though..).

stark temple
#

It's likely an exposure effect on the volume in that area then

hollow bough
#

That seems to do most of it, but I tried adding Exposure to another scene and it didn't quite work - seems to be a combination of a few settings.
Thanks for the help 🙂, might not have fixed it but with your pointers I have a better idea of whats going on

rain swan
#

Hey, i still have problem with baking lights. All of my vertical objets (blue in the screen) are supposed to be the same, so same color. But after baking, they are very differently lit. Any ideas ? 😦

valid raft
#

Any help would be great.

valid raft
#

Nvm, figured it out.

tender stream
#

Hey! I am trying to make kind of a cctv camera that has nightvision while still maintaining the darkness in the scene. So what i am asking is what is the right way of making one camera see in pitch black dark(so light exposure wont work) and others not. I am guessing shaderes would be answer?

upper fable
vestal canopy
#

when i turn the shadow cascades above 1, like 2 or 3 or 4 this weird thing happens with the shadows and they get cut off. any ideas how to fix this?

vestal canopy
upper fable
vestal canopy
upper fable
#

haven't heard of that either. have to take a look what it does

#

ig may be this artifact they talking about

deft fiber
#

I can verify that very large triangle part

#

Single polygons that extend way out of the view are difficult for shadow casting

upper fable
#

and those objects on the video seems to have quite large triangles

upper fable
tender stream
upper fable
tender stream
deft fiber
upper fable
deft fiber
#

I'm just wondering about the useless calculations you mentioned

upper fable
#

I mean using shaders you could just ignore all other lights and shadows etc. (well, ig you could do that too using culling layers and stuff)

deft fiber
#

@tender stream Btw when you post, keep it to one relevant channel so there's no need to have multiple concurrent discussions about the same topic

tender stream
deft fiber
supple kelp
#

When I bake lighting for a directional light, lights don't bounce at all

#

Shadows are completely black

#

I have the default settings for lighting

#

Help

#

Bounces: 2 in lighting settings but currently it doesn't bounce at all

solid pagoda
tender stream
deft fiber
tender stream
deft fiber
#

The other way seems to be to disable the lights and enable them just before rendering the secondary camera's image
MonoBehaviour.OnPreRender()
Camera.Render() seem to be the tickets for built-in RP
I need to figure an URP way still

agile totem
#

What's wrong with my lightmap baking?

deft fiber
agile totem
deft fiber
agile totem
deft fiber
agile totem
#

oh right

deft fiber
#

And confirm that you don't have multiple directional lights
Even if the shadows are stacking they shouldn't be pointing in entirely different directions

agile totem
#

I rotated it to show the shadows are stacking and not just extra dark

#

Ok I baked it with mixed and only the ao got baked

deft fiber
#

I've never seen that happen and I can't find a way to recreate that error

#

What type of mixed?

agile totem
#

Directional mixed?

deft fiber
#

If it's using shadowmask you're only supposed to be seeing ambient occlusion and realtime shadows up close

agile totem
#

yep

deft fiber
#

Anyway considering the original problem I think you've missed some step in setting up baked lighting because those problems are definitely not supposed to be occurring

#

Or something could be very off in the scene

agile totem
#

So, If I wanted lighting on my nonstatic objects like my car, and baked lighting for my tracks (with GI, shadows, emittion all baked), what should I be doing usually?

#

(With URP 12, up to date)

deft fiber
#

Mixed lights for everything you want to light up both

#

They will be treated as baked for "contribute GI" static objects and realtime for non-static objects

#

Shadowmask mode mixes realtime and baked shadows seamlessly

#

Baking may seem chaotic at first with so many scattered settings to get right but with a bit of tests and practice it'll become clear

#

And if you don't understand something always check what the manual says

sturdy dagger
#

does anyone know why this happens when I get too far in a dark room?

lucid sage
#

@sturdy dagger try turning lighting and indirect lighting resolution up if you using baked lighting, Id say for regular lighting resolution put it up from 15-25

deep crest
#

Hello ! When I put a pointlight I have the pivot displayed but I don't have the little pointlight logo and of course this one doesn't work :/ any idea ?

deft fiber
minor moth
#

Im having issues trying to get basic GI to work for me. am i doing somthing wrong?

deft fiber
minor moth
#

the instructions were basically make everything you want to interact with the GI static and then choose a color on the emissions material tab and that seemed to be it for them

deft fiber
#

And bake the lighting?

minor moth
#

yeah and change the emission option to bake

#

unless there is a button i need to press to actually bake the lighting?

deft fiber
#

In the lighting window there is

minor moth
#

oh

deep crest