#archived-lighting

1 messages · Page 68 of 1

winter pollen
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so you want to let someone else fix your problem?

deft fiber
winter pollen
deft fiber
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Oh good! I thought it was still causing an issue

lethal quiver
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My post Processing effects are not applied to my game camera. does anyone know how to fix it?

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found it 🙂

summer aspen
floral radish
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for some weird reason when i start the game from my main menu the entire game scene is pitch black. But when I start the game with this scene it looks normal?

summer aspen
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@floral radish Lighting settings are set per scene. If you are loading from blank "menu" scene the next loaded might use that settings. Also this may or may not happen only running in editor by some accounts. I haven't checked that.

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So just make sure they have same lighting settings to fix for the editor

floral radish
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oh ok thank you

deft fiber
floral radish
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thx

deep plume
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What could be causing this (shadows?) issue I'm seeing here?

The taller buildings on the left and right are set to 0.1 for 'Scale To Lightmap' and Lightmap Static, so they're not receiving any light from the main light (a Spot light super far away), but the smaller building in the center seems to be getting shadows baked in from all sorts of other areas (I think it's using the same prefab wall as the larger buildings on the side, but this center building is set to 1.0 on the 'Scale to Lightmap' with Lightmap Static checked.

Where are these artifacts coming from?

I am using Bakery to bake my lighting.

System Specs:
RTX 3080
32GB RAM
i9 9900K

idle schooner
deep plume
idle schooner
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i dont know if there's a way to look at the lightmap UVs inside unity - in which case you'll have to open the mesh file in an application like Maya or Blender

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but if you dont know if the meshes have custom lightmap UVs - try selecting the fbx and check 'Generate Lightmap UVs' in the inspector menu - and rebake the scene

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I'm not very sure if this is the problem. anecdotally, ive seen similar issues on my meshes when baking lightmaps. Ensuring that they had appropriate lightmaps UVs usually solved the problem for me

deep plume
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So I think that's an area where I messed up

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Because I'm using the prefabs of these buildings (the already-built versions of the buildings, as opposed to having built each of them with all the parts that they're made up of), and I didn't see that as an option when importing them into the scene

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But if I were to try and import the parts 'separately' (I say separately, because they still come in as all 20 parts to the buildings, just not assembled, but they behave as a single item when clicking on any one of them), then I DO see that 'Generate Lightmap UVs' option.

idle schooner
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go into the folder in the project that has the meshes. Multi-select and generate the lightmap UVs

deep plume
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but I did change something - I realized that not all the physical objects in the map were set to Static, and so I went and marked them all as such, but I'm still getting weird errors:

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I just cleared my cache and deleted the previous bake data, and so it actually let me save and then kick off this bake, which errors out at 55% (as always), and this is where I'm at now... lol

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That last error is giving me this:

NullReferenceException: Object reference not set to an instance of an object
ftRenderLightmap+<RenderLMDirect>d__304.MoveNext () (at Assets/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:8228)
ftRenderLightmap+<RenderLightmapFunc>d__282.MoveNext () (at Assets/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:5832)
ftRenderLightmap.RenderLightmapUpdate () (at Assets/Editor/x64/Bakery/scripts/ftRenderLightmap.cs:4601)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:200)

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I just tried reimporting that ftPreview.cs file, but I don't know if that's doing anything...

deep plume
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I feel like this might be one of my issues:

But how do I do that - "Consider disabling static batching if you want it to be instanced"?

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Ah, think I just answered that question:

ornate egret
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hi, 2D-shadow caster only cast shadow from highest light order. Adding 2 or 3 point light into the scene won't cast any shadow in it.
What is the workaround?

tough flower
sudden steppe
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I just lightined my Scene with new "Spot Lights", I removed the old ones.
But now the new Lights are not rendered on my phone. They can be seen in the Game-View of the Unity-Editor.
Tried to google it without any solution

shell grove
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I'm following a tutorial to do this:

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I followed exactly everything but i dont get why i have this

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Someone know the issue?

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I made my room with probuilder

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Maybe that could be the problem?

fluid arch
# shell grove

Are your objects marked as static? Are normals facing the right way?

shell grove
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Actually what i've found out was that i needed to put default material on them

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But in that case mean i cant use different materials? what i'm missing?

fluid arch
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I don't see why that would be the cause. I assume you are baking, correct?

shell grove
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Yea, correct

shell grove
# shell grove

I'm baking now the light is doing as this photo so i fixed but i dont understand if maybe its something in material proprieties the problem

fluid arch
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Not sure what kind of material you were using. Different pipelines use different materials. it's always a good idea to start with a native default lit material and work from there until you get your desired material I guess

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It looked like your objects weren't marked as static from your image, but the character was, since it's getting lighting info properly

shell grove
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I marked the objects as static, but did that 😦

fluid arch
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Mhm, I wouldn't know directly. If it has to do with materials, i'd apply the material to the box that you have on your character.

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Work from there maybe

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Also make sure that your box mesh has lightmap uvs

shell grove
shell grove
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How is possible i dont have it in my inspector tab? 😮

fluid arch
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ehh it's my bad, I cannot find a better image. you have to find the object in your other tab

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I forgot what it's called

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Like where all of your content is

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Project tab

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Very old picture, but this is what I mean

shell grove
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Oh i see! I dont think thought that probuilder objects got a generate UV option, cause with the object in the middle i turned it on, but for the walls and floor made in probuilder i cant find that option

fluid arch
plucky sun
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where can I download this scene for unity ?

fluid arch
gusty elbow
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How can i prevent my light to shorten when i get close to a wall?

deft fiber
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Check the positions of the light and camera in scene view, prefarably during playmode

gusty elbow
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No

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Its the same as the player

deft fiber
# gusty elbow Its the same as the player

Unless something is changing the light's Spot Angle at runtime, the only possible cause for a spotlight to shrink to a dot is when something gets in contact with it
If animations or scripts are controlling the objects, it may lead to them getting an offset when playmode starts

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The other option seems to be that your game exists in its own reality where light can be projected nonlinearly

gusty elbow
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i got it working

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i just deleted and remade and it works ok now

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thank u

lavish elm
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is there a way to cull the layers a light casts shadow from but still receive shadows on every layer?

covert mirage
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im trying to make a 20 cells x 20 cells area that is procedurally generated with each cell having 40+ lights, i got a solution but it lags out the game any alternatives

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my pc is probably asking for mercy

upper fable
grizzled crag
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is it possible to control how the attenuation work on a light ? for real time, per lights

uncut mural
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after baking lights

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the lights are a bit messed up on the right side

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any idea why?

thick kestrel
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Is there a way to stop using the baked lightmaps and switching back to realtime lighting, witout clearing baked data? My question is because i build lightmap for a project, but the lightmaps are too big to upload to git (i could use LFS i know but we just want to avoid to force everyone to download them). I'm looking at a way that i could just bake the lighting, push the project without the lightmaps (substractive), but not having everything dark for people who don't have the lightmaps

amber wing
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for some reason,i have a lit sprite shader on my player but it doesn't show the usual darkness that comes witht the shader,any ideas why?

covert mirage
crisp topaz
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does anyone know if there is a way to make shadows less dark for specific objects? As u can see, fern or grass would never cast such dark solid shadows. It looks weird and wrong. Anyone know a fix?

deft fiber
mental trench
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Hi guys, I desperately need help for something. I have a scene with 100% baked light, however, after baking the lights, there are no shadows. I've set the shadows in the light sources to "soft shadows" and set all necessary objects to static. I have no idea what's going on, there are no errors in the unity console either. Any help will be appreciated

edgy yacht
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How can I fixed this light coming through the wall at the bottom?

ebon pebble
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Hi, I was looking for a way to put different light points without creating lag, do you have any advice?

ebon pebble
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Yes sorry 😅😅

upper fable
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Are you placing the runtime? What sort of performance issues have you got? How many (and how big they are) of those lights you have?

ebon pebble
ebon pebble
crisp topaz
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Can someone tell me why my bake light button is greyed out?

ebon pebble
upper fable
wanton kayak
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Is it possible to bake lighting during runtime?

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For example, if I wanted them to load a randomly generated scene, would it be possible to load that and then bake it before they fully load in?

wanton kayak
upper fable
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That doesn’t seem like english. No idea what that means

wanton kayak
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his english is just more advanced than ours

ebon pebble
upper fable
ebon pebble
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I have one last question

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As I told you, I started from the Microgame FPS template, if I create an URP project and put the original project folders (for example assets and packages) inside it, can it be okay?

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P.s. sorry if i ask a lot of questions but i have been using unity for a short time

upper fable
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I don’t know about that one, probably. Render pipeline should affect only (/mostly) rendering. You could try to ask that on #💻┃unity-talk

cinder parcel
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Wondering

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is there any way to work around this?

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Volumetric lights are extremely low quality

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even when set to high quality it ends looking like this

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and thats with denoising, without it it looks even worse

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Just wondering, with retroprojecting denoising it looks a bit more passable, but anything involving gaussian looks terrible

smoky fable
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Spotlight is not showing up, anyone know why this is happening?

stark temple
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it's not pointing at anything

smoky fable
worthy pendant
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Hey, why is my lighting like that?

upper fable
upper fable
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Increase it?

worthy pendant
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How?

upper fable
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It’s somewhere on quality settings I believe. Google will tell

worthy pendant
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k thx

worthy pendant
upper fable
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Increased it to what? 8? It seems some of those tiles have more than 8 lights affecting the mesh

worthy pendant
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5*

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but when I did more it was still like that

worthy pendant
upper fable
# worthy pendant Hold on 22 fixed it thank u

That is really large number and can have big impact on performance. Consider using deferred rendering path instead. Deferred rendering is better at handling huge amount of small lights

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Pixel light count property itself isn’t the problem. You can have it 1000 without any performance problems unless you really have that many lights affecting single gameobject

worthy pendant
lucid sage
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ok so its wall corner corner wall

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and for some reason it's doing this weird blending

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anyone know how to get rid of it?

runic quarry
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I'm running into issues with the GPU not having enough memory to do light baking, and the level I'm working on is not even halfway done. Is there any way I can optimize my scene to continue using GPU baking?

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I'm unsure if disabling double sided shaders helps at all

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these are my settings currently with a GTX 1080ti

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I also have a lot of static objects that only serve as mesh/box colliders—would it help to somehow exclude that from the light bake?

upper fable
runic quarry
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okay, so that's good

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would it help to separate bits of the environment into separate objects?

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this could be 3 different meshes, for example

thin flower
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Would it be possible to have pitch black rooms and hallways or anything that is not under sunlight. I tried to bake the GI but it seems there is some ambient lighting and the walls textures is faded but it still is lighted. Also is there a way to do this in realtime/procedurally? this is HDRP. Any help is appreciated 🙂

hidden void
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hey guys need some help with mi ligthing, to describe better let me put some prints here

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why does this happens?

marsh dust
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Hi all...I have a reflection probe question;

First off, I'm using URP 7.5, which doesn't allow for reflection probe blending (yuck). I'm also using Enviro Sky & Weather for a day/night cycle and also using it's Global Reflection Probe for "outdoor" reflections.

The issue is in a scene of a small town that has 8 buildings in it, and all but one of the buildings are rotated off grid at various degrees. I want to place reflection probes in the interiors of the buildings, but when I do, the bounding areas of those probes inevitably protrude outside of the walls of the building, since I can't rotate the probes. Then when I'm walking around a building the reflections will jump between the Global probe and the nearest probe in a building, which just looks totally broken.

I know that I can't rotate the reflection probes...but is there some way to place probes in a building so that I'm not using 50 carefully overlapping probes of various sizes so that none of them go beyond the bounds of a building's walls?

I've read the official Unity documentation on reflection probes multiple times, and I've watched the official tutorials, as well as several other tutorials multiple times, but they all use examples where everything is squared to the grid.

I'm kind of at my wits end here so any help would be greatly appreciated!

lunar pendant
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Is it possible to have emission materials affect the lightning on my FPS weapons?

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URP

marsh dust
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Actually, I'm mistaken; the URP shaders don't have the option it seems

lunar pendant
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But thats exactly the function i want

marsh dust
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@lunar pendant Sorry I wasn't able to help further

lunar pendant
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npnp

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ty for trying ^^

wanton rapids
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Heya i have really weird thing happening with Bakery, any idea what may cause it and how to fix it? From what i noticed it may be connected to how many stuff light is casted on and maybe their size in lightmap
For clarity, everything is mesh, no terrains nor trees, everything is static, everything has generate lightmap uv

empty rain
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idk if this is the place to put this, but this seems to be the best place to put this....

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how do I make 2 walls seamless against each other? I rearranged a wall for a door hole and now there's 3 walls surrounding the door (left, right, above) but on play you can see the seams and they are lit differently. I directly copy-pasted them, and I used V while moving to make it as seamless as possible, but there is still that line no matter what I do. Everything I google is about the texture itself and I can't find how to actually make 2 walls seamless against each other. Any advice would help!

timber lichen
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why is it doing this? all of my lights are marked as important, but it keeps doing this.

olive python
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or bake

primal ferry
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in built in render pipeline, i have fog in my scene that i set from the lighting settings

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can i exclude certain objects from that fog?

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i want to put a huge planet object in the background but it is not visible because of fog

upper fable
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@primal ferry on forward rendering path fog is calculated in each objects shader so if you use a shader that doesn’t support fog, the object is not affected by fog.

primal ferry
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ok thanks!

shell wing
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anyone know why my realtime point lights, cancel eachother out

upper fable
upper fable
shell wing
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its set to 1

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what would be better

upper fable
shell wing
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i get it

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im planning on having around 4 maybe 5, so ill set it to 5 just to be safe?

upper fable
shell wing
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true

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15 sounds even

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wonder why its set so low by default

deft fiber
shell wing
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ah, i see

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ive got a relatively small level, so that shouldnt be an issue

upper fable
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the size of the level doesn't really matter. the amount objects with high light count covers the screen matters more

shell wing
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im having alot of player-decided optimizations ingame, if you want a bunch of items go ahead, if you want to turn off the lights in the room you arent in, go ahead, stuff like that

topaz hill
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is there a way to set double sided shadows by default so that I don't have to search for every mesh renderer in my project to change them?

deft fiber
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Having everything two-sided shouldn't be normally necessary though, as long as you can avoid it by not having meshes expose their backfaces

crystal sundial
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So if every light in the scene is disabled and there is still light, does anyone know what could be causing this?

quick saddle
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skybox counts as a light too

crystal sundial
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ty. the strange part is the environmental lighting in the scene where I can't turn down the light looks like this(image below). I am actually able to turn down the skybox intensity in other scenes

deft fiber
primal ferry
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can i have emission effects in mobile built in pipeline with good performance?

deft fiber
primal ferry
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do i need a custom shader that supports it in mobile?

chilly kettle
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PP is always not that good for mobile. But modern phones should do it. You can use the standard lit shader for this.

deft fiber
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I know URP is more optimized for that purpose but BiRP PP might work on your target device, might not
Best to search for info online and/or test it yourself

topaz hill
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this isn't my picture but this is the problem I have

upper fable
topaz hill
upper fable
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I don’t think there is

topaz hill
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alright, thanks

upper fable
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As spazi said, that would not be too useful feature in general

topaz hill
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well, my project is made exclusively of flat shaded meshes, I would wish I could switch to it by default so I don't have to change it manually

upper fable
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Actually I think you could make editor script to find all the mesh renderers and set them all at once. Other than that, I don’t know any ways to do it

topaz hill
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does using real time GI also require light probes? (enlighten, URP 12)

waxen seal
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I'm a complete lighting noob and I'm making my first scene with baked lighting.
I notice that after I generate, my entire scene is practically pitch black.

Only when I add an absurd amount of intense lighting, and then bake, I see a very dimly lit scene.

Basically, when I generate lightmaps, the result is wayyyyyy too dark.

I'm sure I'm doing something wrong but I've got no clue.

waxen seal
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You mean which render pipe line? or I'm not quite sure what you're asking.
for this particular project I'm using an older unity version 2018.1
so just default

topaz hill
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does someone know how I can fix these radial lighting lines? In a dark scene with only a sun rise (URP, with linear color space and HDR post processing)

topaz hill
waxen seal
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I've just found out it's happening because of my Ambient Occlusion settings in the lightmapping settings

So it's "fixed"
Don't know why they are so "sensitive", but it doesn't matter that much, it's fixed now

I guess that basically my ambient occlusion was so extreme that it turned my entire scene black

upper fable
topaz hill
gleaming surge
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Has anyone found a good solution for creating isometric lighting in 3D?

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Do I just need to create some normal map textures for the basic unity cube?

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Or is there some kind of lighting setup that might help?

steel sail
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Hey guys, I just update editor to 2021.3.0 and use Render Pipeline Converter process light and then export to mobile device to run, the whole game becomes slow, any solution? thanks a lot

upper fable
topaz hill
upper fable
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ok

deft fiber
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Number 3 still leaves holes and costs extra
4 could be achieved with having a separate smooth shaded shadow caster that's invisible on top of a shadowless flat mesh renderer

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But that probably requires making shadow meshes for every single mesh and assigning them as components

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But another way is to use a shader that flattens the normals

topaz hill
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wait, double sided doesn't fix the issue? hmmm, I was under the impression that it did

deft fiber
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The issue is the same, it just adds extra geometry which may or may not block the holes

topaz hill
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thanks for telling me double sided shadows aren't the solution, I was about to go and change all my renderers lol

upper fable
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double sided shadows are many times almost perfect solution, they can still leave some gaps of course

deft fiber
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I guess I've had bad luck with them

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The root of the problem is that when a light renders geometry for shadowing it deflates the mesh, but with flat normals the faces aren't connected and so become detached

upper fable
deft fiber
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That's a good tip

topaz hill
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I may have found the perfect solution to the problem

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I was playing with shadows settings, there's one called normal bias, and at first I thought it didn't solve the problem because... there was an actual hole in my mesh and I didn't realize it.

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but turning normal bias down to 0 seems to fix the holes in my shadows!

deft fiber
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It causes other issues

topaz hill
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oh it does?

upper fable
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well, the normal bias is the reason why that (shadow gaps) happens but there's reason for that option

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you're most likely getting some shadow acne

deft fiber
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If you can find a balance that works that's good, but it is a fickle balance

deft fiber
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But it also happens even when I switch everything to object space

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Did I miss something obvious?

upper fable
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I think I missed something obvious but I don't know what it is yet 🙂

topaz hill
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regarding my other problem regarding the lighting rings, I have found this

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the problem is caused by low HDR precision, which can't be change right now

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hopefully that patch comes out soon

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only thing I don't know if it will be added to older unity versions, or if the patch will only be added to unity 2022 beta or alpha

deft fiber
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Or wherever the dithering setting resides currently

topaz hill
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I haven't tried that.. I'll try

topaz hill
deft fiber
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Dithering sparkleclassy

runic quarry
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is there a way to bake proper lightmap UVs while having overlapping UVs? I'm using trimsheets, so there are a lot of overlapping UVs.

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or I'm assuming these light artifacts are a result of that

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or actually when I check the UV overlap overlay, it seems to be fine

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idk if this is because I have "generate lightmap UVs" on, but still the rendered result seems off

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this is honestly so bizarre -- I would clear baked data and rebake and things would look completely different

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like that one window being lit for some reason, and the door as well

runic quarry
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I tried scaling the lightmap to give it more texel density, but for some reason I gen an alert that the "object's size in lightmap has reached the max atlas size", even though it seems that the object is barely using any texture space

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I don't know why the generated lightmap UVs give so much more texel density to some objects and not others, and I can't even scale them properly (circled in red hit the "max atlas size")

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or is there a way to generate lightmap UVs that has even texel density?

austere canopy
runic quarry
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yeah

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I think that may be the problem, actually

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I applied the scale in blender and its seemed to gain a lot of texel density

austere canopy
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the uv density is the same size on import if you let unity generate the light map uvs
if you change the object scale after the fact you need to adjust it via the scale in light map Parameter
sometimes you need to split the objects to make sure the space a surfeace takes is not to small

runic quarry
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I'll get back to you once I rebaked the light, but I have high hopes

runic quarry
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thank you so much... now I feel bad about myself for such a rookie mistake

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applying scale is something I do all the time when making characters, idk why it slipped this time

austere canopy
runic quarry
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yeah, it's just that no one online had this same kind of problem so I was stuck for a while

deft fiber
deep crest
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Hello, I don't really understand why it does this...

deep crest
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Ok my bad , i solve it, just a problem of angular diameter for my shadows

smoky pilot
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Hey guys. I have very strange problem. I was chilling and baking some lights on my hub scene and something like that appeared. I don't know what why there is black space. It appeard from nowhere from previous baking.

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How to describe such a problem?

deep crest
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not enough sampler mb ?

smoky pilot
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What is sampler mb?

deep crest
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it can come from GI when you don't have enough interpolation

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something like this

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I never had the problem but normally you should be able to increase the number of light bounces

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If that's the problem... but since it only appears when you bake...

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@smoky pilot Yay in lightmapping u have Min and max Bounces, try to boost it

smoky pilot
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I need boost max or min? Or Both of them?

deep crest
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Both, low value in Min bounces increase noise so yay boost and dont go over 10 for Max Bounces if u go over it will greatly increase the computing time

smoky pilot
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Ok

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But I've changed surface type of material in shop from opaque to Transparent and that fixed a problem

deep crest
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Ah well, if you have solved the problem don't touch your baking anymore haha

smoky pilot
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XDD

deep crest
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Hmm good to know

smoky pilot
deft fiber
modest patio
modest patio
# runic quarry or is there a way to generate lightmap UVs that has even texel density?

FYI - You can change the texel density of your lightbake per object in your mesh renderer. Its called scale in lightmap. This give you full control of where you want more accurate light bake date e.g. for Large background objects you can set the sale low because you dont really need the detail, but for smaller objects that the player can see up close you may use a high value etc. I highly recommend you watch this video. Its give you a full run down of URP light baking with lots of tips and tricks. https://www.youtube.com/watch?v=hMnetI4-dNY&t=2s

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

Speaker:
Ciro Continisio

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

▶ Play video
upper fable
# deft fiber But it also happens even when I switch everything to object space

I'm bit late but I just tried this myself and I think I found the problem (sort of). When I made shader graph like you did, I got similiar results, using object space didn't seem to have any affect to the results which was quite odd because I was pretty sure object space should fix the issue and I couldn't find the thing I was missing. Then I decided to try the same in handwritten shader which surprisingly gave the results below 🔽. I still don't know exactly why this happens in shader graph but it seems it does some dumb space transformation stuffs that makes object space positions very inaccurate when moving object further away from origin. This isn't really an issue when objects are relatively close to the origin but when objects are lets say further than 100 meters away from origin, those artifacts appears when inspecting the mesh from near enough distance

deft fiber
upper fable
# deft fiber Oh cool! So basically the object space _should_ work but in SG does not?

yes. actually that link you found explains this bit further. Don't know why that is but according to bgolus "because the position node is always using the interpolated vertex world space for the LWRP..." so it seems the position node uses world space coordinates anyways to calculate the object space position so it doesn't help on precision problems to use local space position (now that I think this further, it makes a lot of sense to implement it like that. they don't want to make individual interpolator for position on each coordinate space because that would be very inefficient. all the lighting calculations are done in world space so local space coordinates are not needed if the user doesn't want to use them for their own calculations. actually I don't know if this could be done by interpolating the object space position from vertex shader to fragment shader using the new custom interpolator feature (released on 2021.2)). that sounds like it could work on hdrp and birp shader graph, haven't tried that one

#

I don't have 2021.2 on my laptop so can't confirm the custom interpolator solution rn

deft fiber
#

HDRP uses camera relative rendering by default so that probably avoids the issue anyhow

upper fable
#

ah true, forgot that (I'd imagine it would fix the issue, yes. im not sure tho). maybe we will get camera relative rendering on urp too in the future

deft fiber
#

That'd be cool for a lot of things!
This custom interpolator stuff is way beyond me so I doubt I'll be able to test it

upper fable
#

i'll test it later

runic quarry
marsh dust
#

Having an issue with reflection probes and buildings rotated off grid.

If I encompass a building with a reflection probe, it will overlap with with the "global" reflection probe, so that when a player walks in the blue area in the image above, anything on their character that is reflective will pick up reflections from inside while they are still outside of the building...

Is there a better way to place reflection probes so that this issue can be avoided?

I'm using an older version of URP that doesn't allow for reflection probe blending as well

modest patio
marsh dust
#

@modest patio We're planning on upgrading at some point, but what would the solution be upon upgrading? Just having access to probe blending?

modest patio
#

then of course you have all the controls, which takes priority etc...

marsh dust
#

@modest patio Hm...okay, thanks. I was hoping not to have to use a lot of probes, but seems like that's the only real solution to the issue of all that extra space 😄

modest patio
marsh dust
#

@modest patio Wait...so reflection probes can be rotated in URP 12+??

modest patio
#

hey? Yeah man of course?

marsh dust
#

That's not the case in URP 7

modest patio
#

Its not the probe as such its the volume you rotate, you can rotate the probe as well of course.

marsh dust
#

Could you point me to documentation for this? Any official stuff that I've read has explicitly stated that the bounds of a probe cannot be rotated at all

#

Being able to align a probe's volume to the rotation of an object solves my issue outright 😄

modest patio
#

Dude I'm 99.9% postive you can rotate a volume, although I'm not in front of my computer. That would be pretty odd if you couldnt.

#

just attach to an empty game object and rotate that if not?

shell grove
#

Guys i'm trying to make a spotlight but like this:

#

The default spotlight in unity doesnt have that light veil but just the light projection on the surface, how could i reproduce it?

modest patio
shell grove
#

Oh alright!

#

Its built in Unity or i have to look into asset store?

modest patio
shell grove
modest patio
marsh dust
shell grove
#

Even if its just one?

modest patio
modest patio
marsh dust
shell grove
#

Oh wait, is it Baked ? or its not?

modest patio
#

There are cheap alternatives that give the appearance of volumetrics but are bascially a mesh and shader. We use them in our VR game and they looks really good unless you walk into them then the illusion falls apart. Heres the one we use, highly recommend for the price https://assetstore.unity.com/packages/vfx/shaders/volumetric-light-beam-99888

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

modest patio
shell grove
upper fable
upper fable
#

isn't that beautiful

#

I'm currently loading 2021.2 (this one is made in 2021.3) to try to confirm it's just a bug

marsh dust
modest patio
# shell grove Tried to look into google for those volumetric light but i cant find the built i...

Let's learn how to make god rays using volumetric fog in Unity's High Definition Render Pipeline(HDRP)

Forest Environment - Dynamic Nature on Asset Store[Affiliate] :
https://bit.ly/2ZrT3MR

HDRP enables you to achieve high quality graphics and image effect in Unity.

✅Learn more about HDRP : http://bit.ly/2G73caJ

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
💎 Watc...

▶ Play video
shell grove
deft venture
#

@dull crown It is like this...

dull crown
deft venture
deep crest
#

Hello, I know that it is possible to output render passes with AOV sequence.

But is it possible to output rendering passes excluding the ground or the background?

Example I have a scene, I want to output only the passes of the shadows of an object.
Like we could do it on 3ds max, maya or any other software.

plucky sun
#

what is the AOV used for?

#

why need this thing?

deep crest
#

@plucky sun When you record a video you can output it as a sequence of images.
With the AOV record you can record a sequence of images for example just the shadows or just the light etc...

This is especially used in the movie industry to be able to reuse these rendering passes in After Effect / nuke / fusion and to work on them in Post-Prod / compositing

#

So it gives the possibility to rework some part, shadows, light, background on colors, blur, depth etc without retouching the whole image, compositing basically

upper fable
deft fiber
upper fable
deft fiber
upper fable
# deft fiber Ah I think I understand now The catch is that vertex stage Object Position is di...

it's supposed to be the same value but it's calculated differently. vertex stage position is just the object space position saved per every vertex (the value you set in Mesh.vertices in procedural mesh generation). only position value available in fragment stage by default (using custom interpolators you can move more data from vertex stage to fragment stage) is the world space position which is then transfromed into object space using unity_WorldToObject matrix when you use the Position node with Object space selected. Both should be the same value but because the Position node uses the world space position to calculate the object space position, it's suffering with floating point precision problems when the world space position is large enough. when using custom interpolators, the object space position is just taken from the data saved per vertex and interpolated from vertex shader to fragment shader so it's independent of the world space position

#

usually floating point imprecision isn't a problem when you're only 1000 meters away from origin but partial derivatives needs particularly precise values because it compares the given values between contiguous pixels (and the rate of change per pixel is relatively small)

craggy goblet
#

hey how can i stop lights blocking up from a distance when they're fine closer to the camera?

craggy goblet
#

ah ok, and lower the intensity, cool got it, tysm

chilly kettle
wispy cosmos
#

why is it that when i bake lighting it seems to make everything glossier?
image 1 baked lighting, image 2 is realtime lighting and the intended look

chilly kettle
#

What does your Material say?

wispy cosmos
#

i guess the smoothing being almost all the way up would cause it wouldnt it 🤔

chilly kettle
#

You have smoothness 0.9.. that nearly like a mirror 😄

wispy cosmos
#

makes sense, thank you

chilly kettle
#

👍🏻

#

and you need reflection probes

wispy cosmos
#

what for?

chilly kettle
#

To get correct reflections

wispy cosmos
#

ah ok, i dont know if i will bother with them currently cause i dont really have anything that reflective

chilly kettle
#

If you have a Reflection Probe in your Room, then reflective Objects reflects the room.
If you dont have reflection Probes, the object only reflects the skybox.

#

i think its a must have ^^ and its easy to set up.

wispy cosmos
#

hmmm, ill play around with it. i dont think it will provide much but ill give it a shot

chilly kettle
#

You just place a Reflection Probe in the Middle of the room and adjust its boundaries to the outer walls of the room. Thats it

#

you will at least see it if you use metallic materials

wispy cosmos
#

could i attach it to my light source? there is 1 per room and they are fairly centralized?

chilly kettle
#

you can place the reflection probe as a child of the light, sure

#

it dont care where it lays in the hierachy

wispy cosmos
#

alright, ill give it a whirl

deft fiber
lyric gull
#

Thoose stripes....are they normal or am I doing something wrong...I'm completely new to lighting and have no clue at all on this topic.....waht is this why etc 🙂 ??

timber lichen
#

Does your CPU stay at 100% when light baking? What about temperatures?

lyric gull
timber lichen
lyric gull
timber lichen
#

Oh alright

dull marlin
#

Does anyone know how to handle this? All of my lights are currently set to realtime, as I need to be able to toggle everything but the lights are bleeding through from the outside into the wall.

chilly kettle
timber lichen
#

If there not it goes right through

dull marlin
chilly kettle
dull marlin
chilly kettle
#

When you place a standard Unity Cube, does it throw shadows?

dull marlin
#

I don’t believe it does. I’m not at my computer currently but I can be for testing if needed. From my knowledge though I don’t believe I’ve seen a shadow outside of baked lighting.

chilly kettle
#

Then you have something wrong in your settings

dull marlin
#

In the scene?

chilly kettle
#

i think its in the quality or pipeline settings

dull marlin
#

What would I be looking for? I know I’ve tinkered around quite a bit in both trying to figure it out

upper fable
dull marlin
chilly kettle
#

in the first second your wood ground is overlaying ^^
The shadow that disappears may come from (if you use URP) a limitation of Light sources per object

#

You can only have 8 Light Sources on one Mesh in URP

dull marlin
#

Yeah I know about the wood, not too sure how to go about it at the moment. It triggers the hell out of me lol and I haven't found a way to solidify all the flooring into one big mesh that shares the one material.

#

Re: The meshes, I don't think I'm going past 8 in this area. I could be completely wrong though.

chilly kettle
chilly kettle
dull marlin
#

The plant has casting shadows off, too. Which is weird.

chilly kettle
#

hmm.. Try to play with the shadow settings in the Render Pipeline Settings..

#

im quite sure its a settings problem

upper fable
dull marlin
#

Got it. That plant in particular had different LOD settings.

#

Turned shadow casting off on all of em

chilly kettle
#

Ah 😄

#

Yeah i had this problem too a while ago

dull marlin
#

It’s okay if lights overlap in terms of range, right? Or is that bad practice?

chilly kettle
#

Its ok. But you should think about Lightmapping.

dull marlin
#

Correct me if I’m wrong, but that’s just the whole baking stuff right? Pre-upgrade, I tried baking but the lights after didn’t stop the emission.

chilly kettle
#

Yep. Baked lights are much more performant than realtime. Lights can bounce and you dont have the limitation of light sources

dull marlin
#

That wouldn’t work for lights that can be turned on/off by the player then, unless somethings changed between versions

chilly kettle
#

Yes, you cant turn them off ingame. But if you have lights that are always on, you could bake them

lyric gull
upper fable
lyric gull
#

thx mate

weary pawn
#

What's a good way to do ambient occlusion in a game that's completely procedurally generated?

#

I know the postprocessing can do this, but It's a big performance drop.

#

My laptop can't get 60 fps at 1080p when I do the postprocessing ambient occlusion

deft fiber
weary pawn
#

It's just not worth the performance drop

weary pawn
#

That's a good point, even if you deleted your message

main wolf
weary pawn
#

Well, I'm on a laptop with no dedicated gpu

unique lark
#

Hello im very new to working with lighting with Unity and have set up this scene with HDR materials but after I bake everything looks well pixely if anyone has any idea how to fix or somewhat help the situation let me know please

#

These are my lighting settings if that helps

deft fiber
# unique lark

You have filtering set to none so none of the noise gets smoothed out

#

Also, that's only two thirds of the lightmap settings shown

unique lark
#

Yeah I know sorry about that I had to leave uni

#

Do I set the filter to auto then?

deft fiber
grizzled flume
#

Hey guys, quick question about Reflection Probes. In this case would 4 reflection probes suffice?

kindred harness
#

Hello lighting specialists ! Is there any performance costs to having MULTIPLE baked lights versus having only one baked light ? I know it add extra calculations to have a lot of realtime lights, but if it is baked, is there any extra cost to having multiple lights?

deft fiber
#

Though more lightmap detail means more and bigger lightmap textures that need to be stored, loaded and kept in memory

kindred harness
#

@deft fiber thank you for your answer ! So having multiple lights could increase the lightmap size ?

deft fiber
#

But in most cases the number of lights doesn't make a difference in the end for better or worse

kindred harness
#

thank you 🙂

crisp topaz
#

Hello again. This is like the 3rd time I'm coming up with such a problem, but this time really don't know what I'm doing wrong. This cliff just doesn't catch any light. On the right side u see the almost exact same (bit bigger) model working correctly. It's static. The model is set to generate UVs. No UVs are overlapping.

#

Pls help :(

crisp topaz
#

Also, is there a way to edit baked light maps? In this case, I don't even see the UV of the object so I'd like to scale it up. But when I scale it up through the inspector menu its says "Object has reached max atlas size.... Feels like one dead end after another

upper spade
#

Hello! In the editor my game looks great, but after being loaded from another scene, it looks darker... and idea why??

upper spade
#

im going offline... if yk the answer, pls ping me

timber lichen
round briar
#

why its happening with my bake guys?

timber lichen
dusty olive
#

Does anyone know an easy method to fix these overlapping shadows?

#

When baking the lights for both objects their shadows overlapped each other

modest patio
#

Hey everyone. We recently updated to 2021.3 and URP from 2019.4 and built in. Upgrade went smoothly but we noticed that light bakes were incredibly slow using progressive Lightmapper. After a day of problem solving we found that turning off the Prioritize View option in the lighting setting increased our light bakes 10 fold (actually faster than what wwe were getting in 2019/built in). After doing some digging it appears that this is a known bug, but just wanted to let everyone know in case you were unaware.

modest patio
lyric gull
#

I guess something isn't right with the mesh or why does it turn the sides that dark after baking? (sun shines 90° from top ; Voxel Art)

lyric gull
#

to be more clear at my problem

dusty olive
#

is global illumination enabled?

lyric gull
dusty olive
#

and it wasn't so dark with realtime shadows?

lyric gull
#

it is also dark but not that dark

timber lichen
#

Is it ok to have a lot of light probes

cerulean ember
deft fiber
olive niche
#

How do i fix this thing?

limber delta
olive niche
#

Where do i change it>

limber delta
#

Lighting tab

#

I have assumed you are baking your lights

olive niche
#

Im changing it and nothing happens

#

so i dont think its it

#

Im new to lightning, what "baking" means?

limber delta
#

Right, I recommend you watch some tutorials on lighting in Unity first. This one is great: https://youtu.be/hMnetI4-dNY

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

Speaker:
Ciro Continisio

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

▶ Play video
olive niche
#

Okay, thank you

limber delta
#

Np!

chilly gazelle
#

Does anyone know why this is happening? In Play mode, Level 1 loads fine, Level 2 loads fine (Level 1 is the nighttime stage, Level 2 is the daytime stage), but when I return to Level 1, it's way darker. It looks neat and all, but I'm not going for that and just wondering what happened.

chilly gazelle
lunar mauve
chilly gazelle
lunar mauve
chilly gazelle
upper spade
timber lichen
upper spade
#

all i did was click generate

#

and once it finishes, a folder appears

timber lichen
#

Alright I think you’re not

upper spade
#

i’m not very familiar with lightning stuff, but i’m pretty sure i’m following your directions

timber lichen
#

You didn’t create any new lighting settings right?

upper spade
#

no, i already had settings

timber lichen
#

If you created lighting settings then it bakes

upper spade
#

oh

#

well i am using settings

#

so

timber lichen
#

Remove the setting and just generate it

upper spade
#

is baking bad

timber lichen
#

No it’s good, but sometimes you don’t Want it

upper spade
#

it fixed my issue… what cases would you not want it

timber lichen
#

If your map isn’t finished
If your computer is too weak
If you want simple lighting
If you want real-time (you could still make real-time bakes though)

upper spade
#

ok, so should i redo the ones that already finished

#

or just do the next scenes without settings

timber lichen
#

When you create a brand new scene click generate lighting

I don’t Think you have to redo the others, unless you don’t want baked lighting

upper spade
#

honestly, i tested it, and it looks fine to me, so i’ll just leave the baked ones as they are

for the rest i’ll click generate with no settings selected

#

thanks for your help

timber lichen
#

If there’s more than 0B, then you’re baked

#

But honestly if you’re gonna release the game then I recommend baking all maps for better performance

upper spade
#

ok, so i’ll just finish out the baking i guess

timber lichen
#

But also you have to set up light probes etc, I can’t tell you everything so you should watch a tutorial on the stuff, but at the same time, it’s a car game so real-time might be better

#

But yeah your choice

upper spade
#

so if i decided to “un-bake” so to speak, would i just delete the folders that it generated

#

or re click generate

#

or would either word

timber lichen
dusty olive
#

is it true that light probes only work after baking?

deft fiber
dusty olive
#

So they don't work on already existing bake data?

deft fiber
dusty olive
#

thanks! I understand it now

timber lichen
#

<@&502884371011731486>

gritty skiff
#

How can I make the camera to see the player shadows without culling?

chilly kettle
#

Why would you do that?

austere canopy
deft fiber
#

That's one part of it, but the player mesh also needs to not be frustum culled
As far as I can tell there's no check off frustum culling from happening, but the bounds of the mesh can be increased via script

ember meteor
#

hey is it soemehow possible to cast a lightsource through a terrain?

#

i use a stencil render feature to look through objects at certain points

#

problem is that the objects under the terrain appear black, i though its a shaddow, but its missing lightsource

deft fiber
ember meteor
deft fiber
jaunty briar
#

Anyone know why reflection probes get baked before the lighting data gets stored after a full bake? I always have to rebake them after the fact anyway 'cause they're initially very dark.

deft fiber
jaunty briar
deft fiber
jaunty briar
kind hull
#

hey can someone help me, i am working in URP and I am using not allot of real time lights but they do impact my performance drastically. my fps goed from 250+ to about 120 at most. what setting should I change to make them more optimized

deft fiber
#

Reduce shadow resolution if you need shadows

deep crest
#

Hello, did unity remove quality and performance mode for SSreflection in unity 2021.3 LTS ?

deep crest
#

And now in HDRP 2021.3 LTS we can see your sun when we have HDRI ? it is a bug or something i need to activated ? when i used 2020 i had my sun worked with my hdri :/

chilly kettle
deep crest
#

2021.3 LTS i cant see him

#

same parameters

humble shadow
#

There is a spot on my terrain where lights reacts strange. any ideas what could cause this?

#

Changing to a perspective camera fixes it but i want it to be isometric.

pulsar aspen
#

It's hard to tell what is glitching.. what is post processing.. what is lighting to me 😛

#

there might not even be any post just looks like it certain areas

dark fern
#

Hi guys, is there a reason why only point lights would be emitting light? My spotlights don't seem to work. I'm using URP

chilly kettle
dark fern
#

a point and a spot

chilly kettle
#

Can you show the Spotlight settings

chilly kettle
#

Looks correct to me

deft fiber
# dark fern

Still no light if you crank up the intensity waay up?

dark fern
#

unfortunately not, had it on 200 at one point

dark fern
#

no changes there either

runic quarry
#

anyone know why in one of my scenes the light from lamps contributes to the light bake correctly (as shown):

#

but doesn't work in another:

#

the objects are all marked as static and the lights are set to mixed

#

the ground definitely has a baked lightmap with AO and everything, but it's not getting anything from the lamps

#

correct lightmap:

#

incorrect lightmap:

night cobalt
#

Is there a simple way to make volumetric light with URP?

chilly kettle
runic quarry
#

I believe it's the built-in baking, whatever the one is in the lighting tab

#

however marking the lamps as static seems to have fixed it

drifting panther
#

this shadow disappears during runtime, why? (Realtime Lighting and Shadows)

plucky sun
#

hi, anybody tried adaptive light probe? does it looks the same as lightmap in many lights scene?

limber delta
lilac fox
#

hello, i have a problem the light of the scene is very dark but the text that is a canvas world space is ignoring the light, how can i solve it?

timber lichen
#

anyone know why my baked lighting is showing up like this on my mesh in the form of horizontal lines? I have another building in my scene and the baked lighting looks fine on there

#

I am using global illumination

timber lichen
#

hey guys, i have a few issues, im working in unity 2019.4.31f1 for a vrchat map, but the lighting seems to be bugging out for me, if i walk to a certian point of my map the lighting seems to turn off for a few lights, put if i look back at the lights they turn back on, i can send a video if needed, anyone know how to fix this?

deft fiber
timber lichen
timber lichen
#

nowhere else

chilly kettle
#

try to deactivate every other light. if the bug is gone after that, its the max light limit per object

crystal spire
#

how can i make the shadow a bit less agressive?

chilly kettle
#

Reduce shadow Strengh 😂

crystal spire
#

how? (I am the ultra noob of lights in unity)

chilly kettle
#

Click on your light and adjust the Shadow Strength

crystal spire
#

i do not have anything like that (I use HDRP btw)

#

and "Shadow Dimmer" does nothing

chilly kettle
#

Never used HDRP 😄

crystal spire
#

🦆

chilly kettle
#

Maybe take a look under Window > Rendering > Lighting

deft fiber
shy pivot
#

trying to figure out why these random areas in my scene get lit like some garbled mess

#

the bottom-left area is roughly how the other 3 corners should look, they all use the same mesh

#

i have tried with auto-generated UVs in Unity, and this test is with custom lightmap UVs from Maya

#

bottom-left is ok....

#

top-left and top-right are an abomination

#

bottom-right is... semi-ok? but still not pass-able

#

these aren't walkable areas, but the player will still see them, so kinda cant afford for unity to decide it just cant be bothered lighting there... is there some deciding factor for unity when it chooses not to light certain areas?

#

lightmap UVs have nothing wrong with them, I swear

#

it doesnt seem to have anything to do with the mesh, cos anything i put up there, even a default Unity cube, also gets lit like a mash of giant pixels

#

I've tried putting a lightprobe group up there, hoping that tells unity that the area does have some importance. I also tried putting an additional light source up there, but nope, anything i put into that space gets lit wrong, pulling my hair out to workout why...

craggy saffron
#

good luck...

shy pivot
#

rite?

In Maya I separated some meshes, hoping it might help unity somehow and did get a slightly different result.... just a different form of "bad" rather than an improvement though

timber lichen
#

if you have the set up in a funny way where two sections are overlaping that same area they could be fighting

#

had a similar issue when i was makeing a horror map and i turned on the lights in the room

shy pivot
#

i wondered that myself so i tried deleting all light probes just to see if they had anything to do with it but on rebake got same result

ornate mist
#

hi, I use URP for my unity 2d platform game. I used postprocessing too. now game is bit lagging in unity. I want increase performance. I make some objects static as well. Can I bake lights for that. Also I saw Occulsion culling window, is there something to do with

shy pivot
#

@deft fiber that looks like exactly the issue I'm facing, ty. I believe in a world where everyone's texels are valid, not just the texels of the 1%

storm flax
ornate mist
storm flax
#

actually no sorry, I just did a quick search, 2D lights can't be baked

#

so there's likely something else lagging your game

deft fiber
ornate mist
ornate mist
deft fiber
sharp heart
#

anyone knows how to get rid of these

upper fable
sharp heart
deft fiber
upper fable
#

It could be normal bias actually

#

It’s very hard to see what’s happening on the image

sharp heart
deft fiber
sharp heart
deft fiber
#

Shadows will struggle at small scales, regardless of bias settings

sharp heart
#

i multiplied size of everything by 10 and i dont see shadows for some reason

#

i cant see shadows on far distances, how do i change it

deft fiber
shy pivot
#

@sharp heart in terms of scale, is everything roughly real-world units? how big is that little oblong compared to a default, unscaled Unity cube?

sharp heart
#

the floor was 20 (now is 200) and the yellow light was 1 (now is 10)

upper fable
#

multiple cascades can help a lot when dealing with large variety of different sized objects

deft fiber
shy pivot
#

@deft fiber just an update lol. i definitely have "invalid texels" all over the place, but i cant tell why. I don't have random backfaces showing, UVs are all correcto, and.... well, these are issues a mesh would have, this here is a default Unity cube lol

deft fiber
#

I think overlapping faces also can cause it

shy pivot
#

hm, how would it explain the default unity cube though

#

or you literally mean, if a mesh is 'near' a backface, even the backface of another mesh?

deft fiber
#

Yes

shy pivot
#

hm.... there definitely are backfaces up there, but the logical kind, the kind that never face the camera

deft fiber
#

That's a problem for lightmapping due to this reason

shy pivot
#

i see

deft fiber
#

You can imagine them as vacuuming light rays during the bake and leaving invalid data behind

shy pivot
#

so no saving on polys if you plan to bake in unity

#

or rather any pathtracing system, fair nuff, i'll do some tests removing the backface objects temporarily

deft fiber
#

I think you can use static shadows caster only geometry

#

To pad out the backfaces

shy pivot
#

oh, flag my backfaces as caster only?

deft fiber
#

Separate shadow casting geometry, rather

shy pivot
#

ohhhh i put a cube behind my wall lol

#

front of object

deft fiber
#

You can remove them after the bake or even have a script that does it

shy pivot
#

back of object

deft fiber
#

I guess you could also make the meshes two-sided only for the duration of the bake

shy pivot
#

so as long as there is something there between the backfaces and my other geo eh?

deft fiber
#

Though that makes them more expensive to bake and sounds like it'll be a chore to make them one-sided afterwards

shy pivot
#

i dont mind if the cube stays up there, if it helps lol

deft fiber
#

Sure I think that'll do it

shy pivot
#

i might just do away with the one-sided stuff then lol

deft fiber
#

Usually that's the most straightforward way

shy pivot
#

ty lol, this has been... ahem <cough> "ENLIGHTENING"

deft fiber
#

There are ways to save polycounts in those places, like separating all the unseen faces into its own mesh which'll only exist during baking, but I doubt the number of polys saved that way is in the high double digits

shy pivot
#

yeah, i'd say so too

lethal coyote
#

going slightly insane tbh - why is the shadow not aligned? 😂
this is Unity 2021.3, URP, baked lighting, and the same happens with the standard shader. This is as close as I could get it with the bias settings!

#

here's how it looks with the standard shader

#

I've also tried increasing the lightmap resolution, but I will admit that I don't really know what I'm doing with the lighting settings

deft fiber
lethal coyote
#

Yep!

#

It's partly buried in the ground

deft fiber
#

Which means it should be fixed by lowering bias or normal bias values, if that doesn't happen it could also be that you're modifying the shadow bias settings of the wrong quality setting or the wrong light

lethal coyote
#

the bias settings do move it around a little but, but that was as close as I could get it!

lethal coyote
#

big dumb moment there 😂

deft fiber
# lethal coyote big dumb moment there 😂

Which is why it helps to ask the dumbest questions first 😄
If you set the biases all the way to zero you may be seeing other shadow glitches
The default values are usually just fine when working at room-scale objects

lethal coyote
#

great, thank you 🙂

#

now to play around with more things to make it look prettier

it's a shame this has to have a WebGL export 😂

deft fiber
lethal coyote
#

yep for sure dogekek I think I should be able to get away with it, it doesn't need to be anywhere close to 60fps and it can handle the post-processing. It's distance rendering that is making me quiver slightly 👀

#

I think they'll want around 1-2km

deft fiber
lethal coyote
#

which isn't huge, but it is by no means small

#

thanks!

deft fiber
#

At those distances you'll want to slice up the terrain so it doesn't all need to be rendered at once
I think the Terrain system already does that but with custom meshes you need to use your own method for it

lethal coyote
#

yeah - unfortunately I couldn't get this shader working with terrain at all - it turned it into a giant white spike mildpanic so cutting up the terrain meshes is a good call

tight oar
#

few questions,

  1. Can i change the angle of the shadows as they are supeer long
  2. Some way to keep the lighting bright but turn down the lighting on the tree foliage?
upper fable
tight oar
#

Is there some shadow render distance?

sweet willow
#

There sure is

tight oar
sweet willow
#

Have you searched the manual for shadow render distance?

tight oar
#

ah i've found it now

sharp heart
#

anyone knows why is only one light source in unity 2d (urp) not able to make 2 shadows at a time, and how to solve it? i have a clip i can send to understand it better

#

because the lights are in "light order", and one works, and the other one doesnt

lethal basin
#

Hii ! Excuse me for this very very basic question but ... how to enable the changes in the skybox ? I've build a new skybox setting but nothing seems to change in the viewport , does anyone knows how to fix this? I'm using the version 2021.3 btw 😊

lethal basin
quick saddle
maiden umbra
#

Hi, I am trying to achieve the area light effect in the unity documentation, but could not see the effect of the area lighting both in scene view and game view. Is there some setting/work that I need to do for viewing the area lights? Any help appreciated!

#

Thank you!! it works now

sick turret
#

Hi all ! Does anyone know if fog found in the lighting scene options work with oculus Quest 2 ? I'm using built in renderer
Fog appears in editor, in play mode, but not in builds :/

uncut coral
#

when i bake lights, i get this artefact on left object but not on right one. but right one is mirror object of left, so they basically same objects.

uncut coral
#

Anyone can help?

deft fiber
mossy kiln
#

I've been messing around with this for a while but for some reason I get really dark shadows when I don't have background clouds selected in visual environment (HDRP, procedural sky, all lighting is set to dynamic)

mossy kiln
#

for now I "solved" it by turning up indirect multiplier a lot

sharp heart
#

Anyone knows how to fix these shadows? (2D, URP)

quick saddle
#

That page should tell u which version works

sharp heart
eternal plover
#

Hello! I've got a weird problem with my terrain:

#

I don't know why, but it does that only to my terrain!

#

I'm not sure if that's a problem of my custom lit shader... But I think not... Anyway here's the shader:

upper fable
eternal plover
#

Hummm.. Maybe? I'm not good with math, I thought that if the mesh was working, then the normals were working too 😦

#

I've written my code just like Sebastian Lague's video...

#

That's the code, I hope everything's fine

upper fable
# eternal plover That's the code, I hope everything's fine

I’m not gonna try to understand all of that 😅. Have you tried using RecalculateNormals method instead just to be sure the problem is not on the normal calculations (which is the only thing I can think of. If it’s not that, I’m out of clues ig)

#

now that I check it closer, it’s not that complicated code. Only part I dont get is the -Index -1 part but ig its correct too if thats what they did in the tutorial. Trying Mesh.RecalculateNormals wouldn’t hurt tho

eternal plover
eternal plover
#

It worked!!! 😄 thanks

upper fable
eternal plover
#

Yeah I'll rewatch the video and find what I was doing wrong. I can guess that they're all pointing 90 degrees wrong on the side..

mighty grotto
#

Hey, anyone got an idea why i got really bad Lighting in my 3D Tunnel?
I made an Object in Blender and Lighting seemed fine there then i imported into Unity and it acts rather strange
ill Provide Both a Blender and a Unity Screenshot

#

this is in blender, its all facing towards me and i hit it with a solidify modifier so it has a face outwards aswell

#

its all quads aswell

#

and then this is it in unity

#

i have absolutely no idea where the hexagon shaped light rims come from

topaz adder
#

how can i fix pink?

mellow sierra
mellow sierra
#

The process of upgrading does work.

topaz adder
mellow sierra
#

This assumes:

  1. You have URP set up correctly ( #archived-urp has a setup guide pinned)
  2. The asset you're using is using URP (check it)
topaz adder
#

i had to click this i didnt know bruh

#

WELL

#

FROM PINK TO BLUE

#

ANTHER GOOD COLOR

#

wait

#

blue gone

#

yess fixed thanks @mellow sierra

mellow sierra
#

There you go,

topaz adder
#

the blue didnt go fully

main wolf
topaz adder
#

nevermind

#

i had forgot to copy player fully code

#

blue bug

mighty grotto
# main wolf I dont think it's light rims, it looks more like texture

I sort of found it... it was actually light that went through the mesh because I could make a plane above the tunnel and it would apply correct shadows

So I tried it again with a cleaner mesh but I think it has something to do with blenders solidify modifier it somehow creates edges that let light through

For now there are just a few planes over it tho

Thanks for your help!

deft fiber
#

You can reduce the problem by lowering shadow's bias and normal bias, but unlikely to fully eliminate it
It will always happen unless shadows are cast by a smooth shaded mesh

#

So another option would be to pad the outside of the cave with smooth shaded shadow caster mesh

cedar quest
#

Anyone have a reference to how to add emissiveness to a custom shader that gets picked up by the light baker in unity?

#

not really sure what to google for.., I have experience with shaders but haven't really touched any interconnection between shaders and the light bake

topaz adder
#

@mellow sierra

#

after waiting 2 hours for complile

#

light is fully broken

plush mortar
#

anyone knows why my lightmap looks like this on the terrain?

ember meteor
#

how many reflection probes should be placed in a scene? like every x meters

chilly kettle
#

Outside is depending on the amount of details you have

#

or how much your materials reflect ^^ if you cant see details in the reflections of your materials, you can just put some reflection probes where the ambient light is different

ember meteor
#

i mean if you dont fill the entire ram with reflection probe maps

chilly kettle
#

dont use to many. Wont look good when the reflections change to often

ember meteor
ember meteor
chilly kettle
#

Unity does this automatically, because every object that is not in viewspace cant be seen, so its just smart that it is deactivated ^^ performance reasons

ember meteor
chilly kettle
#

i think its done for lights too

fleet tiger
#

hey, when I bake my lighting I get these weird green artifacts at the intersection between meshes, any idea how to fix it?

topaz adder
#

pls help me

#

my anther 2 maps working this not

topaz adder
#

how to fix lighting?

#

from pink to black i gass

topaz adder
#

lighting fix pls

chilly kettle
fleet tiger
#

I'm at 2048 rn from what I remember but I'll try tomorrow

chilly kettle
#

Im talking about texels

fleet tiger
#

That's at 40

#

I could increase it, gonna be a lot of lightmaps tho

chilly kettle
#

Yep. You can also try a skylight to brighten the dark edges.

#

But 40 texels is quite low.

#

You can increase it

fleet tiger
#

That was the default iirc
By skylight you mean ambient light right?

chilly kettle
#

Depends on your pipeline and the software you bake with ^^

#

But yeah, an ambient light that’s effecting the whole scene.

fleet tiger
#

Okay

#

Baking lights directly in unity right now, progressive GPU iirc

chilly kettle
#

Ok

toxic tusk
#

this kind of bleeding can typically be caused by 3 things, post the above and I can tell you which 🙂

deft fiber
#

Low texel density, denoising and lightmap compression

#

The greenness is caused by compression and mainly a problem because the texel density is low

#

Texel density of 40 is not low, but it's always relative
In the spot pictured your shadows are only one or two pixels wide

toxic tusk
#

exactly you can say 40 is low but you can individually set mesh texel density

#

but yeah I agree, compression and or low padding is likely it

chilly kettle
#

i always fixed this by increasing the texel density. Or if you dont want that, increasing the scale of the specific mesh in the lightmap

plush mortar
#

Hello, anyone knows why I can´t bake lightmaps on my terrain, everything looks like the right setting but somehow it doesn´t bake right at least that´s what it shows the baked lighting view. When I do it in a new scene with a new terrain it bakes perfectly anyone has encountered this issue?

chilly kettle
plush mortar
#

yes

#

lightmap static a reasonable lightmap size too

#

look, the lightmap is done but it looks like it´s displaced arround and does not match scale

chilly kettle
#

Sadly i have no clue 😄

deft fiber
plush mortar
#

That would be the reason of the terrain being grey in the texel validity debug view?

deft fiber
tight ermine
#

hi all!
i need some help asap im in a game jam 😅
does anyone know to tell me why is this happening?

tight ermine
chilly kettle
#

Maybe Normals of your Models, or hard shaded edges?

tight ermine
sterile iron
upper fable
# sterile iron Do you know why sometime the light switch to visible invisible ? https://www.you...

built-in render pipeline doens't have any absolute limit for the pixel light count except the one you can choose yourself from Quality Settings (Pixel Light Count). You could try to increase it but if the light count has to be more than lets say 8, you would consider splitting large objects (mostly the map) into smaller pieces so there's less lights affecting those large objects or alternatively using deferred rendering path which is better at many lights (with deferred rendering path you don't need to care of the object size as in deferred path lighting is calculated "per light" and not per object)

sterile iron
upper fable
upper fable
# sterile iron this ?

yes. Forward is the default and Deferred is the suggested one when using high amount of pixel lights

sterile iron
#

i don't see the option on the players ettings

upper fable
#

Graphics, not Player

sterile iron
#

have to uncheck box

#

but where we choose the tier after?

upper fable
sterile iron
#

What is tier 1,2,3 where i select which tier to use

upper fable
#

I don't know very well myself either. just set it from camera or google what those are

sterile iron
#

ok

#

or i can set all lights to important that work also ? @upper fable

deft fiber
chilly kettle
#

@upper fable - i think we can start using pre-written macros for the "you have a limited amount of lights" problem 😄

tight ermine
deft fiber
#

Do the lighting errors show up in the baked lightmap texture?
Are there inverted face normals on the meshes?

tight ermine
#

normal maps are in use

deft fiber
tight ermine
deft fiber
tight ermine
#

nope

#

i dont think that its a material problem

#

i think its something to do with the uvs

chilly kettle
#

how does the bake look like, when you place a unity created sphere there and bake the light?

tight ermine
chilly kettle
#

can you send me the fbx of the pillar?

tight ermine
#

sure!

#

here is another example

chilly kettle
#

Did you check the "Generate lightmap UVs" in the models import settings?

tight ermine
#

yep

chilly kettle
#

lol

tight ermine
#

this is how it got generated

chilly kettle
#

its your model

#

Do you use Blender for the Model?

deft fiber
tight ermine
chilly kettle
#

that fixed it for me

deft fiber
#

which can be cleared here

chilly kettle
#

@tight ermine this should fix it for you

#

looks ok i think

#

the unity generated uv is a little fucked up, but its ok

#

you could get rid of this by doing your own

tight ermine
#

Thanks guys, ill check

timber lichen
#

When do i need to bake lighting?
How many times do i need to bake it?
I have a low end machine and it’s taking forever

deft fiber
#

You can turn down sample count and lightmap resolution especially if you're not doing a final bake

#

And if you have a GPU, the GPU progressive lightmapper is on average much faster than the CPU one

timber lichen
deft fiber
#

There are many lightmap settings that affect the bake time, it may be helpful to show the ones you're baking with
And how long is long time here?

timber lichen
#

i3 5500 HD is my specs

deft fiber
#

Probably not much gains to be had by baking with an integrated gpu

timber lichen
#

Cause my game is having spike lags for some reason

deft fiber
#

You could still show your lightmapper settings, but if you want to know what to optimize, use the profiler on a build of your game

timber lichen
deft fiber
timber lichen
deft fiber
#

I'm sure there are
The official documentation is always a great place to start as well

timber lichen
#

I think the rendering one was what had spikes in the profiler but I’ll take a pic of the profiler when i can

upper fable
sterile iron
sterile iron
deft fiber
#

So any transparent objects in light ranges face the usual light limits and costs

sterile iron
sterile iron
#

Render will adapt ?

deft fiber
sterile iron
timber lichen
sterile iron
deft fiber
sterile iron
#

Just tell me if the transparant will be display or not ?

sterile iron
#

So the render will adapt ? in case of defered can't render

#

Forward will take it.

timber lichen
#

transparent can be rendered in deffered

deft fiber
#

...but will fall back to forward rendering

sterile iron
#

Ok so the renderer will adapt if he can't render in deffered.

#

Then do i have to choose deferred by default every time ?

upper fable
sterile iron
upper fable
timber lichen
#

If I'm wrong, I'll be very happy to be corrected.

trail storm
#

Hey guys, I have added lights setup as "baked" in my scene, I also have objects with a scale of 0 in the lightmap (not lightmapped but contribute lighting). My problem is that those baked lights still seem to contribute to the non-lightmapped objects lighting as a real time light would.
Is that normal? Shouldn't the "baked" lights only contribute to lightmapped objects?

carmine flare
#

baked lights affects every object

trail storm
carmine flare
#

i think yes?, with the exception of no updates

trail storm
carmine flare
#

by i meant no updates, the light doesn't update

trail storm
#

I think my problem was due to some kind of broken lightmap data ... after re-baking the entire scene, the "baked" lights do not affect dynamic and static objects with a lightmap scale of 0.

deft fiber
deft fiber
carmine flare
#

sorry, i rarely used baked lights

#

thanks for correcting

timber lichen
#

So turns out the issue was and is the lighting, I never needed to bake the lights before, yet now I do and it's taking forever even in very low resolution :(

timber lichen
#

it's telling me it needs 7 days to do it what am I doing wrong,please help,now it's saying 6 days

ivory obsidian
#

Is there a way to limit lights to their intensity? So that 2 0.8 intensity light combine into 0.8 instead of 1.6.

upper fable
ivory obsidian
#

Programming is not something I enjoy or am particularity good at so I'mma skip that one. Thanks for letting me know though.

upper fable
#

With deferred path it would be easier to apply your own lighting model as you only need to modify single shader but it may be painful if you have not much experience with shaders

plush mortar
# deft fiber exposed backfaces usually always as I said

it wasn´t exposed backfaces, I fixed it setting the lightmap scale of the terrain back to a default number, the thing is I guess it was never broken it´s just that unity doesn´t display them correctly in the baked lighting debug view

celest crystal
#

Hey folks. I'm a fairly experienced Unity programmer in the middle of building a game which will feature some procedural generation using 3D tiles assembled at runtime (think Tiny Keep etc).

This is one of the first times I've had to choose the correct pipeline and graphics features for a project. I've consulted a range of documentation, but I still have some questions, so I'm hoping some old hands on these forums will be able to set me right!

I probably won't be able to use any kind of GI for my procedural project as Unity cannot calculate GI on static objects during Runtime (feel free to correct me on this!). I'd also like to use Camera Stacking and ultimately I'd like to be able to port my game to as many platforms as possible. WebGL might be a stretch right now, but I'd love if I could get the game running in browsers!

This seems to suggest that I should be using Realtime lighting with the Built-In Pipeline for this project. I've seen some recent games achieve gorgeous visuals with this approach (eg. Tormented Souls), but I'm having a little trouble finding the right balance of realtime lights per scene.

I think I'm going to be using a deferred rendering path in order to get around the 4-8 realtime light-per-surface limitation. Has anybody run into issues using deferred rendering? (I'm aware of the transparency and antialiasing problems!)

Any advice would be much appreciated...!

deft fiber
celest crystal
#

(Oh, another deferred rendering question - the issue is regards how many lights affect how many * pixels * , right, not texels?)

upper fable
celest crystal
#

Yeah, but isn't there a performance cost based on how many pixels each light affects? Sure I saw that in the docs...!

upper fable
celest crystal
#

https://docs.unity3d.com/Manual/RenderTech-DeferredShading.html

Deferred shading has the advantage that the processing overhead of lighting is proportional to the number of pixels
the light shines on. This is determined by the size of the light volume in the Scene
regardless of how many GameObjects it illuminates. Therefore, performance can be improved by keeping lights small.