#archived-lighting

1 messages · Page 69 of 1

celest crystal
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Oh, that's really interesting!

upper fable
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So pointlight is a sphere and so on

celest crystal
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Hmm. That's intriguing, I kinda way to read up on that. =D

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So, built in with deferred rendering sounds right for my project, would you say?

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I'm also using distance based shadowmask for mixed lighting atm.

timber lichen
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As for me Forward+ is the best solution

celest crystal
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What's your argument for forward?

timber lichen
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Its have clustered lighting thats more optimized than deferred lighting

timber lichen
celest crystal
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Could you elaborate? I'm sorta at the start of this journey...!

timber lichen
celest crystal
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Np!

timber lichen
celest crystal
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Thank you!

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Oh, dumb question - am I correct in understanding that with Built-In Realtime, Emissive materials will ONLY appear to be lit by an internal light source, but NOT light the surrounding area?

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(Also, Distance Shadowmask seems about right for a proc-gen game that doesn't have huge outside areas, right?)

upper fable
celest crystal
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Bang on, so it's basically unlit. =)

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I did a quick mockup to test lighting in Unity, work out the fps etc. It's basically a rough remake of room 302 from Silent Hill 4. https://reverend-speed.itch.io/lighting-tests-01 There's also a link to my entire project on that page (the only difference is that the project is from before I tried deferred lighting). Can anybody suggest any better practices regards lighting, performance-wise? (Still reading the Forward+ Rendering doc!)

upper fable
# celest crystal So, built in with deferred rendering sounds right for my project, would you say?

Deferred shading is at its best when theres dozens of small lights affecting single object. Forward+ is quite optimized too but sadly it doesnt exist on urp yet (unity is working on it). Forward renderer in urp is currently limited to 8 pixel lights. You can try to *decrease the amount of pixel lights (forward) by splitting large objects into smaller pieces so less lights affects single object. Changing between render paths is pretty easy so it should be easy to test performance of different rendering paths on your game. On most cases forward is doing pretty good job but deferred can be good choise when you have a lot of per pixel lights. I think testing the performance on your game is only way to find out which one is faster

celest crystal
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(Sorry, I'm just eating dinner, but I'm reading your note and thinking!)

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I don't think URP is suitable for me - I'm looking to get on as many platforms as possible, I can't use GI baking (as everything gets set in realtime), I want to use camera stacking... URP just seems completely unsuited.

upper fable
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Whats the problem with using urp for wide range of platforms?

celest crystal
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Deferred shading is at its best when theres dozens of small lights affecting single object.
Hmm. So... I guess I should ask, what's 'small' in this context? And regards a 'single object' - so is this 'texels', then? Or is this mostly bounded by how many pixels it takes up on-screen, so it's sorta affected by game resolution ala post-processing? (Apologies for enormous amounts of 'dumb' here...!)

celest crystal
# upper fable Whats the problem with using urp for wide range of platforms?

Mostly going by this flowchart...!

"Built-In Render Pipeline - The good old full-featured renderer for a wide range of platforms."
LRP (as URP is mentioned in this chart) has strong real-time lighting limitations. I'm not looking for massively high performance, as I'll be taking a more stylised approach - and I've seen a degree of the visual quality I'm looking to achieve proved out using Built-In with Tormented Souls.

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You can try to *decrease the amount of pixel lights (forward) by splitting large objects into smaller pieces so less lights affects single object.
But in situations with, for example, walls and floors that are made with probuilder, splitting the object seems to create a variety of lighting artifacts (non-uniform shading across the apparent surface), compared to the smooth unified lighting I was able to get with the deferred render.

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(Reading those docs now)

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Yeah, this is kinda how I imagined deferred rendering would work. That said, I'm not fully sure I'm clear on the line,

The lighting pass is performed by rendering each light source as a geometric object in the scene. Each pixel that is touched by the light’s geometric representation is shaded using the desired lighting equation.
Given the depth pass is basically a 2D representation (storing depth per pixel)... would the geometric object be flat? This is difficult to visualise.
https://www.3dgep.com/wp-content/uploads/2015/08/G-Buffer.jpg

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Another disadvantage of deferred shading is that only a single lighting model can be simulated in the lighting pass.
I don't suppose anybody could explain 'lighting model' in this context? I'm presuming we're not talking about cel shading, etc. Are we getting into linear versus gamma here?

timber lichen
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For example anisotropy

celest crystal
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Ah, so you'd have to fake anisotropy. Well, not fake... just do specular with a nice texture. =)

timber lichen
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I have not studied how HDRP works, so I will not say more.

upper fable
# celest crystal > Deferred shading is at its best when theres dozens of small lights affecting s...

"small" is... idk, it's relative... when camera is inside light source (within the range of point light for example), it's rendered as fullscreen quad instead of the corresponding 3d mesh (so every pixel on the screen gets processed once) and that can be quite espensive especially if you're inside multiple light sources simultaneously. amount of lighting calculations scales according to screen size/the amount object covers the screen on both rendering paths (I'm not sure what you mean by texels in this context but I believe this has nothing to do with texels)

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overhead of deferred lights mostly comes from pixels covered by all lights in total so smaller and fewer lights is better

upper fable
celest crystal
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(Apologies in advance, I'm kinda paraphrasing your notes to check that I understood what you were saying)

That makes a certain amount of sense to me. If you're within the range volume of a light, there's no point in trying to cull or do the equivalent of per pixel, it's kinda treated like screen postprocessing so every pixel needs to be treated.

However, at a distance, the limits of the geometric shapes are used as borders for the light processing, so it doesn't affect the entire screen, only the visible 'shape' of the light. If you have an object on screen that's lit by multiple lights which are relatively small on the screen, you could have multiple of these shapes overlapping and providing additional light and nuance to the object. However, if these lights take up a large amount of screen space, then that's multiple geometric lighting objects that need to be calculated over a large amount of the available screen space pixels (per resolution).

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However, that all happens after the geometry has been calculated, so if I'm 'within' a light range, the render time will still differ depending on if I'm looking at a vista or if I'm looking at a wall.

celest crystal
upper fable
# celest crystal But it's still only calculating the pixels within the screen resolution, right? ...

right, when geometry is drawn on the screen, everything out of the screen is ignored in the rasterization part so even if you have lets say huge quad and your camera is watching at it from near, only the pixels visible to the camera will be drawn (hope I understood correctly what you asked). yes, when light is considered affecting object, the light is provided for the shader that renders the object and then that light has to be taken into account for every pixel of that object (this is true only on forward rendering)

celest crystal
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But... they both need to take into account each pixel, just at different times, right?
Forward does the Opague Pass and the Transparent Pass.

During forward rendering, all lighting is performed in the pixel shader together will all other material shading instructions.
Deferred does Geo pass, the Lighting, then a forward Transparent Pass.
In the lighting pass, the geometric volumes that represent the lights are rendered into the scene and the material information stored in the G-buffer is used to compute the lighting for the rasterized pixels.
It's just that deferred doesn't have to do any lighting until the very end, and then it's using the depth buffer and the lighting geometry to shade the screen pixels (but taking longer the bigger and more overlapping the lighting geo happens to be onscreen).

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(And thank you, @upper fable , for your extreme patience here)

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(Still trying to read that article. I'm currently understanding about 45% of it. =/ I've done some shader programming in the past, so I have a very basic grasp of this)

upper fable
# celest crystal Mostly going by this flowchart...! > "Built-In Render Pipeline - The good old f...

(I have to go eat something now but I'll come back to the more recent messages bit later) First of all, your chart looks different from mine ⬇️ (the image is so blurry it's impossible to tell what's different exactly). I think you have chosen older version of unity on the documentation so all the details may not be relevant anymore. What comes to different platform, I don't know what are the platform that BIRP supports and URP doesn't (urp supports mobile platforms, pc, webgl, consoles etc.). "has strong real-time lighting limitations" isn't relevant anymore (compared to HDRP it's more limited tho), I'm not able to think of any major features that BIRP supports and URP doesn't. Unity have actually told they are going to deprecate BIRP in future and change URP as the default render pipeline. That means unity is working hard getting all BIRP features in URP too and already URP is having many cool features that BIRP is lacking (vfx graph and decals for example). URP is great choise for stylized games (it's hard to which commercial games are made with custom scriptable render pipeline, URP, HDRP, BIRP etc. but by fast googling I found that Lost in Random for example is made with URP so there's no doubt URP can be used for real game projects). Only limitation what comes to your project that I can think of is the pixel light count limited to 8 which will be fixed in the future when Forward+ is released.

celest crystal
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I believe URP doesn't have camera stacking, but I can't currently find the docs that say that. Gonna keep reading here (I had thought Forward+ was already out for URP!). Enjoy your food!

upper fable
celest crystal
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AleksiH, I'm gonna play a game with some friends now, but I'll check back in in a bit. I guess I'm somewhat loath to switch to URP to a degree because I did so a long time ago... and then had to switch back, which was as user-friendly as digging a rusty trowel into my groin.

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Ah, I see - but you atm you'd recommend URP with deferred, then?

upper fable
# celest crystal Ah, I see - but you atm you'd recommend URP with deferred, then?

Yeah, probably. Hard to tell without seeing the game but I have started favoring urp over birp as I dont see many areas where birp is better nowadays but its up to you. Birp isnt still bad, its just not much different from urp and urp have some extra features that doesnt exist on birp. Birp is very stable and pretty performant, theres no need to change to urp if theres no specific feature you need from urp (like decals or vfx graph). Theres also loads of asset store assets (most are paid) that can be used to make decals and volumetric lighting (built in only in hdrp) etc. with birp

celest crystal
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Just saw this diagram and had to applaud. I GET IT!

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Unsurprisingly, THAT'S REALLY CLEVER.

upper fable
celest crystal
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Yeah, basically. It's (part of) an implementation of deferred rendering. You render the back faces of the light mesh - and yep, it's basically z-culling, identifying what faces are visible and within the lighting area on the depth/stencil buffer. I do not pretend to understand all this, but I do like how they're capturing the correct information to process based on the light volumes. =D

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Just as a reference, these games are slightly in the ballpark of what I'm trying to do -

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Tormented Souls (top) and Mother's Embrace (bottom). Both are a little more high poly than I have in mind, but it gives you an idea of the kinda tone and environments you're likely to encounter

timber lichen
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I got a monster between HDRP and URP UnityChanSalute

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I don't understand why Unity don't do something like this with packages

celest crystal
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Good heavens. I'm a decent gameplay programmer, I'm not likely to build my own pipeline. =/

upper fable
timber lichen
upper fable
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Its weird how single person can do all of that and it takes years for unity to make single fricking feature 😆

timber lichen
upper fable
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I have to agree that I have no idea how to manage program like unity with millions of features and thousands of coders working on it. Its great that unity is very modular and theres a lot of assets to get some nice features that unity havent implemented themself

deft fiber
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Your example pictures look perfectly doable to me with URP and deferred rendering

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It certainly feels like a slow pace at which we're getting the features but how they're making the engine is a pretty far cry from how we're customizing it

timber lichen
deft fiber
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The features we implement only need to work for us (and a lot of the time only for a test project) but whatever they put in must work for professional teams and will be trialed and scrutinized for years afterwards

upper fable
brave estuary
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I need help, for whatever reason my lights go through objects and show up like this, its really annoying

deft fiber
brave estuary
deft fiber
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Behind the post processing, image stretching and compression I can't see what's going on

brave estuary
deft fiber
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Reflection of the directional light, probably?

brave estuary
celest crystal
# deft fiber Your example pictures look perfectly doable to me with URP and deferred renderin...

Just to be 100% clear, this would be entirely realtime (no baking, no gi as the environments would be proc-gen'd from tiles, ala https://store.steampowered.com/app/278620/TinyKeep/), ideally also using some camera stacking. It'd be nice to get this running on WebGL in addition to modern consoles and mobile. I don't think I'm going to be using some graphics-related products from the Asset store. URP doesn't have Fwd+ yet, but you think URP with deferred should do the job?

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brave estuary
celest crystal
# upper fable Overlapping lights itself arent problem performance wise but more lights in gene...

Righto. By any chance did you take a look at my Silent Hill demo environment? It's very rough, but if you could take a quick look I'd really appreciate it. I'm just desperately trying to avoid beginner mistakes and work with best practices.https://reverend-speed.itch.io/lighting-tests-01

deft fiber
brave estuary
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I removed the light and put a new one

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then suddenly it worked

celest crystal
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Also somewhat alarmed to find Surface Shaders aren't supported in URP, but I presume there's a terminology gap I'm dealing with there...

zinc oxide
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Is there any work around for this issue? I can't believe did they not fixit in 2021.3.2 either?! https://issuetracker.unity3d.com/issues/scene-is-brighter-in-standalone-player-if-it-was-open-in-the-editor-at-build-time

It makes cloud build entirely useless... Or any game with more than one scene..

I dont know if it is limited to URP, or limited to realtime lighting

upper fable
# celest crystal Also somewhat alarmed to find Surface Shaders aren't supported in URP, but I pre...

(Sorry I dont know what the ambient mode means) Have you worked with lit shader graph? Surface shaders are pretty much that but in handwritten format. In surface shaders with given inputs (textures, uvs, fragment position, camera position etc.) you calculate values like Albedo, Gloss, Normal, Alpha (just like in lit sg) and unity does the rest to calculate lighting, shadows etc. using the values provided (note that surface shaders also has vertex stage so you can do vertex deformation etc. in the shader just like lit sg). If you want to write shaders yourself, lack of surface shaders isnt big limitation as shader graph exists but it is a big deal what comes to assets made by others, many assets uses surface shaders so youd have to recreate them yourself with shader graph (which isnt always very straight forward. Theres also things like final color stage that simply doesnt exist on shader graph). So if youre highly relying on assets made by others, you may have problems with urp. Unity is currently working on urp/hdrp surface shader but I have no idea when it will be released. Same time unity is working with shader blocks (feature that would allow to make shaders more easily (with more freedom compared to ss?). Shader blocks are meant to work on all render pipelines too) which is stated to be "surface shader replacement".

deft fiber
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I don't know what ambient mode refers to exactly either but I don't think the list is fully up to date
Lens flare, ambient occlusion, box projection, light cookies (and projectors and motion vectors?) are listed as "not supported" or "in research" but I'm pretty sure at least most of those are in recent URP versions already

gloomy marsh
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Hi, i just started working with lighting and i dont know how to fix this. When i load a scene from the editor, the lighting looks normal (bright), but when i load the same scene from a script, the lighting becomes dark.

deft fiber
gloomy marsh
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ok, thanks!

celest crystal
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Thanks @upper fable and @deft fiber, been testing URP and associated samples and, honestly, having a great deal of fun with it. I tried moving to this about 3-4 years ago and it was kind've a nightmare, but everything seems very tidy and functional now (really enjoying the frame hold functions and the straightforward access to the depth map!). AFAIK I'm not using graphical elements from the Asset Store, so this should be just fine. Having a little trouble assigning two materials to one mesh atm, but that's not a huge issue at the moment. Looking forward to playing with the shader blocks. Barring some disaster, I imagine I'll be moving to URP shortly (though I might come back and bother you with some questions in the future, no promises! =D). Cheers!

celest crystal
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I assume that if a fairly simple Built-In project has been importing / converting to URP for this long, I should probably end task...!

raven escarp
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I need some help with unity textures. Is anyone skilled in that department?

upper fable
raven escarp
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Okay. I'm working with a grass texture on a terrain map, and the surface of it looks bizarrely shiny. I have the metallic and smoothness settings turned all the way down as you can see on the right, and it still looks really weird.

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The normal map also isn't working correctly. In the tutorial I'm following, the normal map makes it look pretty realistic, but in my version, it has this awkward splotchy appearance that makes it look like it's just ignoring the presence of some parts of the texture as seen here:

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You can see the settings for the diffuse and normal map zoomed in here:

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The lighting on the asphalt sections of the painted texture also look bizarrely metallic, and I think I have the same settings for both texture paints.

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I'm using a mac if that makes any difference.

regal urchin
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Its an aura 2 spotlight

raven escarp
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Alright, since my last request for help, I figured out that I need to turn on create from greyscale, and I needed to turn off dynamic clipping in the camera settings, because that was giving me a serious headache. This is what it looks like up close now:

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If you look on the right, you'll see that there's still a weird shading issue on the asphalt that makes it look like the light comes in layers. Can anyone help me fix that?

celest crystal
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Using URP, is there a way to have a light illuminate a smallish room without whiting-out nearby surfaces? I'm trying to rebalance my Silent Hill Room 203 test using URP (and linear over gamma, I think) and it's proving surprisingly difficult.

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For a similar set of values I was able to light the majority of the room in birp, while maintaining shadows from the fins on the ceiling.

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For an example of how it SHOULD look, check this out: https://www.youtube.com/watch?v=zTPSFUK44qc&t=16s

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My outcome seems way too dark.

pseudo wadi
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Why priorize ilumination check box is not showing off on my project

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This one

deft fiber
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@raven escarp Your normal map looks very strange, as if it's missing some channels entirely
You wouldn't "generate a normal map from greyscale" with a texture that's already meant to be a normal map

deft fiber
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The original thing seems to be using baked lighting anyhow, which suffers much less from gamma space limitations

upper fable
# celest crystal Using URP, is there a way to have a light illuminate a smallish room without whi...

In URP inverse square of distance is used for light attenuation. it's more accurate compared to real world but it's sometimes hard to get things lit correctly. have you tried using hdr + different tonemapping themes? Afaik tonemapping can be useful to get more even lighting. you could also use two light setup so spot light (with something like 160 degrees angle) could work as the main light and then you could use bit darker point light to light the ceiling etc.

deft fiber
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That's definitely a great idea
As realtime lights ignore the shape of the light fixture / lamp shade it's best to fake the effect in some way

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You can also fake bounce lighting from the illuminated floor the same way, as long as objects are unlikely to be between both light sources

raven escarp
main sand
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  • What is the common way to pair 2d sprites and 3d lighting? It's not about illusion, but 3d environment with 2d sprites in it. For me now they are bright no matter what, even if there's no light at all. Also please redirect me if this is the wrong place to ask
deft fiber
raven escarp
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This particular normal map was created in unity based on the original texture. The tutorial seems to be lacking the magenta in the initial conversion as well, but his results look significantly better. If you’d like to see the tutorial let me know.

raven escarp
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https://youtu.be/ehDRTdRGd1w
He starts adding in the normal maps at 19:40.

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deft fiber
raven escarp
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How would you go about it instead?

deft fiber
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The shading of the grass in the tutorial is just as broken as it is for you

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Setting texture type to normal map doesn't generate a normal map, it tells the engine to use the texture in a different color space so a normal map will work properly

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But the point is it has to be a normal map

raven escarp
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Do you know a better way to generate a normal map from an image?

deft fiber
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Shader graph can generate normal maps, other options are external programs like Gimp

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But consider that a normal map from a color texture won't be perfectly correct, it'd have to be a height map of the surface

raven escarp
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Do you have any ideas why his results might have looked better than mine in that case?

crude plaza
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i dont think it looks much better or worse

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his is just brighter

crude plaza
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a normal shows what direction a surface points in

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so it can be used for shading

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like this

deft fiber
deft fiber
crude plaza
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thats what im saying

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its completely wrong because he is converting a normal image into a normal map

deft fiber
crude plaza
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well hes converting it

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you can see the normal image turns into a normal map

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even though its a completely wrong one

deft fiber
crude plaza
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youre saying that

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this is not now a normal map

deft fiber
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Precisely

crude plaza
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when the image has turned into a normal map

deft fiber
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Incorrect

crude plaza
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pretty sure that works as a normal map

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even though its very faulty

crude plaza
deft fiber
# crude plaza substantiate your claim

"Normal map" the term means the texture's pixel stores directional vectors instead of colors, although the data is just values in both cases
"Type: normal map" just tells the engine to not do any color space conversions which it needs to do for color textures to display correctly
A color texture used as a normal map contains nonsensical data
Regardless whether the color space conversions are done or not, it doesn't change the fact that the data is nonsensical

crude plaza
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i wasnt implying that it was sensical

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but it does convert it into a normal map

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because the image was a normal RGBA image

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and now its turned into a normal map

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doesnt matter if it doesnt make sense

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its still a normal map

deft fiber
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It's not any more a normal map even if you tell the engine to treat it as a normal map

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Because it never was and never will be

crude plaza
# crude plaza

so youre saying if i have an arbitrary texture that there is not the slight possibility that this is the exact normal map for that?

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because it is used as a normal map

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surprise

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this is also a normal map

deft fiber
crude plaza
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but it converted an image into a normal map

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if it parses through to the GPU as a normal map

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then its a normal map

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how is the computer supposed to know whether or not that would be the correct normal map for the situation

deft fiber
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That miraculous scenario could happen just as likely even if it's not marked as a normal map

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Just so the color space conversions and remaps used for color textures miraculously result in the exact normal map we need

crude plaza
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thats not what im arguing to you over

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you fail to comprehend that a normal map is not based on correctness

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because even a normal map is just an estimation

deft fiber
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There is no "conversion"

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Anyway, it's pointless and misleading to call it a normal map when it doesn't work

crude plaza
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then how did the image turn into another image that can directly be fed as a normal map

crude plaza
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the same way i can call a car a car if it doesnt drive

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or i can call a horse a horse even though it doesnt exactly look like one

deft fiber
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It's the same as filling a gas tank with milk and saying it's gasoline because it's in a gas tank

crude plaza
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the difference is the milk would not power the car

deft fiber
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That's my problem with your reasoning

crude plaza
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the normal map would be fed to the gpu

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and displayed on the screen

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even though its wrong

crude plaza
deft fiber
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The milk would get fed into the engine and then ...not work as gasoline

crude plaza
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but the normal map it converted to

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would function as a normal map

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just not the correct one for the situation

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what do you fail to understand

deft fiber
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Well, the milk would function as gasoline in that it sure would slosh around in the engine
But it wouldn't do what we want gasoline to do

crude plaza
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because it is a fundamentally different thing

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the normal map is still a normal map

deft fiber
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Well not fundamentally, it's all just atoms and molecules like textures are all just values

crude plaza
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the same way a drawing is a drawing even though its ugly

deft fiber
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I think you are

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Even if you can logically prove that all data types are fundamentally the same, that doesn't mean you should call one data type another different data type which is meant to be used in an entirely different way

crude plaza
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does it not store directions?

deft fiber
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Yes, as I recall explaining

crude plaza
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okay

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then does the grass map not store directions?

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even though theyre pretty much random?

deft fiber
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It stores colors, not directions, obviously

crude plaza
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illiteracy strikes again

crude plaza
deft fiber
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color maps store colors, normal maps store normals
It's all just numbers

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Intent is what matters

crude plaza
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theyre not the correct normals in the slightest

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but they are still normals

deft fiber
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anything you put into a normal map slot is treated as normals

crude plaza
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no

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because theyre normals

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a²+b²+c²=1

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??

deft fiber
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Nothing about the pixels in the texture file changes when you set the type to normal

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They're not "normals" or "colors" until they're used to render normals or colors

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You can fill a normal map slot with a texture that's not of "type: normal" and it'll still treat the data as normals

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This happens in the shader, not in the asset

crude plaza
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?

deft fiber
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Do you know what the type: normal actually does?

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Or any of the other types

crude plaza
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it makes it linear

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and changes the channels

deft fiber
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changes how?

crude plaza
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depends on what youre using for normals

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DXT5 textures switch the red with the alpha

deft fiber
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Nothing about the data itself becomes fundamentally different

crude plaza
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you can just admit youre wrong

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i dont think you have any idea what type:normal does

deft fiber
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The shader doesn't care about what data there is

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The only thing that matters is how to get it to display correctly

crude plaza
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bro

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what are you even talking about anymore

crude plaza
deft fiber
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My original point is that whether something is a normal map or not depends on whether it works as one

crude plaza
#

tell me that the original grass texture does not get converted into a DXT5 texture

#

used for normal maps

#

so it is a normal map

#

if i export that image and reload it it cant be used directly as a normal map is what youre implying

#

because it is not a normal map to your words

deft fiber
#

I think the disagreement we have is that you're thinking from the perspective of the computer only
I'm thinking from the perspective of asset creation

crude plaza
#

from the aspect of asset creation youre still wrong

#

because its not a usable normal map

#

but it still is a normal map

deft fiber
#

Well, only if it was made with that intent or if it gives results as such

crude plaza
#

thats contradictory

deft fiber
#

If you recall the original problem were people assuming that flagging something for the engine to use as a normal map would convert it to a valid normal map

#

From the perspective of the computer there was no problem at all, but from an asset creation perspective an ordinary color map is plain not a valid normal map

#

Which is a fundamental misunderstanding of how normal maps should be made

crude plaza
#

that was your statement

#

not converting

#

nowhere in the definition of convert does it state that it would be correct

#

anyway do you have experience with the unity render pipeline

deft fiber
#

The error was assuming that converting means generating, which is obviously a recurring problem

crude plaza
#

because im having trouble with sorting order with z coordinate

#

or maybe the 3d engine would work

deft fiber
crude plaza
#

topdown 2d game

#

let me see if i fixed it

#

i fixed it nvm

#

just took me 3 hours to find out that the 2d renderer does not support the z coordinate for sorting layers

#

i had to create my own shadow script because URP doesnt have soft shadows for 2d games

deft fiber
#

I haven't used URP 2D lighting a lot but I hear it's pretty limiting in terms of features still

crude plaza
#

ye i mean

#

look

#

thats with these coords

#

the z coordinate should make it possible for my player to be above that

#

this is barely above

#

but when i walk behind the tree

#

it is still above

#

when i remove the render pipeline

#

this happens

deft fiber
#

Sprites are tricky also because they use the pivot point's Z for depth sorting
Doubly difficult with perspective cameras if you use that instead of orthographic

crude plaza
#

excuse me let me just

#

disable my shadow script

#

because it is now purple

#

note

#

the z coordinate

#

it is working without the pipeline

#

with the initial coordinate

#

no matter how i adjust the settings

#

the pipeline will not work

#

but i do need it for glowing lights

deft fiber
#

There's a lot of ways to do sorting
If I had to do it I'd put everything on the same sort layer and order, make sure every sprite pivot point is at "ground level" and then move all objects in Z based on their position, as if the world was 3D basically

crude plaza
#

i did that

#

but the universal render pipeline messes with the Z coordinate

#

and the universal one doesnt support 2d lighting

deft fiber
crude plaza
#

lmao

#

@regal urchin you discovered falloff?

regal urchin
#

LMAO

crude plaza
regal urchin
#

Unity do be wierd sometimes

crude plaza
#

trust me i know

celest crystal
# deft fiber This is how lights usually look with gamma color space instead of linear, so I'd...

This is how lights usually look with gamma color space instead of linear, so I'd check that first
Yeah, I'm sorry, this was the main problem. I thought I'd switched to Linear when I converted to URP, but was still in Gamma. Changing removes the over-white effect and allows me to light the room effectively.
The original thing seems to be using baked lighting anyhow, which suffers much less from gamma space limitations
Absolutely. The original was unquestionably baked. I am trying to approximate, as closely as possible, PS2 lighting with realtime deferred only, as a means to get better with lighting (the environment is MUCH more basic - eg., the original had modelled moldings and siding boards).

celest crystal
# upper fable In URP inverse square of distance is used for light attenuation. it's more accur...

I'd used a variety of spot and point lights to achieve the original lighting (to be accurate, I'd originally used two spot lights, then found I got more accurate room lighting with a point light). I've also made most of the lamp elements non-shadow-casting.

I don't think I need tonemapping in order to achieve my current target, BUT I'll definitely look into it! Thank you for the notes / recommendations, I'll follow these up.

celest crystal
deft fiber
#

HDR and tonemapping are worth looking into
Might not make it look more retro-authentic, but better probably!

celest crystal
#

Better is better!

#

=D

#

Just trying to hit this 'basic' target atm, then move on from it.

deft fiber
#

I'm quite sure the light coming from point and spot lights is exactly the same, except around the spotlight's edge falloff

celest crystal
#

My current problem is relating to some shadow masks / lightmaps flickering on and off depending on position in the room. This is noticeable in editor...

#

...but it's absolutely crazy in WebGL mode:

#

In the movie above, you can see issues on the right side of the screen, under the nearby lamp, with the shadow of the dresser switching on and off, the lights of the fridge sometimes shining through the fridge and onto the back walls, etc.

#

Again, happy to upload my full project if that would help identify issues.

deft fiber
#

Hmm I think you're running into realtime shadow atlas limits

#

Shadow casting lights aren't super cheap even in deferred rendering, and webgl likes to put a whole lot more limits on a lot of things

celest crystal
#

WebGL isn't a huge issue for me, I can drop it eventually. But Tormented Souls had approximately 50 realtime lights (I'll double-check this in a sec) in the biggest location in the game and hit 30fps on a Switch.

deft fiber
#

Also, can't stop spinning to the right whenever the webgl window is in focus for some reason

celest crystal
#

(That was using BIRP)

celest crystal
deft fiber
#

Works well enough for a quick and dirty test though

celest crystal
#

Sorry, wasn't 50 lights, was 44 lights.

#

All realtime, birp.

#

I'm just trying to figure out how I can approach something like this.

crude plaza
#

looks good

#

a lot of it is baked is it not?

#

because otherwise thats impressive if its in unity

celest crystal
#

Yeah, it looks amazing! And none of it is baked!

#

It's flippin' incredible.

crude plaza
#

dang

celest crystal
#

I know! I'm assuming they were using deferred, but I don't know for sure.

#

Gonna grab some food, but I'll be back on this when I return...!

#

(Btw, buy Tormented Souls, it's a good time, especially if you can play it with a friend. https://store.steampowered.com/app/1367590/Tormented_Souls/ (currently 25% off!) Also, buy Hellpoint, it's lovely. https://store.steampowered.com/app/628670/Hellpoint/ (I'm not associated with either of these games, I just think they're very pretty examples of good Unity action games))

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celest crystal
deft fiber
celest crystal
#

The current webplayer that I've just uploaded and linked here is URP. The previous one (which was just replaced) was BIRP. I have both URP and BIRP versions of the project.

#

Happy to provide these projects.

#

I should say, I'm new to the BiRP/URP issues, I'm just trying to find what works best for me, it's entirely possible I'm ballsing something up.

tall arch
#

can the bounds of a realtime reflection probe not be rotated?

#

also is there any way in urp to make it so that a reflection probe only affects certain objects

celest crystal
#

@tall arch Pretty sure you can't rotate the reflection probe bounds - they're sorta like collider bounds, afaik, the sides are always orthagonal to the world axes.

crude plaza
#

@celest crystal do you have experience with 2d URP

celest crystal
celest crystal
crude plaza
#

do you know anyone who does?

#

because no one can or will help me up until now

celest crystal
#

Oh, man. Hmm. Not really. I'm... still fighting to get my answers on URP/BIRP right now, as you can see. =(

crude plaza
#

did you change your quality in project settings yet

#

did you change your rendermode to auto

celest crystal
#

No, it's currently at Ultra.

#

I think I did. Let me look...

crude plaza
#

i think you can change the pixel light count in quality too

celest crystal
#

No, I think I was thinking of something else. 'Rendermode'?

crude plaza
#

or use deferred rendering

celest crystal
#

I'm using deferred rendering.

crude plaza
#

👍

celest crystal
#

Still looking for 'rendermode'...!

#

Ah, righto.

crude plaza
#

try important if its on auto

celest crystal
#

Yeah, I think everything's on auto. Will try. Good point...!

crude plaza
#

idk if you changed that already

celest crystal
#

I'd changed it back in BiRP - went to 8 - but I think it's irrelevant for deferred?

crude plaza
#

maybe change your near clipping

celest crystal
#

Welp, testing lights set to 'important' in editor now.

crude plaza
#

deferred rendering sometimes uses forward rendering

#

its weird

celest crystal
#

Only for transparency and... something ... else... I vaguely remember, right?

crude plaza
#

particles i think

#

and custom shaders

celest crystal
#

Changing importance from 'Auto' to 'Important' doesn't seem to have had any effect. Good call, though...!

#

URP doesn't appear to have the Pixel Light Count field, or else it goes away when the rendering path is 'Deferred'.

#

Will take a look at the near clipping.

#

No, sadly, changing the camera near clipping plane has no apparent effect on the shadows popping in and out. Again, worth a try, thank you.

crude plaza
#

try scaling everything

#

much larger

#

maybe its floating point errors

#

try changing the shadow bias

#

try decreasing your shadow distance

#

or increasing

#

@celest crystal

celest crystal
#

? Scaling - the environment?

crude plaza
#

mhm

celest crystal
#

...Okay, hang on.

crude plaza
#

and for the near clipping

#

did you make it larger?

celest crystal
#

Made it larger and smaller.

crude plaza
#

all right

celest crystal
#

Thanks for all the thought on this.

crude plaza
#

and are you using a linear color space?

celest crystal
#

Yep, using Linear Color Space.

#

Scaled everything up 100 in world scale and... it did not like it.

crude plaza
#

4 times maybe

#

not 100 😰

crude plaza
celest crystal
#

Hey, nothing succeeds like excess, they say. But I've moved it to 4...

celest crystal
#

Scaling to 4 seems to just make everything black:

crude plaza
#

you have to increase intensities too of course

celest crystal
#

Righto.

#

Increased intensities by 10. Still pretty dark, but I don't think I'm getting that shift in lightmaps...

crude plaza
#

so its working?

celest crystal
#

Still testing...

#

...Yeah, that... seems to have solved the issue in editor mode...!

#

It's hard to compare quality of lighting and the scaled version is definitely off a bit and needs retuning, but... otherwise it seems to have avoided the flickering. Wow, you really think that could be a floating point error issue there?

crude plaza
#

precision issue i guess

celest crystal
#

Mm.

crude plaza
#

that was part of my guess because webgl has a lower precision

#

usually medium

celest crystal
#

Interesting. Good intuition / knowhow...

crude plaza
#

definitely not my first guess though

celest crystal
#

Unsure I want to scale everything as an answer to this, however... I'll look into your other suggestions also.

crude plaza
#

you can tune the other settings

#

and it will be basically the same

celest crystal
#

Seems that way. Yet I wasn't having this problem with BiRB, or so it seemed...

#

(Want to double-check that)

celest crystal
#

Yeah, as far as I can tell, there's no shadow error in BiRB. Now, this is in Gamma, so I'm going to switch it to Linear to check that.

#

So, I think the realtime lighting/shadows are more harmonious, softer, richer in URP, but I'm not getting those particular shadow issues in BiRP.

#

BiRP on the left, URP on the right:

#

...

#

So should I draw the conclusion that unless Unity improves the fp precision for shadows in URP, then the only realistic option for realtime lighting everywhere (due to proc gen) is BiRP? (Given these tests, given Tormented Souls performance etc)

crude plaza
#

if you scale everything then it should work

celest crystal
#

Isn't that going to completely mess with physics? I mean... I guess... you... scale everything... Hmm.

#

Just seems like an absurd solution, though I understand the logic to an extent.

#

Further dumb question, you'd expect that solution to work for a game that would have quite large environments, not just that test room? Maybe 256x256 units in size, perhaps 8 or so floors in height?

fair torrent
#

Hello, there are shadows in my scene and game view however when I press the play button, the lighting shows no shadows and the environment became very bright. I have baked the lighting for more than 10 hours. But still, the lighting does not have any shadows. Does anyone know how to fix this?

deft fiber
#

@raven escarp I forgot that unity had the option to generate a valid normal map with the "generate from normal map" option, no need to do it elsewhere

trail storm
#

Hello, Is there any way (including plugins) for the lightmap textures to bake assets per zones in the scene?

upper fable
upper fable
upper fable
#

@celest crystal Could you provide more information about shadow flickering on editor (with deferred rendering)? I'd imagine it's because of shadow atlas being too small/per pixel lights being too high resolution to fit in the atlas as Spazi suggested

deft fiber
#

Darn, forgot about all the different OpenGL and WebGL versions

celest crystal
# upper fable Id never scale everything unless theres some very very odd reason for that. So w...

This comes from trying to resolve the flickering shadow issue based on movement (see attached video). This solution was from Cruor, who suggested that it was a floating point precision issue and that scaling everything up and adjusting the lights would resolve the issue. It seems to have removed the position-based flickering, but... just seems like a weird solution. =/ I'm happy to provide both my URP and BiRP projects.

celest crystal
#

My DirectX version is 12. I'm running a Windows 10 desktop. My Shader model is 5.1.

#

Any chance you could link me to this note? I believe I have deferred rendering working for my BiRP webplayer.

celest crystal
#

(Currently investigating 'Per Object Limit' for lights w/deferred & the shadow atlas)

upper fable
celest crystal
#

Actually, frustratingly, I've just seen this error,

Reduced additional punctual light shadows resolution by 2 to make 63 shadow maps fit in the 4096x4096 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
, which I imagine is related. I've been changing the atlas resolutions in the URP asset, to no obvious result so far. Will keep tinkering.

#

Hmm. So URP isn't yet suited for presenting this project in Webgl.

upper fable
celest crystal
#

10-4. I'll look into that, but atm the main issue for URP webgl is trying to resolve the walls being covered in blackness. That problem doesn't appear in other versions.

#

The errors in question, plus the Shadow Atlas Resolution doubled.

#

The position-based flicker/switch persists.

upper fable
# celest crystal

you gotta make the Shadow Resolution Tiers much lower (try to divide everything by 2 or 4)

celest crystal
#

Ah. I'd doubled them. =P

#

Uno momento.

#

No change, unfortunately. Is there an 'apply' button that I'm missing?

upper fable
celest crystal
#

Shadows only, as far as I can see. Light can be seen shining against the wall behind the fridge from one distance, before moving forward and having the shadows block out the light. Just checking, did you see the video above? Would it help if I shared my screen?

upper fable
upper fable
# celest crystal

also your shadow distance seems way too high. I doubt you need to see shadows from 50 meters range with this type of scene

celest crystal
#

Point light setup for main living room light:

upper fable
#

it seems you're using Ultra_PipelineAsset and editing Univeral Render Pipeline Asset

celest crystal
#

@tough wolf

am i looking at room 302 btw?
Indeed you are. Using a very basic mockup as a test for realtime lighting in Unity.

#

I ended up using some lights without shadows
Ah, that's interesting. May I ask which project you were working on?

celest crystal
#

Sadly, no. One leaves that to Bloober team. =D

#

Ooorgh, I'm confused. Okay, so... every Quality level seems to have it's own Universal Render Pipeline Asset.

#

Can't really, as I'm trying to specifically recreate the lighting of room 302 with realtime lighting.

upper fable
celest crystal
#

Please don't hit me - however, I am desperately looking for best practices. This project will not be going anywhere near publishing, however. It's a test for realtime lighting.

celest crystal
#

=D

#

Ultimately, I'd like to publish to as many platforms as possible, in the end. For the moment, however, as this is currently screaming madness, I'll make everything the same asset. Thank you for that advice!

upper fable
celest crystal
#

AHHHHHHHHH.

#

AH OKAY.

#

I mean, fucking obvious, I'm an idiot, yes, that makes sense.

#

Okay, I'll try setting all the light resolution to low and then increase as required.

upper fable
#

you may want to use different resolution for different lights depending on the light shape, shadow strength etc. (some lights even the minimum resolution of 128 can look good enough)

#

later you can see what is the minimum atlas size you can use and not get the warning that appeared earlier

celest crystal
#

Yep yep yep yep yep.

#

Yep yep yep.

#

Weird flickering * gone *.

#

Gotcha.

#

How on earth do you have that much patience?

#

I am most grateful.

upper fable
celest crystal
#

Welp, you're a good person. Cheers. Yeah, as you've deduced, the errors have vanished also.

#

Ooh, it really doesn't like even one light set to medium. Hmm.

upper fable
celest crystal
#

It was, switched it back...

#

Actually, I'd changed all the tiers. Hmm hmm hmm...

upper fable
celest crystal
#

Yeah.

upper fable
#

btw how many shadow casting lights you have in total?

celest crystal
#

When I had the issue just a minute ago, I had the lights set to 256.

#

17...! In a 4-room apartment.

#

Honestly, it's not too bad with everything set to low. Some shadow acne, which is a shame...

upper fable
#

is your shadow max distance still set to 50? assuming you're working with real world scale, that sounds quite high

upper fable
celest crystal
#

Yep, will be looking at that. Just checking the shadow max distance...

deft fiber
#

I'd make sure the apartment is in real world scale before tweaking distance variables too much

celest crystal
#

Oh, it is.

#

It's a issue I have, @deft fiber . =P

#

Sorry, that was in response to Spazi asking if the --

#

There we go. =D

#

Christ, it takes me so long to find those values.

#

Yeah, seems set to 50.

#

Honestly, it's not a huge issue - I'm basically trying to replicate baked lighting with realtime lights here, even if it's a PS2 game. This is pretty good as a start.

celest crystal
#

I think we may have solved the issue by turning the light resolution tiers to 'Low', atm.

#

Though I'm still experimenting.

#

That said, I don't think I have a clear reason why your approach wouldn't work, Cruor. =)

crude plaza
#

👍

#

weird that it would work scaled

celest crystal
#

I was getting a relevant error message, it turns out... One moment:

#

Reduced additional punctual light shadows resolution by 2 to make 63 shadow maps fit in the 4096x4096 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

crude plaza
#

ye

#

shadows dont fit in the atlas

#

increasing the atlas res in URP should have fixed that

celest crystal
#

I'm currently just trying to work out what quality settings I need in concert with the low light settings.

crude plaza
celest crystal
#

Tried increasing the resolution, but I kept getting the error messages.

crude plaza
#

i think 4096x4096 may be the maximum size

celest crystal
#

It DOES, but atm it's livable. 17 lights for a 4-room appartment, mimicking baked lighting for a PS2 game.

celest crystal
crude plaza
#

you can change it in the URP asset i believe

#

but it may be some fiddling

#

also normally i would suggest changing the detail depending on distance

#

but this is quite a small environment

celest crystal
#

Well, the dropdown only goes to 4096. Maybe I could get into the code with that, but... seems... like a long way to go...

#

Mmm.

celest crystal
#

Sure.

crude plaza
#

if this were a custom lighting script and shader i would suggest

#

using compute

#

no idea how to implement that with URP though

celest crystal
#

Mm. Unfortunately, I'm not a programmer of that callibre yet - I'm a pretty solid gameplay programmer, but outside of some shader work... well, there be dragons...!

crude plaza
#

why not use HDRP btw

celest crystal
#

There be larger dragons! Currently I'm a dev team of one, and I don't imagine the team will grow to larger than 4. Afaik, HDRP requires a lot more work to achieve a reasonable visual quality bar. I'm also looking to ultimately port to as many platforms as I can.

crude plaza
#

ah

#

HDRP is quite simple once you get used to it

#

and you can adjust quality for different platforms

#

be back in like 3.5 hours

celest crystal
#

once you get used to it
Sadly, that's an unknown quantity for me, and if it turned out to be a long learning experience I honestly couldn't afford it. Seems more reasonable to adjust graphics targets.

#

Catch you later.

celest crystal
#

Could anybody clarify this for me?

#

I'm currently trying to convert my own pipeline asset to the equivilent of 'Ultra', while maintaining the lighting settings I currently have.

celest crystal
#

Yeah, not really having much luck getting the WebGL player to work correctly. Then it seems this note really rules out the WebGL player, unless I turn off deferred lighting. (Just checking that folks here agree with that)

onyx glen
#

Hellooo!

#

I am trying to make a night-theme game. I changed the skybox to a solid colour (Black) and deleted the directional light. But why is the cube with a simple material material still luminant. Isn't everything supposed to be dark now frown

toxic rover
#

Does anyone know the default directional light color? I deleted the one in my scene and when i recreated one it was white

sterile iron
#

Hello,

We use this panel for manage lighting and set then to real time, baked or mixed.
That mean when i will generate the lighting that will do according to which mode the light is ?
Baked lighting is for static gameobject, real time lighting is for no static gameobject and mixed is for both static or not static gameobject ?
So if i want my light affect both static and not static gameobject i have to select mixed for all my lights ? If i want to affect only a type of gameobject i have to select real time or baked ?

keen hearth
#

anyone know how I can make my emissions give light to environment in URP 2021?

#

old doc says to use the realtime illumination toggle but that's not an option on mine

spring bronze
#

Hey can someone tell me why the keys on the right are behaving so weirdly with the light? I want it to look like it does on the left / how the cube on the right one behaves

#

I can't use the left one because the keys aren't individual objects so I cut them out, made them seperate objects and added more geometry

timber lichen
#

anyone know why my lighting looks like this?

#

Ive tried everything I could think of to fix it

#

any help would be greatly appreciated

timber lichen
#

Here’s how the rest of the map looks, fine. No issues. It’s just that one room that has horizons lines

abstract trail
#

Is it possible to make a realistic looking star in space. I really do not like making lights

abstract trail
#

Alright thanks I'll give it a try

simple latch
#

Hi, I wonder if anyone could help me. I'm on URP. When I change scenes (for example, clicking a button on the title scene to go to the game scene) the environment lighting suddenly is turned off. So all my shadows are black and it looks horrible. I've tried baking the lights but my scene is very big and a bit complex and it gave me some errors and some assets turned completely black, while others had random specks of light, which with my bloom, created really hard random points of light. So I deleted all bake data. I've done some research and the most common answer is to generate a lightmap, but as I said, some assets are not baking correctly
So idk what should I do

deft fiber
#

Simply generate lighting with lightmapping itself disabled

#

Editor generates temporary lighting for the scene when you enter playmode, but this doesn't happen in build or scene change

simple latch
celest crystal
#

Hey folks. Again, I'm confused about the meaning of the statement in the image, and I can't find a clear explanation of what 'Renderer List' refers to (possibly the available renderers in the camera 'Renderer' dropdown?). Some clarity on this would be much appreciated.

#

And then again, I'd love to get confirmation that the only way to get WebGL to work with URP is through the Forward Rendering Path.

deft fiber
celest crystal
thick kestrel
#

Is it normal that when i try to bake a reflection probe via it's inspectore "Bake" button, it starts baking lightmaps for my whole scene?

celest crystal
fickle needle
celest crystal
# thick kestrel Is it normal that when i try to bake a reflection probe via it's inspectore "Bak...

I imagine that if you're using baked lighting and it's not fully baked when you hit 'bake' on t he reflection probe, it would bake the lighting for the scene, just to provide a light-accurate map. I presume there's ways to cull the relevant lights, or you could even turn off the irrelevant lights while baking the reflection probe. That said, I'm sorta new at this, so take what I'm saying with a good amount of salt.

fickle needle
#

also make sure "auto" generate lighting/baking in your lightmapper settings is disabled

thick kestrel
#

Yep it's URP. Basicly im on a big project and if i recall correctly before i was able to generate the reflection probe only. Auto gen is off yes. Maybe i just need to set my dir light to realtime then

buoyant kraken
#

Heya, I'm in URP and trying to bake lighting for a street scene but it's turning out like this with each adjacent tile object having vastly different colouration. Any idea where I might be going wrong?

crude plaza
#

anyone got any assets for smooth 2d lighting?

#

like soft shadows

#

or any way i can do a pixel shader

#

in 2d

celest crystal
#

@cinder parcel Any chance I could nudge you again? I'm still trying to get my realtime lighting up to spec. I'm trying to recreate room302 from Silent Hill 4 as a test, and I've ended up with 11 lights for the main living room/kitchen. I'm wondering how many (deferred, I assume!) lights you used on average per room (or per scene, I guess - I think there's loading on each room). Just don't want to go down the wrong lighting route when building this on my own...!

cinder parcel
#

each candle group is a light

#

depending on the scene, it could be anywhere from 5 to 15

celest crystal
#

Good grief. I'm continually impressed by how good TS looks, and by what you pulled out of the realtime lighting...! To check, I assume everything was deferred, as you surely couldn't have so many lights otherwise?

cinder parcel
#

Btw, built in renderer

#

no URP or HDRP

#

I dont think we ever hit a lighting limit

celest crystal
#

Yeah, I was raving at people about that!

#

Folks were amazed. =)

cinder parcel
#

we routinely used a lot of lights, I dont think we ever hit the light limit accidentally

celest crystal
#

But that's because you using a scene per room, surely?

cinder parcel
#

yup, thats why

celest crystal
#

Yeah, it's going to be a little trickier. I'm basically using room tiles for my test, so... sightlines are going to be key. =)

celest crystal
#

Actually, sorry @cinder parcel , you didn't say - were you guys using deferred? Either way, thanks for sharing the information. I'll keep pushing TS!

cinder parcel
#

Pretty sure we were, I would have to double check

celest crystal
#

No worries, no rush there. I appreciate all your thoughts on this. I was really worried about using realtime lights until I saw how beautifully you and your team executed in TS.

blazing cedar
#

So I have a character in URP with a lit material but he is only being affected by the 1 directional light and not by a spotlight set to Mixed. the character is easily within range

celest crystal
#

I'm afraid not, @tough wolf , I intend basically assembling environments in realtime from tiles, eg. Tiny Keep https://store.steampowered.com/app/278620/TinyKeep/ . Global illumination is impossible. I'll be targetting a PS1/PS2 visual quality, but everything's going to be procedural. It's possible I'll be able to bake lighting into textures in Blender, but that's eating into my memory budget and slightly limiting my flexibility (I'd like to be able to have procedural wallpaper with shaders etc). I'm investigating overriding Unity's lightmaps, but atm. it's simpler to achieve goals with realtime lights.

That SAID, I'm at the start of my journey here. I'm very open to new research directions or ideas (feel free to assume I'm an idiot, or explain like I'm five!). And I appreciate your interest! =D

In TinyKeep players will embrace the role of a hopeless prisoner held deep in a forgotten dungeon who one day wakes up to find themselves mysteriously released. Their savior is nowhere to be seen, but the cell door is broken and ajar, tempting them with the sweet scent of freedom. With nothing but a flickering lantern and a strange letter left b...

Price

$9.99

Recommendations

252

▶ Play video
#

Btw, given your interest in Silent Hill etc. @tough wolf , you might enjoy this group I run: https://steamcommunity.com/groups/fixedcamera

sterile iron
#

Why that take 1h ?

deft fiber
# sterile iron Why that take 1h ?

Baking global illumination is slow
Especially slow if you include a lot of small or high-detail objects into global illumination
If you are not doing the final bake, it's best to reduce texel density a lot and the sample counts by some amount
GPU baking is much faster than CPU baking if you have a capable GPU

sterile iron
deft fiber
sterile iron
deft fiber
sterile iron
#

how many you set

deft fiber
#

When finding acceptable settings for a temp bake the best approach usually is to set the variables really low and increase in steps until you strike a balance between acceptable quality and acceptable bake time

sterile iron
#

Ok

#

Can you tell me what is the difference between realtime lightmaps and baked lightmaps ? I think one is for static GO and other one for not static GO that move on the scene ?

I created a topic "About light mode and lighting window" on the Unity forum because I have a lot of questions. If you can help me, thank you.
https://forum.unity.com/threads/about-light-mode-and-lighting-window.1282373/

late wolf
#

Hey guys, when I use real time GI i get weird artefact like this, do you know what could cause it ?

#

FYI, these are 2x2 plane meshes if it helps

dusty parcel
#

You can’t really do much.

#

If you want seamless lighting, those meshes should be merged together. Light mapping and enlighten don’t like highly modular levels like that.

celest crystal
#

Oh, goddamnit, I knew I meant to ask - @cinder parcel , was there a particular reason you guys used Built-In Render Pipeline? I've been talking to folks here and doing some experiments and I'm about converted to URP, though it can't handle deferred lights in WebGL. I'm not seeing massive benefits, but it's about achieved parity in features with BiRP (as far as I can tell), plus it'll be better supported in the future... (Oh, also, did you see if you guys were using deferred?) Thanks!

cinder parcel
#

We were using Aura

#

but ended up ditching it

#

and never swapped renderers after that because the game looked good enough as it was

celest crystal
#

Oh, I'm not familiar with that. I'll look it up. Yeah, that must have been an odd but pleasing day.

cinder parcel
#

it's a volumetric lighting engine, pretty good

celest crystal
#

Ohhh, yeah, I can see why you'd want the volumetric lights. But you do so well with the polygon light shafts.

cinder parcel
#

yeah, those behave really well

celest crystal
#

I'd say you could get some really neat effects with the volumetric lights (and I have ideas), but you get so much with just the Olde Ways.

deft fiber
#

@celest crystal Using procedural assets doesn't mean you can't use static lightmaps, they can be made prefab-based instead of scene-based using some extension
As long as you avoid baked lighting at the prefab seams it should be fine
You can get a lot of mileage out of the plain old forward rendering if you limit light ranges and cut the house mesh into smaller sections

#

If you know exactly where the lights will be, sectioning based on range will be even easier

tribal plaza
#

Hello everyone, I'm building a scene with an interior and windows, using an external light source, baking everything (I use Mixed for Direction Light), building a room from modules, a roof, walls, and so on. I'm getting this problem with the light, this is how it looks only when viewed from afar. I use URP, I know about "Shadow Acne" I used the appropriate solution, but it did not help. In the picture, the light passes through the planes, which are located close to each other.

deft fiber
tribal plaza
deft fiber
tribal plaza
#

Ok, but how than modular building assets work in real game development pipeline? Build it from modules and then pack it in one mesh?

deft fiber
#

Merging them into bigger modules is one workaround
Probably possible to merge the meshes at runtime with a script if you know how and can take the performance hit

#

I would prefer to give the panels some thickness like this

#

Either just make them blockier or let the insides overlap

#

And use smooth normals wherever you can

tribal plaza
#

That first image is interesting, i'll try it. Thanks a lot.

late wolf
celest crystal
#

I've been looking for

some extension
or method or lead to get baked lighting in Unity for some time - but as it happens, I searched again today and found the following:
https://forum.unity.com/threads/baked-lighting-on-prefabs-dynamically-generated-level.930534/
...which also linked to this:
https://github.com/Ayfel/PrefabLightmapping
...which, honestly, is lovely. Especially as it seems to now handled the Runtime Light Probes issue.
So... y'know, might end up with baked lighting after all. =)
As long as you avoid baked lighting at the prefab seams it should be fine
Ehh, the issue is that I'm likely to have lighting right up against the walls of the rooms, etc.

GitHub

Script for saving lightmapping data to prefabs. Used through the Assets tab in Unity. Place your prefbas in the scene with this script at the root. Set up your lighting and in the editor go to Asse...

celest crystal
sly hatch
#

Hi guys, how can i increase the fps?

deft fiber
#

Best to do it in build so the editor won't be hogging the same resources

lavish notch
#

guys I made as when I beat a level I enter another level/scene but when it changes scenes everything turns like really really dark
how do I fix that

deft fiber
lavish notch
#

how do I do that

#

im new

#

could you tell me?

deft fiber
lavish notch
#

wait where is that

#

lightning window

deft fiber
#

Same place every other window can be found in

lavish notch
deft fiber
#

Getting closer

lavish notch
deft fiber
lavish notch
#

ok

#

yo

#

I clicked generate lightning

#

should I do that

deft fiber
#

Yes
If it starts baking lightmaps and you don't want baked lightmaps, you can cancel it and disable "baked global illumination" as they're not necessary to fix the darkening issue

lavish notch
#

bruh the floor went black

deft fiber
#

Try generating again with baked global illumination disabled

#

bruh

lavish notch
#

btw

#

the floor came bback

#

I think that crashed this building

lavish notch
regal urchin
deft fiber
# lavish notch

That's the baked global illumination you probably don't want
If generating again with it disabled doesn't get rid of the baked lightmap, there's a dropdown menu that allows you to clear the baked light cache to remove it

lament barn
#

why does my material not react to baked lightmaps?
on the left is the standard URP lit material
on the right is my own material

#

this is a screen of the lightmap view

#

even if i change the texture of the material to white

chilly kettle
#

Your own Material use a URP/Lit Shader?

lament barn
#

yep

#

the objects are also both set to receive global illumination from lightmaps

chilly kettle
#

the only difference between this planes is the material?

lament barn
#

yep

chilly kettle
#

Then show me your Material

lament barn
chilly kettle
#

You use a complete white metallic map. Means it behaves like metal.

#

delete height-, normal- and metallic map, if you do not have a usefull one

lament barn
#

the height and normal maps do contain details

#

but you're right

#

if i remove the metallic map i get shading again

chilly kettle
#

when using metallic maps, you should also use a reflection probe, to bring the metallic reflections to work

#

otherwise its just dark

lament barn
#

thanks!

chilly kettle
#

worked?

lament barn
#

yep

chilly kettle
#

nice. gj 🙂

deft fiber
# regal urchin Bump

Can you demonstrate the problem? Hard to know what the original problem was since the video link is dead

#

If it is the exact same problem, then the solution is the same

#

But we'll need some clue why the solution wouldn't work in your specific case

deft fiber
# regal urchin Here you go 🙂

That definitely looks like a typical scenario for a pixel light limit problem
What's the limit at now and which render pipeline is this using?

#

(looks nice btw)

regal urchin
#

Thanks, Im using Aura 2 for lightning, but the results are the same even with normal lights :c

chilly kettle
#

Is this in Gameview only?

#

Maybe the lights get culled

regal urchin
#

Opposed to the scene view? Yeah, scene view doesnt have this problem

#

Nvm it does

chilly kettle
#

When you look away from the lights, they may be deativated by culling?

deft fiber
regal urchin
regal urchin
deft fiber
regal urchin
#

Or atleast adjust culling settings

deft fiber
#

I don't think lights get culled by frustum or occlusion culling

#

At least I haven't seen any instructions how to do it nor evidence that it's possible

chilly kettle
#

just try do deactivate it, to get sure its not the culling

deft fiber
#

I suppose Aura 2 is the unknown factor here, it could be overriding light limits or be implementing its own culling systems

regal urchin
#

Yeah its not culling, I did find a workaround, though it looks a lot less nice than the original solution :C I removed the "light" from the particle system and just added it as a normal light in the scene, which works fine

#

Now that I think about it, that probably couldve been an important detail

deft fiber
#

Ah, particle lights
That is significant

regal urchin
#

Ah yeah I am so sorry

deft fiber
#

Particles do get culled in various ways and their lights with them

regal urchin
#

I just now see how that would be important yes

deft fiber
#

You can animate the light's movement, brightness and color using animation or scripting to make it nice and flickery
And you only really need one light like that which saves performance and avoids limits

regal urchin
#

Theres already a light flicker-script I got from the asset store lul But youre most probably right, wasting 10 dynamic lights just to give the fire that bit of an extra twist might be pretty dumb

deft fiber
#

Especially in the case of long range lights

regal urchin
#

Yeah thanks for your time, Ill use this as a solution. Very much appreciated 🙂

calm stump
#

How do you get sharp lighting in unity similar to somerville?

upper fable
calm stump
#

This sharp lighting

upper fable
#

They have propably used custom shaders for almost everything to get that cartoonish look. Again, what you mean by "sharp" in this context?

calm stump
#

The way like that purple light look

#

On the 3rd image

upper fable
#

Oh, you mean the sharp volumetric light edges?

calm stump
#

Yes

upper fable
#

Those "light rays" are most likely faked using simple 3d meshes with custom transparent shader

calm stump
#

Right but how does the light fit with the mesh?

#

Because at then of it, there is light on the ground the same shape as the light ray, if you know what I mean

upper fable
#

Im not sure if I quite do

#

With that custom shader, the light can be faded out at the end of the mesh

#

The shader also most likely checks the depth buffer and makes the "light ray" weaker when its closer to its background (the ground for example)

calm stump
#

Right

#

This is very hopeful, now I know it’s rather shaders then lighting

timber lichen
#

So idk where to ask this but, fog isn't rendering on anything except for sprites (and transparent textures, for some reason...) how do I fix this??

#

It worked properly before and only recently started happening

molten swallow
#

spam cmd+z that the universal bugfix

timber lichen
#

That did nothing

upper fable
timber lichen
#

It's not an issue with the shaders, since it works perfectly fine with the same shader in other scenes

timber lichen
#

Basically Bumped Diffuse Cutout to be exact

#

turns out I messed something up with my camera settings and that's what messed it up... I fixed it lmao

molten swallow
#

xD

night pilot
#

Does anybody know why I am getting these lighting bugs and how to fix it?

upper fable
uncut coral
#

Hi! I'm setting up 2 uv channels, first one for textures and 2nd one for baked lightmap. How do I implement it in unity? I read that uv1 channel in unity is used for baked lightmap.

feral knoll
#

Hey, how do I make that 2D light comes from under this sprite ?

#

because now it is shining so much

#

and how to hide it under sprite ?

night pilot
deft fiber
main sand
#
  • I try to set up 2d sprites in 3d world with ability to physically rotate them, yet they look weird. Either they are not affected by the light or affected so badly that they turn black at certain degrees. How to cope with that?
timber lichen
#

I have a little problem

#

When I try baking my scene there is no skylight

timber lichen
#

Nervermind

#

Figured it out

upper whale
#

Hello, does soembody know how do i set the spotlight and pointlight as realtime? Thanks <3

smoky pilot
#

Hey guys I have a quick question. Whats wrong with that model? Under it it's a black spot and I don't know how to get rid of it.

deft fiber
pale blaze
#

im getting this random error can someone help?

chilly kettle
pale blaze
#

Nope, i just deleted a random material i created

chilly kettle
#

Is it still there when you delete it and hit play?

#

Delete the error*

pale blaze
#

Ill try

#

Its gonne

#

I tought i couldnt start it with errors ;-;

#

thank you

tacit kayak
#

I'm interested in using 2D Lighting for a visibility system. Does anyone know if there's a way for a Shadow Caster 2D to cast shadows at full strength into specific light sources?

lament barn
#

How do I exclude static objects that are already lit by my baked lightmaps from my realtime lights?

#

I have some static and some moving objects in my scene, and want my static objects to be lit by baked light

#

only the moving objects should be lit by realtime lighting

#

if i dont use realtiem lighting the moving objects are just dark

#

but if I enable realtime lighting my static objects also change

slate ocean
slate ocean
lament barn
slate ocean
#

Isn't that what you're asking for? Lightmaps typically only bake indirect lighting.

lament barn
#

My problem is

#

the baked lightmap looks pretty good

#

but my non-static models

#

are obviously not lit by it, since baking only works on static objects

#

so i need to lit those moving objects with realtime lighting

slate ocean
#

Are you using Light Probes? What you're describing is exactly what they're for

lament barn
#

however, realtime lighting ALSO lights my static objects

slate ocean
#

Light Probes bake the lighting data around them

#

And project them onto dynamic objects

#

This is scene without light probes (the cups are non-static objects)

#

And this is scene with:

lament barn
#

oh damn thats cool

simple zinc
#

How do I light a 2d sprite with a 3d light?

#

in a 3d environment

#

it seems like when i am using a texture on on object (using the texture shader) light wont affect it..

slate ocean
#

I assume you mean something like this? @simple zinc

simple zinc
#

not really

#

when i am using the 3d light the 2d object looks like there is not light around it

#

bland

#

empty

#

sad

slate ocean
#

So

simple zinc
#

is the material i am using the problem?

slate ocean
#

If you want 3D lights, you have to use 3D objects. My suggestion is to try using quads/planes instead of sprites.

simple zinc
#

i am using a 2d grid

slate ocean
#

So the entire game is 2D?

simple zinc
#

i guess i need a way to tile the wall?

simple zinc
slate ocean
#

Can you show an example?

simple zinc
#

yeah sure, lemme open my laptop.. thought i could get an answer without the example and fix it later but here i am

#

one sec

slate ocean
#

So an example would help me give you a better answer

simple zinc
#

its ok lol

#

the light option is enabled but the light doesn't affect the wall

#

@slate ocean

slate ocean
#

And the walls are sprites?

simple zinc
#

yes, the walls textures are sprites and the cube itself has no texutre

slate ocean
#

Then yeah, just use a quad

simple zinc
#

what's a quad?

slate ocean
#

You just have to figure out how to correctly apply your wall texture to it

simple zinc
#

yeah im stuck on that rn

#

and it also seems like the light doesnt affect the quad as well

#

oh nvm

#

nvm

#

ok, i applied the texture but now i want the quad to be bigger, i thought it would tile the texture but it just streches it

slate ocean
#

No, it won't tile. You're going to have to make multiple quads

#

This is essentially what the 2D grid does for you, but unfortunately you'll have to it manually

#

I would suggest just duplicating and use Unity's snapping tools to get it where you want it

simple zinc
slate ocean
#

Nope

#

It's the same triangle count

#

If anything, the lighting might lag the game though

#

Depending on what you're doing with it

#

Lights are very expensive

simple zinc
#

ok thanks, ill updated you if you're interested

slate ocean
#

Sure thing, just ping me!

deft fiber
simple zinc
#

is it normal to have the intensity in the thousands for a splash of light'?

unkempt nest
#

Hi. Im confused. I have an area light on the ceiling just above these, and some very small point lights on the lamps, but im getting these weird bars and one couch isnt even lighting up. Am i doing something wrong?

deft fiber
deft fiber
unkempt nest
#

I went through everything and checked them all on, and it fixed it. 👍

glossy lantern
#

Hello,
I have a problem with lighting. I am using unity 2021.2.10f1 hdrp. On mine and some other PCs everything looks fine but some people have a problem that the lights are very bright. Do you know what could be the issue and how to fix it?

wise egret
#

Hello,
i was wondering is there anyway to make font material Get Lighting Data? like if there is Light its Bright and if there is no light its dark.

sly hatch
#

Hi, I have to do a day / night cycle for my scene but I don't know how to do it. Currently the scene in question by default is set at night, with a post processing profile suitable for the night scene and a skybox with night sky. The problem is that I can't figure out how to change the post processing profile and the skybox to one suitable for daytime during the cycle between night and day.

lunar mauve
# sly hatch Hi, I have to do a day / night cycle for my scene but I don't know how to do it....

Set up a post process volume for day. When you want it to be night, set the day volume's weight to 0 and the night volume's weight to 1. When you want it to be day, set it the opposite way. You can blend between the two by "animating" the weight values between 0 and 1 over time.

Here's a thread on blending skyboxes. https://forum.unity.com/threads/how-to-blend-two-independent-skyboxes.834613/

nimble furnace
#

how do i improve the shadows? hdrp

timber lichen
#

why when i bake my scene, the shining in the pic go away ? how can i fix that

upper fable
deft fiber
modest patio
deft fiber
modest patio
#

Unless I'm doing something wrong of course lol

deft fiber
#

Anyhow @timber lichen I wouldn't recommend lightmapping any objects that small
Lightmapping is mostly efficient for walls and maybe large furniture
The rest of the smaller objects would be better lit by light probes if static or probes + realtime lights if dynamic

modest patio
silk venture
#

I'm trying to update my lightmaps after upgrading to 2022.1 and I'm getting this error. What do?
Is there a way to find which texture is causing problem or something like that?

nimble lava
#

What is causing the jpg-like artifacting in my light bake?

deft fiber
drowsy osprey
#

How can I get rid of these shadow artifacts? The meshes are primitive cubes. They appear on every cube.

upper fable
drowsy osprey
nimble lava
regal urchin
#

The structure has two sided shadows on

#

Same effect is visible in scene view

#

Using Aura 2 but the result is the same with regular lights

deft fiber
regal urchin
unkempt depot
#

How I can stop Point Light to behave like this?

deft fiber
unkempt depot
#

Range is around 1000000, cuz my intended use of that light is simulating sun in center of star system, but it also happens on small scale.

#

1000 range I can see same behaviour.

hasty pelican
#

Hi, I have a weird issue with the ambient light:

In my scene player is able to turn off lights, for this I switch the skybox material to null and the intensity multiplier to 0 so it's completely dark.

When I turn the lights back on I put the default-skybox material back on and the intensity multiplier back to 1 but the scene looks like it's still 0.

When I select an object in the scene view while in play mode / hover with the mouse above the inspector window/tab then suddenly the ambient turns back on to look like "1" and the scene looks like before turning the lights off, like it should.

Making a build doesn't solve this issue.

Any help for fixing this problem?

twilit mural
#

Hi i have a scene with a lot of fog, but i want to make these indicator towers that can be seen very far, how can i achieve this?

#

light doesnt show on its own

sly fox
#

is there a reason why baked lighting doesn't work in unity 2021

upper fable
agile totem
#

My glass material doesn't let light thought anymore, anyone know why that's the case?
I baked it yesterday and it was working fine.

simple latch
#

Hello! Idk if this question goes here or terrain but I'll try both... I've tried baking my lighting (simply 1 directional light) in my scene which is a big terrain, the trees are also placed with the terrain tools (except a couple placed individually), and as you can see, some trees are casting shadows (right) but some are not (left front), and apparently none of them are receiving shadow in themselves (the trees at the right, there's a big rock to their right, but none of the trees are in shadow. So, the trees don't have shadows). Additionally, here are my terrain lightmap settings. Since my terrain is gigantic, and my GPU isn't fit to bake lights, the generate lighting process takes about 2h with CPU, so I would appreciate it if you ask me anything else you need before I start the generate lighting process again. By the way, I wonder if I need to rebake everything after making just a couple changes. Because once I had everything baked, I changed the settings of two trees that ended up completely black and clicked generate again, but it had to do the whole 2h process. I'm asking if it seriously needs to redo everything just for those little changes.

trail storm
#

Is there any way to increase the reflection probe blending volume between 2 probes without scaling the mesh game object receiving the reflection?
I'm trying to make the blending between 2 reflection probes last longer, but since the reflection volume is huge, the mesh object is tiny and the blending is volume based, it only last a fraction of a second.
Any tips ?

olive hinge
#

Hi guys, Is there any way to make baked lighting look like its realtime/mixed version? Sorry for my lack of lighting knowledge.

chilly kettle
#

Bottom is baked?

olive hinge
#

Yes

chilly kettle
#

Add a reflection probes to get reflections

#

And maybe adjust materials Smoothness/Metallic

deft fiber
olive hinge
#

The reflection probe is already there

olive hinge
chilly kettle
#

Do you check the „generate lightmap UV“ in the import settings of the model?

deft fiber
#

And practice in general

deft fiber
#

Definitely yes if the baking settings are right

shadow horizon
#

the shadows are just fugly aswell

sly fox
#

Hi, when I instantiate my player the lighting from the directional light is pitch black. But if I already have my player in the scene it's fine

shadow horizon
#

progress.. look at left and right of this shadow tree, i dont get how to have smooth shadows. these cascades look awefully small. but they need to be around here to have a crisp like look to them.

kindred harness
#

Hello community, i have a weird problem in one of my scene for a while, lightmapping goes fine in all scene of the projects but this one couldn't find the issue.

Here is my problem : I bake the lightmap, they look perfectly fine and detailed in the texture, but in the scene and game view, some of my objects are all black white.

Here are some picture of these white and black object and their respective lightmapping :

#

What could be the cause of this? It used to be only a scene view issue, (it was showing properly in play mode) but now it is the same in play mode, black and white

#

ETA: I am in URP*
ETA2: Swapping from Lit to SimpleLit fixed the problem in play mode, but not in sceneview. So I technically don't have any issues anymore but if anyone has hints as to why it happens i would be grateful

somber acorn
#

I'm trying to use light probes for indirect lighting on some of my objects, but the result is not as nice as using a light map.

In my test I cranked up the indirect lighting, and as you can see in the picture, the light is not as seamless as it should be.

I put the light probes on either side of the objects and above / below them. I fixed some of the issue by adding more probes, but the issue still exists.

For context, I'm using light probes instead of light maps because some of the objects have UV issues that would require an actual artist to create a lightmap UV for them.

lime shoal
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Right now my sun looks like on the right, I want it to look more like the left... How do I fix this?

lime shoal
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Lens flare maybe is th term I'm looking for?

summer aspen
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What pipeline are you using? I think URP had skybox shader that handled Sun like that, for the designated point light.

lyric jackal
deft fiber
lyric jackal
deft fiber
lyric jackal
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i would do that but i dont know what to put in something like this

deft fiber
lyric jackal
# deft fiber Sometimes the right words may seem elusive, but the most literal description is ...
deft fiber
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Always look through multiple suggested solutions and check comments for which seems to have worked for others

lyric jackal
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okay

deft fiber
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This technique hereon out will help you solve practically any problem that you can't find in the docs

lyric jackal
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okay

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ty

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cause i feel so embarrased always asking for help with simple stuff because i started like a year ago but took like an 11 month break and this is my first game after that break

deft fiber
sly fox
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I had no lighting setting before, so Unity screwed it up somehow

sly fox
lyric jackal
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thank you both for the kind words! we need more nice people like you!

plucky sun
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why lightmap looks brighter?

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when I use Path tracer, it becomes darker

somber acorn
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should I expect dark areas to become darker after baking?
I'm lighting a cave scene and I set up the environment light so the shadowed areas are still visible, but they become way dark after baking