#yeah something with my FPS set up causes
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I don't know what "act like that" means in this case
The intensity you'll want to start with depends entirely on how far the light needs to reach, how bright it needs to appear and how bright and exposed the scene is to begin with
Like I am trying to make a flashlight for my horror game and want the light to be able to look around
the game will have a lot of dark areas so it will need to be able to light things around you
I am using Aces tonemapping that why maybe th elights are not too brighr
Ill play around with some post processing (Exposure and HDR) and try to figure this out ๐
Is that not happening currently?
You could show pictures or a video of the part that's the issue specifically
Will do ๐ I am looking at something because I might know what wrong with it. I am experimenting with something and I will get back to you ๐
Ok one issue I found was with deferred render path you dont need to use Render Object but you can use multiple Cameras.
for example this is with intensity 32
For what?
I am using 3 cameras one for Main camera, one for FPS camera (Weapon and overlay UI) and one for UI which is menu and stuff
and wanted to control which one render first
and this is with Tonemapping Neutral :
so tonemapping needs to adjust the intensity I suppose
how wide or tall is this hallway in units?
so if Unity Cube is 1cm if I remember right
1m
ok so its 4 m tall 3 m wide
400 units tall?
yes
That also has an impact
If your hall is big enough to fit skyscrapers, the light intensity needs to be huge to illuminate it
One unit is one metre
Right, that sounded off
I feel like the light should go farther than that
I think maybe this is caused my the ACES tonemapping because the light in that is not very bright
ill play around with exposure and post processing
but I still feel like the Range does absolutely nothing
compare to the build-in..... that was caught me off guard
read some people are replacing the lighting shader with one from build in but I dont want to mess with that
ACES has much sharper contrast between light and dark than neutral tonemapping
In this image the light is visible much further, but the ambient light and fog are probably too bright
You should tone them down individually instead of trying to get the darkness with tonemapping
hmm I see that make sense ๐
also I read someone that there was or is an Line Attenuation option but I cant find it on the light component.
Tonemapping in URP is not responsible for the visual look of the image, but it defines the light information you have to work with when you design the scene's lighting, post processing exposure and other effects
yeah true so I should start with neutral maybe
and then adjust each settings
instead
You can use linear light falloff when baking lights, but not with realtime lights without modifying URP, for whatever reason
Yes, that's a good idea
Start by toning down the scene ambient light and fog so it's properly dark
After that play around with post processing effects like post exposure, curves and/or color adjustments
yeah I will do that thanks ๐ I would have gone with the build - in but .... I want to give URP a good try as I mostly worked on the build in for years