#yeah something with my FPS set up causes

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swift solstice
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I don't know what "act like that" means in this case

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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

past crater
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Like I am trying to make a flashlight for my horror game and want the light to be able to look around

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the game will have a lot of dark areas so it will need to be able to light things around you

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I am using Aces tonemapping that why maybe th elights are not too brighr

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Ill play around with some post processing (Exposure and HDR) and try to figure this out ๐Ÿ™‚

swift solstice
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You could show pictures or a video of the part that's the issue specifically

past crater
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Will do ๐Ÿ™‚ 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 ๐Ÿ™‚

past crater
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Ok one issue I found was with deferred render path you dont need to use Render Object but you can use multiple Cameras.

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for example this is with intensity 32

past crater
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this is with intensity 8

past crater
# swift solstice 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

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and wanted to control which one render first

past crater
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so tonemapping needs to adjust the intensity I suppose

swift solstice
past crater
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so if Unity Cube is 1cm if I remember right

swift solstice
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1m

past crater
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ok so its 4 m tall 3 m wide

swift solstice
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400 units tall?

past crater
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yes

swift solstice
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That also has an impact

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If your hall is big enough to fit skyscrapers, the light intensity needs to be huge to illuminate it

past crater
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hmmm wait I am cofused what do you mean 400 units?

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cm?

swift solstice
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One unit is one metre

past crater
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4 units then not 400

swift solstice
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Right, that sounded off

past crater
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I feel like the light should go farther than that

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I think maybe this is caused my the ACES tonemapping because the light in that is not very bright

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ill play around with exposure and post processing

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but I still feel like the Range does absolutely nothing

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compare to the build-in..... that was caught me off guard

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read some people are replacing the lighting shader with one from build in but I dont want to mess with that

swift solstice
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ACES has much sharper contrast between light and dark than neutral tonemapping

swift solstice
# past crater

In this image the light is visible much further, but the ambient light and fog are probably too bright

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You should tone them down individually instead of trying to get the darkness with tonemapping

past crater
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hmm I see that make sense ๐Ÿ™‚

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also I read someone that there was or is an Line Attenuation option but I cant find it on the light component.

swift solstice
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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

past crater
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yeah true so I should start with neutral maybe

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and then adjust each settings

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instead

swift solstice
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You can use linear light falloff when baking lights, but not with realtime lights without modifying URP, for whatever reason

swift solstice
# past crater instead

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

past crater
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yeah I will do that thanks ๐Ÿ™‚ 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

past crater
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๐Ÿ™Œ yeah it works better this way