#Thread
1 messages · Page 1 of 1 (latest)
alrighty!
it's not actually emitting any light
ah okay
additionally, the scene isn't going to use it for environment lighting
so it won't light up objects in the scene
You should use a Skybox material.
Can you show me the texture you're using?
how i do that?
eyah sure
You may need to change how it's imported first.
Okay, that looks like an equirectangular projection.
Change the Texture Shape from 2D to Cube
Then change the Mapping to "Latitude-Longitude Layout"
k i did it
Confusingly, "Cube" doesn't just mean literal cube-shaped textures
it just means that it's a 360 degree texture
Now, switch your material to the Skybox/Cubemap shader
okay
Yeah, since the image just went missing from the material
the Lit material wants a normal 2D texture
You'll then want to assign your new cubemap into the "Cubemap" field in the inspector
also, you'll probably want to have the image rotated correctly
one more thing: do you have this material assigned as the skybox in the Lighting settings?
or did you just stick it on a big sphere or something?
is this the texture or the material?
okay, you've assigned zsky as your skybox material
so once you set up the material correctly, you'll have a working skybox
That's your material, yes.
which is using the Skybox/Cubemap shader (correct) and has no cubemap texture assigned (incorrect)
ah okay
This is less relevant in URP, since it's not doing physically accurate lighting
it's very important with the HDRP
would it be too much to ask on how to bake lighting?
the sky needs to be actually as bright as the real world sky in that case
ah okay
go over to the Scene tab of the lighting window
create a new lighting settings asset in it
turn off Realtime Global Illumination and turn on Baked Global Illumination
at that point you should be able to just hit "Generate Lighting" and get baked lightmaps
note that lightmaps will only bake for objects that are marked as Lightmap Static
(if you check the "Static" box, that flags the object as being static for everything)
am i doing this on the directional light
or it doenst rlly matter
No, the lighting window.
ohh mbmb
However, you should make sure that the directional light is either Mixed or Baked
and make sure it has shadows enabled
If the directional light is Realtime, then it won't affect the light baking process at all
There's a whole lot to read about when it comes to lighting. I'm still figuring some of it out
https://docs.unity3d.com/Manual/LightingOverview.html is pretty useful
oh sweet
(realtime GI lets realtime lights produce indirect light as well, which you might want)
it's more expensive to use both systems at once
does the "lighting mode" matter
oh
and i heard i should render with my GPU
They're very different, but I don't know much about them
The time will go up and down quite a bit
ah okay
However, if you have a large scene with a ton of static objects, it will take a while
ah okay i see lmao
You can turn down the quality settings in the lighting window to get a faster bake
i got loads of stuffs
i can wait it out hopefully
so you said the number will go down?
and when it hits zero its done?
sorry if its a slow question haha
You can click on this bar to open a window that shows all background tasks
it'll have a little more information
There may be a few separate phases
I know I go through two when baking lightmaps