#[UNITY6-URP] Please help me light this simple interior blockout

1 messages · Page 1 of 1 (latest)

cobalt marten
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Am quite new to Unity6 and have been watching videos but am struggling to decide on the right technique. I mean really my goal here is to create a nice portfolio piece, whilst learning how to make scenes look good with URP's limitations. I am currently using APV whilst also light baking, I'm not actually sure if that's a good combination? Some resources have suggested it is whilst others paint AVP as a replacement to light baking?

Anyway, will post a image of my current scene. I see a lot wrong with it but the main thing is why my human/cube don't cast shadows. They have shadow casting on.

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Directional light was set to RT, changed to mix. Now getting shadows BUT now my AVP doesn't show up when baking.

cobalt marten
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Ok, got directional shadows and AVP working now (had to select all mess and set them to recieve GI from probes)

cobalt marten
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but then changing GI to probes instead of lightmaps results in no baked lightmaps? which suggests APV is a replacement to baking?

cobalt marten
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Oh, directional light needed to be set to baked, not mixed.

cobalt marten
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Going with lightbaking over APV. Here's my settings, anything seem odd with this?

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All I'm changing here is lightmap resolution

tawdry heart
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APVs aren't affected by lightmap resolution

tawdry heart
cobalt marten
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Yep, I personally find it confusing as it's generally comparing itself to lightprobes rather than traditional light baking which is what I'm trying to compare it with. I can read the pros and cons of APV but have trouble weighing them up to determine the best course of action for my specific project.

cobalt marten
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Ok, made some improvements. This uses shadowmask, Mixed directional light, APV, SSAO.