#realistic interior realtime lighting

1 messages · Page 1 of 1 (latest)

short timber
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im working on a game where the environment is procedural and i must use realtime lighting. ive worked alot with the settings (hdrp) im not satisfied. what are the most important things to check?

reef wing
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what settings did you try?

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have you tried enabling ray tracing and using ssgi?
I find that using mixed looks pretty much the same as ray traced but performs much better, especially if you tick of "full resolution"

short timber
reef wing
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it's a mix between ray marching and ray tracing

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I'm talking about realtime lights

short timber
reef wing
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you first need to enable ray tracing in the hdrp asset

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google it if you don't know

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then you need to add the screen space global illumination to a post processing volume

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select "mixed" from the settings and IMO, untick "full resolution" as that one impact the performance the most

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using pure ray tracing kind of destroys performance

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then you may or may not want to use volumetric fog, depending on your scene and what kinds of lights you have. You also need to enable that in the hdrp settings and you will typically already have a sky and fog volume in an empty hdrp scene; you just need to enable fog and volumetric fog

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and go from there

short timber
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alright i had raytracing and all screenspace effects enabled already

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i added the ssgi in the volume

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do i have to enable anything else in the graphics or hdrp asset? like shadowmasks?

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also in the directional light i guess i must enable screenspace shadows right? should i also check the raytraced?

reef wing
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I can't tjink of anything else that is vital for it to work

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Can you confirm that it works? Performance and visual wise?

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Imo it looks pretty nice

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Oh and also

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There is also an override for the post processing layer that can control the intensity of ssgi

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Forgot what it's called exactly

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You can try tweaking the intensity there

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Global illumination dimmer or something, I don't remember

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You don't need screen space shadows nor raytraced if you don't want

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I'm going to bed now

reef wing
short timber
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its actuallly much better

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thanks alot bro

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unfortunatelly disabling "raytraced" reduces the interior shadows alot

short timber
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But setting the ssgi tier to low saves some frames

reef wing
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But from the drop down you can choose between ray marching, ray tracing and mixed

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Try mixed, it also uses some ray tracing but performs much better

short timber
reef wing
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Alright, fair

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As long as you're satisfied with it

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And it runs

short timber
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@reef wing any idea why some shadows show only when the camera is very far?

reef wing
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can't tell you for sure but it might be due to screen space shadows

short timber
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any way to fix it?

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id use the shadows volume override but my problem is min distance not max

reef wing
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first confirm that the problem is due to screen space shadows

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turn them off, then see if it does that

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if it works, that's an inherent limitation of screen space shadows that they don't render until the object is in camera view (I'm just guessing that's the problem)

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there are also plenty of lighting and shadow settings, too many to count. There are also dimmers etc. and you may not need raycasted shadows and especially not sss

short timber
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see how the roof shadow shows as the camera goes away

reef wing
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hmm did you increase the near clipping plane (under shadows on the light)?

short timber
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There isn't such setting i think they removed it

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It was the first i looked for

reef wing
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there is for point lights

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Are you using contact shadows? Have you tried turning those on and off?

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also, check that screen space ambient occlusion isn't messing with anything

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that's also a post processing override

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try adding/removing/fiddling with it

short timber
short timber
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it may be the mesh thats got the problem cause its procedurally generated

reef wing