#realistic interior realtime lighting
1 messages · Page 1 of 1 (latest)
what settings did you try?
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"
Yea im using both. Mixed means some are baked right? I can't have baked cause the terrain and buildings are procedural
no no
it's a mix between ray marching and ray tracing
I'm talking about realtime lights
Dam thanks didn't know, how do i set it up?
you first need to enable ray tracing in the hdrp asset
google it if you don't know
then you need to add the screen space global illumination to a post processing volume
select "mixed" from the settings and IMO, untick "full resolution" as that one impact the performance the most
using pure ray tracing kind of destroys performance
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
and go from there
alright i had raytracing and all screenspace effects enabled already
i added the ssgi in the volume
do i have to enable anything else in the graphics or hdrp asset? like shadowmasks?
also in the directional light i guess i must enable screenspace shadows right? should i also check the raytraced?
I can't tjink of anything else that is vital for it to work
Can you confirm that it works? Performance and visual wise?
Imo it looks pretty nice
Oh and also
There is also an override for the post processing layer that can control the intensity of ssgi
Forgot what it's called exactly
You can try tweaking the intensity there
Global illumination dimmer or something, I don't remember
You don't need screen space shadows nor raytraced if you don't want
I'm going to bed now
Or multiplier
its actuallly much better
thanks alot bro
unfortunatelly disabling "raytraced" reduces the interior shadows alot
But setting the ssgi tier to low saves some frames
You don't have to disable ray tracing
But from the drop down you can choose between ray marching, ray tracing and mixed
Try mixed, it also uses some ray tracing but performs much better
I mean in the directional light options, under shadows
@reef wing any idea why some shadows show only when the camera is very far?
can't tell you for sure but it might be due to screen space shadows
any way to fix it?
id use the shadows volume override but my problem is min distance not max
first confirm that the problem is due to screen space shadows
turn them off, then see if it does that
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)
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
been through all of em but nothin, if i disable rtx the problem solves so its something in that area but theres no way its built in limitation ill post a vid one sec
see how the roof shadow shows as the camera goes away
hmm did you increase the near clipping plane (under shadows on the light)?
huh, so it seems there isn't for directional lights
there is for point lights
Are you using contact shadows? Have you tried turning those on and off?
also, check that screen space ambient occlusion isn't messing with anything
that's also a post processing override
try adding/removing/fiddling with it
tried all, none is the reason
it may be the mesh thats got the problem cause its procedurally generated
Possible. Test if it happens on other meshes and then on another procedurally generated mesh