#Low poly lighting
1 messages · Page 1 of 1 (latest)
Try baking your lights and maybe add some probes
add some post processing if you want too
the lighting is baked and there's light probes in there already
Make sure objects are marked as static where needed (so they can recieve baked light) and that lights are configured correctly to be mixed or baked only.
If you want realtime shadows do check those settings too (did you turn them off?)
There's a bunch of steps required for baked GI
Make sure to follow them all
all the objects have a lightmap baked into them so im guessing I did
how do you know that? Did you try looking with the lightmap debug mode?
that's weird, it still doesn't look like baked lighting. Do you use custom shaders on your objects?
It's up to the shader to support GI, as well as other types of lighting
i dont believe so
Add an outline to it. It'll make things pop.
Show one of these material including the shader name
this is for the roof
Looks fine so I presume something weird like a second realtime light with no shadows is in the scene which is butchering the baked light.
Double check all lights!
there were indeed multiple lights I accidentally duplicated, this is what it looks like now
Looks much better to me as that matches the baked light a lot more
yeah looks much better, now you should remove skybox reflections or add reflection probes
Add probes rather than try to remove reflections in other ways
Baked lightmapping is meant to work in tandem with reflection probes
(as well as light probes for any dynamic ro non-lightmapped meshes)
i think i have probes already idk if they work though
Reflection probes or light probes?
I have both in there I believe
my reflection probe doesnt include most of the scenery for some reason though
Not all of your scenery is marked as reflection probe static, either or the far clip plane of the reflection probe is shorter than the size of the room (unlikely unless you've changed that property)
got it working
There's a lot more sky visible in the probe compared to the room, so looks like not perfectly