#colors washed

1 messages · Page 1 of 1 (latest)

lyric drift
#

this is how it looks now, I've had to bump the ambient occlusion to 1.6 so the brightness would somewhat match what Im trying to achieve

#

which is this

twilit wren
#

Is this lit whit a realtime light ? In the center part of the image ?
Or is this only from the lightmap ?

lyric drift
#

There is a realtime directional light in the scene and a point light on the ground but the point light doesn't seem to do a thing because its intensity is set to 1

#

When in scene view with its light mode on, the scene looks much closer to what I'm trying to achieve

#

Is there any way of achieving the same aspect?

twilit wren
#

I may be wrong, but isn't the original game using only lightmaps, and no dynamic lighting ?
In that case, to have the exact same look, just use an unlit shader

lyric drift
#

You're correct, the game uses only lightmaps and the shadows are baked

#

this is the scene view with its lights off

#

and now on

#

We tried going with dynamic shadows so the game would look a bit "revamped"

twilit wren
#

I would suggest to try to not use the lightmaps in the shader, and re-create the lighting in unity, eventually by baking new lightmaps withing unity directly

lyric drift
#

That sounds like a plan

#

Is there any way of making surfaces not look like the light is right next to them other than reducing the smoothness?

#

I tried bumping the intensity of those point lights but then the surfaces of meshes and sprites would get that light thing on them

#

something like this

#

even with the smoothness all the way down to 0.2 or something

open quest
#

The root of the problem is trying to use physically based materials to get a look they were not designed for without understanding how they operate

#

The important question would be, what kind of look do you actually want?

lyric drift
#

That's also correct! sadboys Trying to learn as I go 😦

lyric drift
# lyric drift which is this

I'm trying to get the closest I can to this one, without anything baked... Ditching the lightmap and using the point lights intensity seems to be key, however I can't get rid of the "smoothness" spots

#

let me grab a print of how it looks with points intensity bumped

#

This is how it looks with dynamic point lights and no lightmap

#

cant seem to get the light to bounce(is that the correct term?) on the ground and the sprites look like that

#

this is the ground shader

open quest
#

Can't exactly tell what the problem over there is but
If you want to imitate the look exactly, you'll need to use a material for the ground that's lit only by lightmaps, an completely unlit material for the 3D objects combined with a static shadow meshes so they influence the lightmap

#

And something like what you already had for the sprites, I suppose

lyric drift
#

and this is the sprite shader

open quest
#

A lot of the undesired lighting you see is because of ambient and specular lighting

#

If you switch the shader from metallic to specular, you can control specularity

#

With AO and specular color all at zero you won't have direct or indirect reflections anymore making surfaces washed out or glossy

#

How the lighting works in the reference and how to replicate it in unity is not a simple question to answer, but this specularity trick might solve some of your problems at least

lyric drift
#

I'll give this trick a try

#

Another option was to have the shaders as unlit but then I'd lose the shadows, is there any way of making them cast shadows when unlit?

open quest
lyric drift
#

🤔

#

Thanks, I'll give them a try and update

#

that option worries me performance wise... could that be a problem?

#

i have some hundreds of meshes on the scene

open quest
#

The cost of shadow casting meshes is proportional to shadow casting lights affecting them
If baked, they only need to be rendered during the baking process

lyric drift
#

I see... So the problem with light points and the ground was that I have many lights as the map is a bit big

#

If I turn all the others off and let just the one I want on, it will bounce on the ground

#

this is the size of the map

#

I'll write a script to toggle them if I'm close enough... cant do much at editor time because these maps are parsed from a data file at runtime

open quest
#

Are those light ranges? They seem really excessive

lyric drift
#

yes, it's what the game files tells us to render... perhaps we have a different unit

#

(if that's a thing)

open quest
#

It doesn't make much sense for the light range to extend much beyond the room it's in
Or for any light range to be bigger than its effective intensity

#

The range is used specifically to limit lights from having to render too many shadow casters

#

If you disable them when they're out of screen then it shouldn't matter

lyric drift
#

I'll try doing that, yes

#

I've combined both lightmaps and point lights and it seems a bit better

#

however couldnt get rid of that light effect on the sprite even with the specular trick (which i might have done wrong)

open quest
#

The surfaces will still recieve lighting, just not reflections

#

I'm guessing Ragnarok uses some completely custom thing for sprite lighting

#

Probably calculating the distance to nearest light and using that data to light the whole sprite uniformly, if I had to guess

lyric drift
#

I can find their shaders if you think that would help