Hellooo!
This is my first interior lighting test in Unity 5. This is not fully polished work (avoided boring UV maps correction, hence artifacts, bleh.). May be someday, when I’ll have time and patience, i’ll do it properly.
Anyway, I used a fixed reflection probe.
Most of the shaders are Unity’s standard shader and others are created using Shader forge.
Post effects are:
Obviously Enlighten because of Unity 5. Most of the shaders are Unity 5 standard shader.
Also, I did try SSRR but there was some irregularity in reflections.
fully baked. No final gather.
Ceiling shader is custom. also, lamps. That leather is plain material.
Well I didn’t think you’d built your own lighting system :p, I was wondering whether baked (how many texels?) and settings in lighting panel. Are you using directional specular? What’s the IBL etc.?
sorry, my bad.
No IBL. No directional specular, because Shader Forge doesn’t support it yet. Only directional.
I put 8 spot lights behind the doors and two white planes with unlit shader. I assigned a grey diffused shader before adjusting light intensity. after that, assigned textures and other materials. Then, baked at high quality. Texel counts not mentioning because depending on model scale it’ll vary.