Because of issues we’ve had with the Beast Lightmapper in the past, my dev team is really looking forward to Enlighten. Still, while we’ve begun our own explorations in the Unity 5 beta, I wanted to ask here on the forums and get some insight in the best way to play with the new Enlighten system that will fit our needs.
The first question I’d like to ask is how does Enlighten play with GameObjects being enabled & disabled. We do a bit of manual occlusion culling by turning GameObjects on and off. We do this since since we’re hoping to target hardware that doesn’t support Unity’s internal system. (The internal system, like Unity 4’s shadows, relies on GPU and we have to target hardware that is running pretty weak, motherboard based video cards.)
Now, beast had trouble with this because when we tried to bake our lighting just through the “Bake Scene” option, we would get “Shadow Blead” where things were casting shadows where, because of our occlusion, they would not. (We have some sets of the level stacked on top of one another due to the nature of the game.)
The second question is how Enlighten would play with a situation like the one pictured below.
In this example, the outdoor area on the right will have a late-afternoon to dusk lighting while the area on the left side will need to have nighttimelighting. This change needs to occur while the player is in the tunnel, visible in the middle. The tunnel is entirely enclosed, but even then we were having trouble with Beast lightmapper and bleading light where, the moment you opened a door on either end of the tunnel, the lighting was snapping to change to the new are. (We couldn’t have dynamic directional lights because of our min spec desires.)
Now, this is the part we’ve been able to test and the new Enlighten system seems to play with this situation very well, but we’d still like some insight in how to best handle this situation where we’ll need to be changing the “outdoor” lighting while the player is inside an enclosed “indoor” space/transition area.
My third and final question s in regards to Enlightenin’s realtime shadow rendering. How does it compare, performance wise, to Unity 4’s realtime lighting solution. If it’s significantly better, a lot of our concerns relating to baked light maps would disappear, to a degree, since we may be able to run the scene with more dynamic and less static lighting.
So, again, any insight that can be provided into this new system would be greatly appreciated .