hi, which one we should select ?
Hello, someone can help me ? Thanks.
Which render pipeline?
For HDRP read this Forward and Deferred rendering | High Definition RP | 14.0.11
Built in render or URP if i upgrade
Depends on what you need, if you dont use the features of the Deferd rendering system you can keep the Forward rendering system , its a bit cheatper / faster but is missing some stuff.
What are the target platforms? What’s your game supposed to look like?
I think for lighting it is better to have deferred ?
Deferred for sure, due to the number of real time lights and world size.
I think i use baked light and not real time light. Why you think i should use real time light ?
Baked or mixed? If it’s fully baked (no specular), you can use forward since those lights won’t actually exist. Mixed lights, on the other hand, are actually real time lights but only their shadows are baked.
Wdym by don’t exist ?
We use this panel for manage lighting and set then to real time, baked or mixed.
That mean when i will generate the lighting that will do according to which mode the light is ?
Baked lighting is for static gameobject, real time lighting is for no static gameobject and mixed is for both static or not static gameobject ?
So if i want my light affect both static and not static gameobject i have to select mixed for all my lights ? If i want to affect only a type of gameobject i have to select real time or baked ?
A mixed light is still processed per pixel the same as a real time lights, so it can generate specular highlights. The only difference is that its shadows are baked into the lightmaos, and its used to generate indirect baked lighting.
On the other hand, a baked light has zero processing cost after it’s baked, since it’s direct lighting is stored in the lightmaps.
Dynamic objects can be lit by baked lighting by using light probes.
So if i have on my scene moving GO i have to choose MIXED for all my lights ? i don’t have the choice ?
You can use baked, but you need light probes for the moving GOs to receive lighting.
So i need to put Light Probe Groups on each light ? But what is the best choice ?
Deferred with real time lighting. No lightmaps or light probes.
Lights are going to shining through the walls so watch out where you put them.
Why you suggest Deferred with real time lighting.
Still waiting for your answer.
Deferred lets you have a lot of lights and since you have open world scene you might have a lot of it.
Since it is open world, lightmaping is not going to have so much visual impact as in enclosed space.
Also you will need a lot of space for lightmaps if you want to have detailed shadow.