I have a simple test scene,
I’m using global illumination in real time to generate something more realistic, however where it can be deduced that there will be no light somehow it still remains bright, the only point of light is a directional light with shadows activated, the light only enters through the opening in the roof, the rest is all closed.
It’s a bit unclear to me. Are you using Baked GI, Enlighten Realtime GI, or HDRP’s screenspace GI?
Realtime GI on HDRP, the problem is the shadows have a grayish appearance, they should be much darker
Like this reference
Try adding reflection probes
This is reflective lighting. In unity, you need to bake reflections for proper GI otherwise you’re stuck with that.
So, two options:
- Place reflection probes, position them properly, then bake them (the bigger your scene, the more painful this will be…)
- Completely disable reflective lighting using the “indirect lighting” post process (you can add it to your global post process). Default is 1, set it 0.
Note that 2. will completely get rid of reflections, both on materials and in general, but you’ll get truly dark areas as expected without reflection probes, albeit it’ll look different compared to with ref. probes, usually.
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