Hide emissive object but keep its light effect

Hi,

I have been trying to figure it out how to hide emissive source object, its render source, and keep its lightning effect. In my case a simple plane object.

There is something similar in Unity Volumetric Lighting on GitHub, with Area lights and option for render source on/off.

Can anyone help ?
Maybe with some code that can be attached to that object.

You can change the material with (Mobile/)Particles/Additive shader and assign your emissive texture to the main texture. If you need to increase the emissive power, use this slightly modified additive shader instead.

This white plane I want to remove but still have its light effect on the floor.

With your shadow i don’t have white glare effect

Actually a simpler option is to use ā€œFadeā€ rendering mode of Standard Shader and change the alpha of Albedo color to zero.

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well we have the same problem and unfortunately your hint does not work. once the alpha is zero the lightning effect disappears too…

Make sure both the ā€œinvisibleā€ emissive object and the scene objects to receive object emission are ā€œStaticā€. It doesn’t work if either isn’t static. You may also need to adjust the Lightmap Parameters to ā€œDefault-HighResolutionā€.

I wonder if having to use a different material type has follow-on effects for other areas. Setting up a decent GI interior scene already takes a lot of steps. Really common in renderers is ā€˜invisible to camera’, or ā€˜render visible’ or ā€˜primary visibility’. Pretty common thing to want to do in a GI rendering pipeline.

I think I’ll give this ā€˜Fade’ type material with Albedo alpha to zero a go though. Thanks.

I found creating an ā€œinvisible layerā€ putting the emisive object on that and removing the invisible layer from the camera was successful.

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