I wonder if what I’m trying to achieve is conceptually impossible or if there’s any other good way.
I want an object to behave as follows.
- affected by the brightness and color of light.
- But look good under any situation.
Doesn’t look too white even in the brightest space.
Wants objects to be visible even in dark spaces
for example)
there is HDRP/Lit Cube (not static object, using light probe, mixed directional light)
- At appropriate brightness and exposure, the cube looks good.
- If space is too dark, cannot see the cube properly.
- if space is too bright, cannot see the cube properly.
If the light is too strong, the cube is whiteout.
4 and 5 are target images made by Photoshop
4) cube is visible even in the dark space. But darker than 1)
5) cube is visible even in the bright space. But bright than 1)
I want this to be done only on a few specific objects.
Can I achieve this with HDRP Lit?
What is the best practice?
Not sure how easy to do - HDRP talks a lot about trying to get light more like the real world - but have you looked at automatic exposure? There are a few implementations provided. It adjusts the exposure based on sampling of the game view. Exposure | High Definition RP | 15.0.7
The other thing might be to look at “light layers”. By putting things in different light layers they can react to light differently (that is, only react to light in their layer).
Doesn’t automatic exposure affect the entire screen?
I’m looking for a way to do this only on certain objects.
Imagine going into a very dark tunnel.
In a tunnel where there is no light, nothing is visible and objects around it.
For example, if a example cube is in a tunnel,
If i try to solve this problem through automatic exposure,
will begin to see other tunnel spaces or objects that should not be visible because of the darkness.
The overall feeling of the scene will change.
There is also a problem with access by the light layer.
light layer only controls the effect on a particular light on/off, but the weight cannot be adjusted.
Let me actually talk about what I want to achieve to avoid the xy problem.
The player walks around the scene with a compass(or paper map)
Even in a dark tunnel where nothing is visible,
even under a very bright point light, the compass must be looks good to see information
This is possible if you make a compass with unlit.
But I want it to be a little bit affected by the surrounding environment.
It gets dark in the tunnel, and bright in the light.
Under the red light, it’s affected by the red light.
But I want to solve the problem that it becomes too bright or too dark to be seen.
How can I adjust the brightness minmax for these specific objects?
I believe “light layers” may help then. You can control what light effects things in each layer, so you can put an extra light on just that layer, for example. Only objects in that layer would get the extra light. But frankly it sounds tricky as soon as shadows etc creep in. (There may be a better solution, but light layers is the closest tool I know of.)
Having said that, light layers are in v14 of HDRP Light Layers | High Definition RP | 14.0.11 but not in v15? Does that mean they are going away?
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@15.0/manual/Rendering-Layers.html
It seems to have been changed to Rendering Layer.
It is difficult to solve this problem with light layers.
The light layer literally layer masks the effect of a particular light, but cannot adjust the weight.
The same is true of the shadow problem…
In theory, of course, this may be possible by using the light layer by making a duplicate light of all the lights for a particular object and adjusting the value.
But, of course, this is a method that cannot be used in real project