I’m doing a game In low poly created with blender. And i’m using for the optimization only one color palette to have 1 material for all my game.
I’m using LWRP.
The problem is that after I color all the model , the graphics are terrible…
All edge which are not directly affect by the directionnal light , so all part in the shadow, seems to be not visible.
Not invisible but these forms seems to have merge with each other.
Here a picture for more details :
Using 1 Directionnal Light
Arena of rock in blender (We can see all edge of the rock down near the grass and It’s what I want in unity) :
And here the picture in Unity:
(we can’t see the edge in the shadow, just all are grey)
I tried to modify all parameters ( With LightWeight RP) and nothing change …
I search on all the google world, trying to search in english ( Difficult for me ^^')
And nothing …but I don’t want to believe that no solution is possible :o
So if someone can help me to fixe that , explain what i’m doing wrong , i’ll really appreciate
Have you set up lights in blender? Or is that default lighting setup?
In Unity double check:
Directional light is pointing the right way
Distance of shadows drawn is adequate
Use your ambient light to keep shadows from being unrealistically dark
tips :
move lights around easily by selecting them in hierarchy, moving camera to where you want them, and press shift + ctrl + f to snap selected gameobject to camera view.
you’ll have to bake your scene lighting before you can tweak your ambient lighting with realtime feedback. Turn the parameters down really low so you can do this quickly.
light is pointing the right way , and if I change the rotation the problem stay the same but at a other side of the arena
I can’t Add other light with LWRP , only one directional light is supported …
I already tried to Baked my scene with lightmap but impossible to have a good result … I saw all YouTube tutorial to bake and my scene and nothings change ,
I have maybe a problem with lightmap UV ( all my model say : lightmap scale too big (even with 4000x4000 lightmap size ))
but I can’t found a way to have a acceptable result
So default lighting in Blender isn’t the same thing exactly. It’s designed to provide even lighting from all directions for ease of modeling.
I’m not familiar with LWRP, but you should have an ambient light value, right? In your lightings tab, you can get ambient light from skybox or some other source. There is a multiplier scale slider. If you raise that, you will notice that the shadows in your scene get filled with light value. Ambient lighting effects all things in the scene equally.
About light baking, that can get pretty complex. You won’t learn it all from a single video tutorial. I’d recommend taking some time to carefully read through the unity documentation. I’m not expert enough in it to troubleshoot problems from afar. I do know that you can limit the scope of your baking by using certain lighting volumes, which are like cubes that define an area where you want resources to be focused on.
The main thing is, while you are trying to get to grips with this, make a very small scene with just a fraction of your assets. That way you can test things out quickly.
Thanks for all you tips ! I think I will try to learn more about Lightmap and I will see after how to fixe that !^^
I find a good tutorial from Unity europe 2017 in conference about how to bake , I take the documentation with that and I will see the result after some hour of try ^^"