Mixed Mode Fixes and Lighting window preview 2: Mix Harder.

Hi folks

Thank you all so much for your feedback thus far on this build. We now have an updated build for you - see the links below. For details, see the updated manual PDF here - Dropbox

Editor Mac - https://oc.unity3d.com/index.php/s/oeLjVcsCzoEFmcj
Editor Win - https://oc.unity3d.com/index.php/s/ntb5x00nRb9Sy7y

Let us know how this works for you!

4 Likes

Thanks for the new build, is it based on 5.4.0f3 or 5.4.1?

It’s based on 5.4.0f3

Hello,

Is there any way to build a Windows Standalone Executable using this experimental build?

I wonder too. Our development process depends heavily on building asset bundles and executables. Not being able to do these means we can only see static lighting on our maps but we are unable to experiment further in game.

1 Like

Hey, any update on the progressive path tracing lightmapper build? It was to be released “very soon” about a month ago, just wondering what’s the status currently.

We have a build available in a closed advisory board. Like this work it is based on vanilla 5.4 so does not have the new new features discussed here. If you have time to try it out on your scenes please ping me and I can add you to the board. Alternatively, you can wait a little while longer for an open beta of the feature.

2 Likes

Oh we would like to try, it. We are working on VR so hi quality lightmap is a must. Should i go to PM?

Awesome, looking forward to preview 3: Mix with a vengeance :slight_smile:

finally! great work!
I noticed though that mixed light doesnt work with pointLight :frowning:

@rubiez64 Can you give us more details? Which light mode are you using exactly? What doesn’t seem to work?

Okay, so I managed to find out the problem.

My scene has a lot of lights and some of them do cast shadows, while others don’t.
Could it be limited to a number of lights per scene? if so, how can I make it so the lights around the character will cast shadows?

The shadowmask modes support up to 4 overlapping lights. Lights beyond that fall back to fully baked, so they won’t be casting realtime shadows.

Okay, for now or forever?

And if forever, is there a way for me to control which lights cast shadows and which don’t?

You can switch lights to fully baked so that they don’t cast shadows.

Read the pdf, it’s pretty useful.

I meant to ask if there is a way to control which mixed lights cast shadows to toggle them around my character on
run-time?

All of them (or whatever you have in your quality settings I guess), as long as more than 4 don’t overlap in the same area.

So, really nothing on using this experimental build to make a windows exe? It would make my life much better, as I need to do some serious out-of-editor profiling.

Installation instructions for standalone support:

Windows

  1. Download https://oc.unity3d.com/index.php/s/XRGsSRir9HChdXj
  2. Create a new folder, e.g. c:\my_xp_unity
  3. Create a new subfolder named Editor, so it looks like c:\my_xp_unity\Editor
  4. Unzip the editor into this Editor folder
  5. Launch the standalone installer that you downloaded in 1. and point it to the folder you created, e.g. c:\my_xp_unity

Mac

  1. Download https://oc.unity3d.com/index.php/s/uHJ6UcQ5tAjiGHz
  2. Create a folder in Applications called Unity
  3. Unpack the editor into this folder
  4. Launch the standalone installer you downloaded in 1.
  5. After installation is complete you can rename the Unity folder again so that you can have multiple Unity installations side by side
1 Like

Forgot to reply, but I can wait for the public beta thanks.