Hi everyone, is there a way to disable the camera based lighting? Please see the quote below from another topic. It says that you can bypass the image based lighting for unlit textures but what about lit? The problem I’m trying to solve is 2 fold: smooth materials get an unwanted haze in certain lighting conditions. It improves if I uncheck specular highlights but it does not completely resolve. The second issue is that in bright sun materials get completely washed out. The same does not happen on apps like Jigspace. I think it’s because they are providing their own lighting that is overriding the ambient camera based lighting but I don’t know how they are doing that. Thanks in advance.
“Another option, if you want something that reproduces the Unity renderer’s lighting (and uses its reflection probes, rather than the camera reflection map), is to use a shader graph with the PolySpatial Lighting node. If you use that with an Unlit shader graph target, you can totally bypass the visionOS image based lighting.”
If you use a “Lit” shader graph target or standard shader (such as URP/Lit), you will get the image based lighting from visionOS. If you don’t want that, use an Unlit target. If you want to replicate Unity’s lighting behavior (point/spot/directional lights, light maps, etc.), use the PolySpatial Lighting node. You can either use it with an Unlit target (connect to the Base Color output to get PolySpatial lighting only) or a Lit one (connected to the Emission output to get image based lighting plus PolySpatial lighting). I realize that it’s confusing that lighting is applied to an Unlit target; we will probably add an option in a future version to configure the Lit target with either or both PolySpatial lighting and image based lighting.
Those are all supported as inputs to the PolySpatial Lighting node, which you can use with an Unlit target. Instead of connecting the smoothness, occlusion, etc., edges to the target blocks, you connect them to the inputs of the PolySpatial Lighting node and connect the output of that to the Base Color block of the Unlit target.
Yes, reflection probes (baked only–we don’t support realtime ones yet) are supported by the PolySpatial Lighting node (in either Simple or Blended mode). Those reflections (which come from cube maps baked by Unity, and reflect the Unity scene) are totally separate from the image based lighting reflections (typically derived from the camera feeds) provided by visionOS, which are provided to any Lit shader or any shader graph that uses the Environment Radiance node.