To help us decide on future Unity’s lighting related features, we’d want to know what type of lighting setup and what lighting features Unity customers are using.
Please let us know what lighting your Unity games most commonly use by filling out this survey. Thanks!
Fair enough. I want to figure out what people are using now, not what they would like to use. Well, I’d want to figure out both, but at the moment I want to know the former.
Im not sure that assuming there is some common setup people use that can be defined via discrete choices is a good idea. I for one would think that lightning depends on specifics of the game and the scene, not personal preference.
Perhaps it would be better to ask what options are NOT used?
I’d like to use more per-pixel lights (especially in key areas), but generally I stick to 1 point light (per section) and/or one spot light that acts a flashlight/attachment to the character/or weapon.
I typically break up the map into sections and layers, and I do A LOT of UV map sharing, to help performance-wise, and it does work really well.
Generally per-pixel lighting is mostly an issue when it comes to indoor scenery, since indoor spaces tend to have more light sources in close approximation to one another. So to make it mimic real situations without making performance take a huge dive is a challenge (especially when you want to use normal maps on everything).
But overall the spot light/flashlight trick tends to work well enough.
This was a really odd survey. My lighting highly depends on the scene and project. I’d light a cartoony game much differently than a realistic. With the variety of lighting I use, I’d be checking every box on that list. I never use one setup for every project. Some games require a few lights, some require a variety. it would be impossible to nail it down to a specific type and number.
I’d like some more lighting functions. Like Thomas mentioned, the ability to bake lightmaps out of unity on a per object basis would be invaluable.
The biggest weakness I see in Unity on the graphics end is lighting.
No offense but the survey seems like that of a programmer When it comes to lighting then we’re also talking “art” as it can greatly enhance your “art/models”. So that said, the ability to light my work/game in Unity is currently quite a let down.
I’d say lighting (and the shadows) are Unity’s weak spot and that’s probably why we are having this discussion. As Sky already said, every scene/game requires a different setup and sometimes or rather often I have to do lighting in my 3D App (bake the lights) to get it looking right (additionally I may add some realtime lights on top of it).
I don’t use any “lights” right now, I’m only using Vertex Color’s to bake the shadows. I use no lights and no lightmaps so wasn’t sure how to fill it out since the only option was lightmaps or x lights.
I really would like to see advanced lighting and baking tools in Unity, allowing to do the complete lighting and lightmao baking inside Unity. The ability to create and change lighting on the fly whenever you encounter a spot in your level, that needs tweaking would be very cool and not only helps to ease the workflow, but also allows higher graphic quality in many aspects.
Features like hdr lighting and light occlusion would also be great!
I know a lot of you want the ability to bake lighting directly inside Unity. We know it’s a wanted feature. It’s not what the survey was about - it was about realtime lighting features that you use.
So the survey is explicitly about the setup of realtime lights that you use. If you use different setups on different projects - that’s perfectly fine, and in that case you probably can’t fill out the survey (or fill it out with data from one project, or most common data, etc.).
I am fully aware that my little survey can’t capture all details of lighting that is used. That would probably require writing long essays, or something.
Should probably change the title of the survey to “Realtime lighting” then because when you say environmental lighting the first thing that comes to mind is baked lighting and then real time lighting.
Forgive me the off-topic, but i have a burning question about integrated lightmapping:
It would indeed be extremely helpful to bake lightmaps directly inside Unity, but isnt this a bit uh… too high-profile for Unity? As far as i know, out of all the 3d engines out there, only UDK and CryEngine have the ability to do this, and those things are monsters. Correct me if im wrong, but im under the impression that such a system would be a massive undertaking requiring UT to spend at least a few months of hard work on it, especially if its supposed to replace the existing solutions?