Hi guys, im trying to achieve realtime light result by baking. I cant understand why does my light goes green, when all settings are same, tried nearly everything. All advices are appreciated,thanks!
Realtime:
Baked:
Hi guys, im trying to achieve realtime light result by baking. I cant understand why does my light goes green, when all settings are same, tried nearly everything. All advices are appreciated,thanks!
Realtime:
Perhaps it would help to list unity version, pipeline, linear, gamma, etc etc etc
Are you targeting mobile? Is the wall particularly dark? It might just be dLDR.
Lightweight Render Pipeline.
Targeting mobile.
Linear - gamma doesnt matter (stays the same).
I also cant use more than one mixed/realtime lightning ( triead increasing number of pixel lights, but it didnt change anything) .
Tried different quality including Ultra, tried simple lightning and physical material that are standart for LightWeight PipeLine.
Also tried increasing lightmap scale on material, lightmap settings .
-Im a bit sorry, what is dLDR ?
DLDR is Double Low Dynamic Range.
Itâs the way Unity decodes lightmaps for mobile.
Roughly it means this (if a Unity dev sees this, correct me if Iâm wrong):
The maximum lightmap value is 2, 2, 2 (for mobile). So letâs say your light there is pretty strong and it wants to write a value of 4, 2, 0.5. This gets clamped to 2, 2, 0.5. So immediately it loses its redness (which is why it looks green-ish.).
That value then gets multiplied with the texture, which looks pretty dark, letâs say itâs 0.2, 0.2, 0.2. So the final pixel value is something like 0.4, 0.4, 0.025.
The way to work around it, is to use somewhat brighter textures and somewhat lower light intensities so that your lightmap doesnât get clamped a lot.
Thanks for reply, it realy works for pc, but is there any way to enable hdr on mobile, or my only choice is to play with colors/lights ?
I donât think so.
Currently, HDR lightmaps are not supported on mobile. However, you can expect this feature in Unity 2019.1
Thats very good news! For now will just try to avoid bright light, could i also ask, why do i cant use more than 1 realtime/mixed lightning on Lightweight Render Pipeline? Increased number of pixel lights in quality and pipeline graphic asset, however i didnt take any effect?
LWRP currently supports a single shadow-casting Directional Light. Multiple shadow-casting lights will be available in 2019.1
In the meanwhile, you can set your punctual lights to cast no shadow and that should fix the issue.
Just tested, I can use Directionnal light with shadows + point light without shadows, but no more point lights, disabled shadows on all point lights. Removed directional light, left 2 point lights, but only 1 works, does it works as intended?
This is strange. Which Unity version are you using? Also, have you updated to the latest LWRP package version through the package manager?
Tried last Unity version 2018.2.4f1, Updated LightWeight to 3.0 ( last ), and it works only on PC Build, On Android only 1 point light works.
Multiple lights are working fine here in our test cases, on both GLes3 and GLes2, shadows are not as we are working on a shadow atlasing system for the local lights. Can you post a screenshot of your pipeline settings?
Hi,
I see you posted in the other main thread, you said you are only having this issue when switching to android? this is to do with a bug in the emulation mode that Unity puts the project in when switching.
Can you check that under âEdit/Graphics Emulation/No Emulationâ is selected.
Also for now I would make sure to disable the âLocal Shadowsâ checkbox on the pipeline asset as they are not working correctly and can cause issues with rendering lights.
Thank you for reply! When switched to android platform, i had OpenGles3, on scene it immediatly broke ( i mean all lights moved in one place, like there was only one light with bigger intensity.However i changed emulation to
No Emulation and then back to OpenGles3, it worked again,but after hit Play it breaks or after i tried to build apk on android, and after build process was done, lights broke again. I thought on android it wont work either, but to my suprize it worked.
Hey,
Iâm glad you got it working, the issue here is that our Emulation mode as it exists now has some flaws, it skips some important parts and especially with the new SRPs it has lagged behind. Also it will turn itself back on after a build and also after closing/reopening the project, so it can be quite annoying.
In the latest package(which you will be able to get when 18.3 betas releases) disables structured buffers which solves this temporarily until we fix graphics emulation on the Unity side.
Hello,
I just popped over to see if I could find help with my own âugly blue lightâ problem & saw this thread. Iâd hoped it might hint at a solution, but it seems the OP and I have similar issues with different setups. Iâm working on a VR game for PC (Oculus) and have a fairly simple scene setup with one mixed Directional light and several baked Area/Spot lights. For some reason, much of the scene will turn a ramped-up blue shade after baking the lightmaps for the scene. Iâve tried all sorts of variations of settings to try and cut it down/out with no luck and little in the way of change.
Without baking:
With baking:
Current settings:
Iâve tried this with both Progressive and Enlighten lightmapping, with all variations of the Mixed Lighting âLighting Modeâ, with and without including Realtime Global Illumination and/or Baked Global Illumination, and with the various Intensity settings all set to 0. None of this seems to make any difference when it comes to the overpowering blue hue that is being applied & I canât seem to find where itâs coming from or how to remove it. Any advice would be most certainly appreciated!
Iâm using Unity 2018.2.5f1 Personal, no particular rendering pipeline (thatâs all still new to me), Post Processing v2, and VRTK (which really shouldnât have any bearing on lighting so far as I know).
Reduce the intensity multiplier in Evnironment Lighting and rebake.