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5 votes
Accepted

Why does lightmapping take so long compared to real time shadows?

Realtime shadow maps allocate texels for everything the light can see. Lightmaps allocate texels for everything. This makes a big difference in several cases: faces occluded from the light don't ...
DMGregory's user avatar
  • 135k
3 votes
Accepted

Strange artifacts in Unity Lightmaps

You have a warning in the next-to-last screenshot which says "This GameObject has overlapping UVs". I also see that you've tried the suggested fix - to check "Generate Lightmap UVs" - but often this, ...
Chaosed0's user avatar
  • 763
3 votes

Render to texture and gaussian blur texture problem

It looks to me like the problem is related to your texture wrapping. Originally you had GL_TEXTURE_WRAP_REPEAT, which is clearly wrong. You can even see in the ...
user1118321's user avatar
  • 2,632
2 votes
Accepted

Lightmaps from RTCW BSP file not being rendered correctly

The problem seems to be in finding the lightmap texture coordinates, which I assumed were the same as the face textures. They're not. If we examine the RTCW source code, paying particular attention ...
Maximus Minimus's user avatar
2 votes
Accepted

Unity - Loss of detailed shadows and shading marks on texture seams appearing after lightmap baking

Increase atlas size to 4096. [Lighting tab >> Baked GI >> Atlas size] Tested with your settings: Increase bounce intensity of light. Also increase indirect intensity and bounce boost under General ...
Sourav Paul Roman's user avatar
2 votes

How do I blend 2 lightmaps for day/night cycle in Unity?

So I recently tried my hand at this and ran into a lot of the same issues you guys have. The render texture solution is a bit of a red herring. I was able to solve it using multithreading pixel ...
Douglas Potesta's user avatar
2 votes
Accepted

FPS drops when I maximize the game tab in Unity Editor

Most likely reason is that you have VSync turned on for your game. VSync (vertical synchronization) will only ever work for a game if it's in exclusive full screen (which is what you're doing by ...
John Hamilton's user avatar
2 votes
Accepted

How to make non-static gameobjects brighter?

As @DMGregory said, I solved this issue to placing reflection probes in there and increase the intensity, is now non-static objects are brighter enough.
modernator's user avatar
  • 1,213
2 votes
Accepted

Mesh turns black after baking light

It turns out the 3D model had not been unwrapped. You can check this by going into the Static Mesh Editor, double-click on the mesh: Take a look at the UV channels for the mesh: My model had ...
01F0's user avatar
  • 185
2 votes
Accepted

How to make 2D lighting in JavaScript

Have a look at ray casting. The simplest approach is to cast rays from the center, which gives a reasonable approximate answer: A more advanced & precise version would only at angles where the ...
user465627's user avatar
2 votes
Accepted

Where does this orange tint come from after baking LightMap?

That's the indirect lighting you baked. Because of the presence of the boxes, some of the surrounding bluish sky light is blocked from falling in those areas, making the surfaces there appear darker ...
DMGregory's user avatar
  • 135k
1 vote
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Why does my "Game" tab show images with grayish/wrong colors while my "Scene" tab correctly shows images with correct colors in Unity?

Per a suggestion from user @DMGregory , I posted this answer below. Here are my 2 steps to solve the issue: First, I looked at Unity Settings for Scene, Environment, Realtime Lightmaps, and Baked ...
Job_September_2020's user avatar
1 vote
Accepted

How do I interpolate light intensity for tilemap's lightmap?

I managed to get it working as I wanted. Thanks to DMGregory's advices. The key point was to render the lightmap to a texture, which should be significantly smaller than the visible scene's size. The ...
Steyrix's user avatar
  • 225
1 vote
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How is a Spherical Harmonics Lightmap generated?

The example you linked isn't generating a lightmap, but a light probe. As they say in the Future Work section: The next thing I’d like to do is take this spherical harmonic concept and use it to ...
DMGregory's user avatar
  • 135k
1 vote

How not to multiply real time and bake shadows? (Unity)

Answer - Change RealTime Shadow Color in Environment Tab in Lignting Window so that the color matches the baked shadow color
White Raven's user avatar
1 vote
Accepted

Godot Engine: Why is baking light making my scene darker?

At least in Godot Engine . . . Real time environmental light affects all geometry equally without regard for occlusion. However, light baking does consider occlusion. Therefore, an interior scene ...
user2604415's user avatar
1 vote

Godot Engine: Why is baking light making my scene darker?

I believe your first picture has a lot of environmental light (that blue hue is sky light). Also I believe either your light or your meshes are not set to cast shadows (which, by the way, I would give ...
Theraot's user avatar
  • 27.2k
1 vote

After baking my lights again in Unity, my character is black?

So um...kids: don't bake your lights before you set up blend-probes or all your characters and other non-static objects are only going to be lit by real-time lights. Real-time solutions might not ...
hatinacat2000's user avatar
1 vote

Unity - Global illumination seems no longer applied to static objects on runtime

Ok I found the issue finally. I configured the quality to very low in the project settings, which ruined the lighting of my scene. Please forgive my ignorance but I'm a beginner :-)
Jean-Milost Reymond's user avatar
1 vote
Accepted

Baked vs realtime global illumination in unity

First of all, the setting "Realtime Global Illumination" in the Unity Lighting Window is deprecated. It only applies to the legacy rendering pipeline. It has no effect on the new scriptable render ...
Philipp's user avatar
  • 120k
1 vote

Do meshes marked "shadows only" require light maps to block light?

Checked over the options again in the Scene panel of the Lighting settings. Figured out that solution is to set ...
hatinacat2000's user avatar
1 vote
Accepted

Unity point light baking into lightmap

I've managed to implement two solutions for my problem. Light baking I set all surfaces where the light pattern was needed to 'Lightmap static'. Then, duplicated both the point light and the ball ...
Daniel Marques's user avatar
1 vote

Baking lights causes weird seams on meshes. How to avoid it?

It's hard to tell without more information about your models, but my suspicion is that there is an issue with the normals. Normals are vectors that are used to describe to the lighting system what ...
Tom K's user avatar
  • 1,319
1 vote

Proper indoor lighting without directional light

Static lights should use the light map (as they don't change, there is no need to use dynamic resources). Moving lights, should use some form of real-time shadow mapping, which involves doing a sort ...
Ian Young's user avatar
  • 2,649
1 vote

How to make neon lightning effect in unity 3d

Here I'm answering my question. copy the following shader and create a new Shader ; ...
Kartik's user avatar
  • 139
1 vote

How to make neon lightning effect in unity 3d

A simple way to perform a glow, particularly in 2D, is to make a blurred copy of your image and then blend it with the original image. You can use either a normal blend with a 50/50 mix between the ...
user1118321's user avatar
  • 2,632
1 vote

2D Lighting Problem with Black Backgrounds

Yes, Black has a value of 0 for all color components, and your use of BlendMultiply means that anything multiplied by 0 is still 0. Try using a different blend mode ...
Jimmy's user avatar
  • 9,029
1 vote

Baking artifact in Unity

Lightmap stitching Lightmap seam stitching makes it easy to get rid of those annoying edge seams in lightmaps. Fixed in newer unity version: 2017.2 What's new in Unity 2017.2
Yevhen's user avatar
  • 1,470
1 vote
Accepted

Combined Mesh and Lightmap

If you combined your tiny mesh into a big one in code, such as following: ...
xwcug's user avatar
  • 28

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