How to add light effects to buildings in unity (building light) - unity3d

To be more precise I need a type of lighting that looks good to put on building models that already have a texture, I can't texturize the textures with light turned on apartments such as in GTA5 because I do not know how to create textures. I tried putting point light and spot light on buildings but it looks pretty bad, neon cubes are not good either as it makes the building look back.
I hope you understand what I meant.
Like that but no texturization

To achieve the results in the image, you should use an emission map.
Creating these types of lights using the Light Component is inefficient. You must not Spot Light OR Point Light for this purpose.
SOME YOUTUBE VIDEOS:
How to TURN ON Lights in Unity
How to Use EMISSIVE MATERIALS in Unity! Step-by-Step Tutorial

Related

Light passes through walls

I've just build few models in MagicsVoxel editor and imported them into unity 2019.3.10f1.
But when adding any light (Point, Object with emissive materials) to one of the room, saw that liht passes through walls.
Help please, tried many different solutions.
Thanks.
I think the emmision is in the walls. What i mena by that is that you have an emission shape of the light source it looks like a hitbox and i think you have that going trough the walls, and that may be the reason it passes trough them
Just select the light, and set shadow type to 'hard shadows' or 'soft shadows'
Be sure shadows are enabled from quality settings

How can I use baked lighting on sprites? / How to light up a large area in 2D?

I'm having trouble figuring out how to light up large area(s) of sprites in Unity 2D. My previous knowledge on Unity's lighting is zero.
I first tried using a large amount of point lights and using the "Sprites/Diffuse" material, but about only five would actually render at a time, so I guess there's a limit on that.
Then I tried putting in an area light. That didn't do anything, so that's when I started doing research about baked lighting on sprites (and baked lighting in general). I found stuff like this but I couldn't get it to work either because it's outdated or because I don't know what I'm doing. Other answers I've come across seem to assume that the reader knows anything about lighting in Unity in the first place which, to be honest, I don't. Unity's documentation website had some information on it, but no tutorials that go into how to set up baked lighting.
I've tried a bunch of different combinations of materials (like using the "Standard" shader for the sprites instead of "Sprites/Diffuse", emission, ect.) and I enabled "Baked Global Illumination" in Lighting>Settings.
If baked lighting isn't possible on sprites (or isn't worth the trouble), what are the alternatives?
Edit: I made sure not to have the lights pointing the wrong direction, and I do realise that Unity2D is just like painting onto a piece of paper in Unity3D. I was able to get point lights to work, but only a few at a time. I don't need to do the entire screen at once, I need to do a large specific area at once.
some tips...
working with sprites your in 2d... when you add a light, switch to 3d mode, and rotate to make sure your light is pointed at your objects, and oriented so as not to be on the same plane, or level with them, as this will cast all the light behind them.
if your trying to light up everything on the screen(in camera) attach an area light to the camera at the cameras position, point it where the camera points, and then in the inspector on the right, you can change its variables. intensity, range, width, height etc.
Emissive Texture:
https://www.youtube.com/watch?v=oa6kW5HhRd4
For some reason, I never even thought about going into the asset store. I found this for free, and it looks like it will work: Light2D.

Unity Lighning (shader, lightmap or blender UV issue?)

I have the following scene
As you can see the ball in front of me has a very extreme shadow on it's back. How could I make it less extreme? I would like to still see the triangles that compose the Ico sphere but darker and without having to change the sun's position.
I tried to play with my light values, shader value, changed shaders, etc. but without any success. I guess I'm lacking some basic knowledges regarding lightning. Any help / tip would be greatly appreciated!
Thanks.
Models which have light issues or seem to have a permanent black poly may have flipped normals and will not display light correctly. Whichever 3d modelling program is used to make the models will be able to flip a normal for you.

Lighting an instantiated prefab, baked versus realtime

I'm generating a dungeon out of prefabs which means I design a room, save it in the resource folder and instantiate it at a random position with a random rotation while the game is running.
The problem I have is the lighting.
Because of the above mentioned generation process it has to be dynamic but it doesn't seem to work. Below you can see the comparison between a baked and realtime rendered room:
Baked (I also don't know where these strange lighting borders (on the walls), which are looking like someone painted the light with watercolors are coming from):
Realtime:
As you can see, the realtime room doesn't seem to reflect light in any way.
These are my lighting settings:
And this is my 'sun':
What am I doing wrong?
Your lighting settings have Ambient Light set to 0- with realtime lighting, this means nothing that can directly see the source of a light will be lit at all. The screenshot with baked lighting looks different because it has a baked lightmap.
If you're trying to get the real-time lighting to look exactly like the baked, soyy, but Unity refuses to bake lightmaps at runtime. The closest you can probably get is by setting your Ambient Light to a color and its intensity above zero. Playing around with Light Probes probably won't be much good, since you need to light an entire room in a vacuum.
An alternate solution, depending on how well you know Unity, would be to Frankenstein together different scenes, which is mentioned briefly in Unity's Intro to Global Illumination, though I can't find it anywhere else.
Relevant links:
Baked Lightmaps: http://docs.unity3d.com/Manual/GIIntro.html
Light Probes: http://docs.unity3d.com/Manual/LightProbes.html
Ambient Light: http://docs.unity3d.com/Manual/GlobalIllumination.html

Unity3d; Skybox on mesh like in Source engine.

In older games Ive made levels in, like unreal or half-life the skybox is a parallaxed texture that you assign to world geometry, for instance, the ceiling of your room, to give the illusion of the room being open to the sky.
There are some neat tricks or weird things you can achieve with this 'sky portal' method. For example you could have 'sky' in an underground room. or walk through a hole in the sky.
I'm wondering is it possible to make a mesh in unity3d render as part of the skybox like in these older engines.
You can do this yes. Usually you assign a "SkyBox" to your camera and change the "Clear Flags" for her "SkyBox". However, there are other ways to do.
Learn more here: http://docs.unity3d.com/Documentation/Components/class-Skybox.html
Hope this help !