I want to create runtime light baking in Unity for indoor interior. Is there any way to do this?
I want to do runtime light baking in Unity. It's possible to bake lights in the editor, but I am looking for a way to do it at runtime.
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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
I'm building a virtual exhibition platform in unity. There are about 50 stalls and I used a directional light and 124 point lights light up the scene. I didn't use any real time lighting, only baked lighting is used. But at runtime frames get dropped. when I inactivate all pointlights it works smoothly. How can I optimize lights?
You can improve your performance by doing the following,
Add Light Probes, this can minimize the number of point lights in use.
Change Render Mode to Auto, this will reduce the load significantly in your case as there are a lot of point lights in use.
Apply a culling mask, make sure the light affects only the required object in the stall.
Use Fake Shadow instead of using Soft Shadow.
Switch to URP or HDRP.
Alternate way :
Build and bake each stall separately in Blender or Maya. Then add them to unity. This way you don't need to add that many point lights and bake.
124 Point Lights that is a LOT of lights, but you could use Deferred Rending path on your Camera (but if you need VR I'm not sure its supported).. You can set the Point Lights to be Baked, use Baked lighting and light probes instead. Set everything that won't move in your scene to be Static objects (very top right corner box). also remember to go into Rendering -> Lighting and Generate the Lighting and look at the options presented there.
Light probes video
I've been Experimenting with GPU Instancing to draw 1,60,000 Meshes and Unity's Graphics API has some really Good Functions to achieve this.
I am currently using Graphics.DrawMeshInstanced and I get the Meshes on the Screen, However, these Instanced Meshes only react to Directional Light, and not to Point/Sport lights. Is this a Limitation that cannot be overcome or am I missing Something here?
I am currently using an Orthographic Camera with Forward Rendering , and Unity's Standard Shader for the material. If It helps I am trying to make a Simple Rimworld like game.
With Directional Light
With Point/Spot Lights
I manage to add light effects in my game, but I find that light only works in 3D mode. When it comes to 2D, light basically does nothing. From watching some tutorials I learned that to enable lighting in 2D, I have to create stuff like normal maps and materials and do some work with photograph editor software. But I do not know why there is such difference between 2D and 3D in terms of lighting. Could anyone give me any hint about this?
I'm sorry to tell you that Unity doesn't offer 2D light out of the box, you could instead develop by your self the system or just use assets like 2DDL Pro which is bundled inside the Unity Plus package.
I need help to Export Blender Lights to Unity, I created a Material with a light and need use this in Unity, but when I export this lights in .fbx, Unity not recognises this, only recognises the material
thanks for the help.
If you mean the light objects in blender, you can't export them to Unity. Rather, use Unity's built-in light objects to illuminate your scene.
You could try to bake the lightning information into the texture though, using either Blender or Unity to do so.
So you can not import lights from Blender to Unity or even if there is light information in the object Unity will not process it. There is actually a good reason for that since Unity has its own lighting system which is made with game performance in mind whereas Blender lights are made for aesthetics.
In Short: Use Unity lights!