I started a new project and all the self-shadows look like in the image below.
How can I fix this?
Based on the direction of your shadows. I think you are using a directional light. If you want your scene to be equally lit or dim with some factor. Ambient Light is the type of light you have to use along with your current Directional or other types of light in your scene. By balancing out between Ambient Light intensity and your scene lights you can get the results you are aiming for.
For detailed documentation:
https://docs.unity3d.com/Manual/lighting-ambient-light.html
https://docs.unity3d.com/Manual/lighting-window.html
You can change the ambient light of the scene in Window > Lighting > Settings > Environment Light.
I got this from this question on the Unity forum: Shadows Are Too Dark.
Related
I use URP for my Unity 3d project. I have many point lights in my scene, they all set to mixed and important light. However some point lights does not produce any light on the scene after the baking.
Before baking:
After baking:
If I mark them as baked light instead of mixed than they just go completely black.
Any suggestions?
In URP there is a limit for realtime point lights. You can´t set more than 8 point lights. This is the reason, that in "mixed mode" some of your point lights are producing lights and the others don´t. Nevertheless baked lighting should produce a result for every point light. Probably the light setup is not correct. Try to follow some basic URP lighting tutorials i.e. on youtube
So I am baking Subtractive light in my VR build.
I have the models set to static, generated UV's for all of them and played a lot with the lighting settings.
The problem is that the sigle baked directional light looks too dark and "burnt" after baking.
How can I keep the brightness of the pre-baked scene after baking?
Posting images of before/after baking and settings below:
To increase the brightness of shadow you can change "Intensity" parameter in your directional light settings.
This "burnt" effect looks kinda pixelated so to fix this you could in your lightmapping settings increace lightmap resolution or lightmap size. If it didn't help, you could increase "scale in lightmap" in mesh renderer.
Another option is to create a copy of your directional light so that you have two directional lights in your scene. Then assign one light mode to 'Realtime' and adjust the intensity to get the scene brightness looking the way you want and assign the other light mode to 'Baked' and change the intensity to get the baked shadows looking better.
Baked light should always be the same (or better) brightness under direct lighting conditions.
There can be a multitude of issues in your scene, and why it's giving you this effect.
Please check the following in this order:
Does your models have proper UV maps
Does your models have enough scale in lightmap (small lightmaps can create faulty shadow effects)
Does your scene has enough reflection probes for indirect lighting (not enough light from the shadowed side can "shadow" the lit side.
Do you have ambient occlusion enabled? Maybe you need to fiddle with the values there.
From experience "Baked Indirect" gives better results than "Subtractive"
Are your settings in URP or HRDP or LRP are correct?
Is your "Sun" the right brightness?
What you should expect with "good settings"
Example lighting settings that the result above were achieved:
Change Direct Samples to 32, Indirect samples to 512, Environment size to 256, and change lightmap size from 512 to 1040. Make sure also that any emission materials are changed from Realtime to Baked along with of course having such objects set to static. That should take care of some of the lighting and illumination issues. Also double check that these materials are all checked for GPU instancing.
Since you are using Directional Light, Try adding a Bakery Skylight into your scene. That fixed the burnt shadows problem for me after baking. Shadows are more lighter now.
A directional light illuminates only a part, but I need the light to be “everywhere”. I do not want any shading anywhere, as in the screenshot
You can use Ambient Light, and set it from the Lighting Window
Otherwise consider that you might also set an Area Light - see more in Types of Light - Unity Manual.
I have been looking around for a way to make my scene 100% dark, except for the single light source, and all of my sources mention turning off ambient lighting which I have done.
As you can see, light still permeates my scene.
It appears that only the X axis has been darkened where the Y and Z are still lit by a light source that I don't have. The only light source is the single orange source at the center of my scene. This is extremely frustrating because all help sites say to turn off ambient lighting which I have done, I have not found any other solutions.
I had a directional light that I had forgotten about, rookie mistake
I want to create a scene in complete Darkeness, which will be iluminated just by the lightnings of a storm. But I am already failing in the first step, I am not able to make the scene completely in darkness, even if I remove all lights in the scene and set background of the camera as black, I still get this:
And Hier my Hierarchy where you can see there are no lights:
What am I missing?
You can try to set the ambient light to black, so it will be all in darkness. You can do this programatically with this line:
RenderSettings.ambientLight = Color.black;
And also, to switch off any light you may have in your scene (just in case)
Light[] ligths = FindObjectsOfType(typeof(Light)) as Light[];
foreach (Light ligth in ligths) {
ligth.enabled = false;
}
Take care also of the follwing three things, which may be adding some light into the scene.
Turn off or delete any light maps.
Ensure shaders are not using self-illuminating or particle shaders.
Ensure that "use scene lighting" is turned on in the scene view.
However I think in your case with the ambient light set to Black will be enough. Your scene seems quite simple.
To light your scene entirely from lights placed, you need to drop your Ambient Light settings. Ambient light is the light that is added to every object so that things do not appear entirely black - but there are many cases where you want them to.
Answer
Ambient Light settings can be found by going Window > Lighting > Settings.
Make sure that theEnvironment Lightingsource is set toColor`. Here you can also tweak the color using the RGB picker to have greater control over how the ambient light looks.
You may want to use a color that is slightly above black so that things can still be very faintly seen, without your lighting effects.
One thing to note, some materials may be set up to emit or use their own light settings - but these can usually be tweaked by modifying the material.
Another note, you can preview the lighting in the editor (or conversely - see what you are doing) with the lighting switch in the editor. This will toggle lighting effects on or off (including ambient light settings) for the Scene view.
In most cases the answers already given are correct.
But also attention to the Light Probes! ;)
Try disabling it on the object's Mesh Renderer.
Making things pitch black at night without artificial light involved several steps for me. I wanted a Sun that rose and set, so first I made a script to simply change my Directional Light's (gameobject Sun) x rotation over time.
Then I made a script to adjust my Sun's intensity, with the intensity starting at 0 when the sun rose and quickly rising to 1 at about 15 degrees, and contrariwise at about 165 degrees it goes from 1 back down to 0. So far so good....
Sun.intensity = intensity;
Next I made the script set the ambient light and reflection intensity to the same.
RenderSettings.ambientIntensity = intensity; // RenderSettings controls found in Lighting tab
RenderSettings.reflectionIntensity = intensity;
And just for good measure I made sure to set these:
RenderSettings.ambientEquatorColor = Color.white;
RenderSettings.ambientGroundColor = Color.white;
RenderSettings.ambientSkyColor = Color.white;
I noticed that when they were black, for example, even with intensities at 1.0 the ambient light was very, very low.
Finally, I had to use a custom shader to blend between a daytime skybox and a nighttime skybox. This because if you have the Skybox as the source for environment lighting (in your Lighting tab) then the ambient light will be affected by the color of your skybox. I.e., you want a bright daytime skybox and a dark nighttime skybox.
There you go. Now when the sun had set the terrain was completely black, only lit by scene lights like torches. I'm also using Ceto's water system, so I had to control the Ocean_TransparentQueue gameobject's UnderWater script to adjust the Absorption/Inscatter intensities as well, the same as above.