I am using a directional light in order to light up my background for my 2D game. I am using a quad because I need this background to repeat and thus I am using offset to be as efficient as possible. However, the light does not seem to de distributed evenly. I want the background to be bright, but adding a directional light creates a center of light on my background. This is not what I want. I want the light to be evenly distributed over this background. How would I go about this?
Here is a picture to give you a fuller description of what I am talking about:
Thank you in advance.
I want the background to be bright, but adding a directional light
creates a center of light on my background.
Directional light is not good for something like this. I suggest you disabled or remove the Directional light.
You have 2 options to fix this:
1.Ambient light
2.Material Emissive
Since you are using the Standard shader, Enable Emission on the material then change the Emission color to white to make the image brighter.
I recommend you go with #2 since you don't need extra processing power that is required when you use light so #2 is the best option for you.
All the other lights can be found in the GameObject --> Light menu. You can read more about each one here.
Related
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
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'm making a soccer stadium, with lamps to shine on the pitch. The lamp now contain cubes, with a point light inside. I hoped that, when I put the point light inside the cubes (in the empty space, inside the 'walls' of the lamp), the light would shine only to the pitch. Because only this side of the cubes is 'open'. But it's still a 'light circle'.
This is what I have now:
What I want:
Could anyone tell me how I can do this?
Use spotlight instead of point light. Spotlight is use for lighting in a precise direction.
And check the culling mask on your light. If the cube's layer is not include in the light culling mask, then the light will not care about your cube. The shadow type use by the spotlight can also change the way the light look on your cube.
I placed a light in my scene.
It is lighting the ground when i'm facing that light but when I turn the opposite direction, the light on the ground vanishes.
I think this might be some Unity's default behaviour.
Is there a way I can solve this issue?
Unity uses frustum culling to save performance, so it only draws items that are within the camera's viewing area. As a result of this, the particles behind you are not drawn, and any lights attached to them aren't either.
Scene-crucial lights aren't normally attached to particles, so it's normally not a concern if they're hidden along with their particles.
For conventional lights (not attached to particles), Unity should render the light as long as it affects objects within the camera frustum. If you use a conventional light, you should see better results.
Looks like you may have to disable occlusion culling. Unity3D Manual
This is probably a noob question, but I am playing with lightmaps in unity and I am finding that with baked lights and the same lighting settings (intensity etc) the scene looks much darker.
This means that for me to test how it will actually look realtime is not a good indicator and baking every time I change a color or increase light intensity would be an extremely time consuming process.
Is this normal? Is there a good workflow for this that someone can share?
I also have the issue of character which needs to have realtime lights. If I increase the light intensity to compensate for the above, the character appears very bright (as it's using realtime).
Hope this makes sense and somebody can help me out!
Cheers,
You need to think that Lightmapping is a pre setup of the scene in the same way you make any prefab or character with their textures and uvmap, the only difference is that you have prerender in the texture the light and shadows to skip realtime light and shadow calculations.
In addition, you can add some realtime lightning effect without modify your lightmapping and some GI to got your desire illumination in all scene including your characters.