Unity Lighning (shader, lightmap or blender UV issue?) - unity3d

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.

Related

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

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

Know how to fix this Unity Terrain Trees/Details clipping issue?

I know Unity Terrain isn’t the most robust thing but has anyone ever seen this issue where a plane (in this case, the water) clips trees/details at certain angles?
I had the same issue with a particle effect that I was able to fix by creating a unique Sorting Layer, but Sorting Layers in 3D...?
Anyway, I have never seen this one before, so hopefully, one of you knows how to fix it.
Is your water transparent?
I had this problem and it was because the water's transparency shader was rendering in front of the detail transparency shader.
I haven't found a solution so far. I just switched my water to an opaque shader...
Try switching your water to opaque. If that fixes the problem than you know it's a problem with the detail/water transparency shader.

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 zfighting or objects climbing on top and bottom of each other?

I'm having an issue with 3d objects doing some kind of weird z fighting or climbing on top of each other depending on where the camera is moved to. I have posted some pictures to help illustrate the problem. Each rectangular "building" contains textured cubes of all the same size. The corner cubes do overlap somewhat. As you can see from the picture, every object is the same height. This is seen in the scene editor as well as the final rendered product. Can anyone explain what is causing this and how it can it possibly be fixed? Thank you :)
So the problem was the texture using transparency shader. After googling there seemed to be all kinds of issues with the unity transparency shader that involve workarounds. Two solutions to this is to either turn off transparency, or put the camera in orthographic mode.

Lighting effect

The following screenshot is taken from a road that consists of several equal parts:
They all belong to a Blender model and have Shading set to Flat.
The scene has just one directional light and the parts of the road are used to bake a light map.
Material is set to use Mobile / Vertex Lit (Only Directional Lights) shader but I tested other shaders like Mobile / Unlit as well.
I don't get this effect when I take a model consisting of 8 road parts using a repeating texture - at least not in the middle. So it's not related to broken tileability of the texture. But it is visible then at the end as well
The texture import settings are:
Question: Is this the regular behaviour of the standard shaders? Can't believe it, but If so how to omit this when writing my own shader?
I would appreciate if someone could shed some light on this ;-)
It's a problem with normals. Easy fix is to make Unity recalculate all the normals (In model import settings switch Normals -> Import to Normals -> Calculate).
hard to know without seeing more context, but if the objects are lightmapped, make sure to check that they are not reusing the same lightmap texture. #jaceck's suggestion about normals is a good one too.
I do not know if it is this you want, but there is also a component called Line Render that draws a line.