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2018.4 LTS Not so accurate reflections

Discussion in 'General Graphics' started by arcitek, Feb 28, 2020.

  1. arcitek

    arcitek

    Joined:
    Nov 5, 2019
    Posts:
    18
    I am not the most experienced user of Unity so I would really appreciate some help. I am creating this scene to test out some of some of Unity's tools in light baking without using any of the HDRP, LWRP or Shader Graph material setup. Basically, I just want to use the default tools in Unity.

    My issue is twofold in this scene at the moment. The walls are supposed to be white and they keep coming out as grey. For the Albedo color in the materiel, there is no texture and I have the color set to white. There is a slight normal map and I have smoothness dialed back a good bit. How can I fix this?

    My other issue is the reflections. My problem with these are they are not very accurate. If you look under the table, the overhead emissive lights I created appear to reflect through the table top. Should there not be a shadow here? Lights cast shadow and the table cast shadow. How can I fix this?

    I am using deferred render, all lights are static and baked, and the materials are all standard except on the table and chairs. I think this asset (which I purchased) is using Autodesk Interactive material shader.

    I would really appreciate the help as I am trying o pull a project together. I have not had a lot of success getting input on things from the Unity Community here.
     

    Attached Files:

  2. icefallgames

    icefallgames

    Joined:
    Dec 6, 2014
    Posts:
    75
    Your images are too small to really see anything useful.

    Are your gameobjects all static? (or at least Contribute GI)

    What does it looks like when you look at the Baked Lightmap or Albedo in sceneview?

    For the lights reflecting under the table, what kind of reflections are you using? Screenspace reflections or reflection probes? If probes, I guess that would be expected unless you had placed a probe under the table.
     
    arcitek likes this.
  3. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,256
    Make your lighting brighter?

    White doesn't really exist. What you perceive as white is usually just whatever the brightest thing you see is. If the walls look grey it's probably because you need to make other things brighter. You probably also need to use something like the Post Processing Stack (you'll find it in the Package Manager window) and apply a color correction to make things appear more like you would expect from real life or a photo. Just the default ACES color grading will make things look much better.

    Yep. That's what reflections look like in real time game engines. Especially default Unity. You can fix it by adding a lot more reflection probes into the scene, but that'll create other problems. Basically that's as good as it'll look keeping with what ships with Unity by default.

    If you're using the Post Processing Stack you can also use screen space reflections which will look much better, but still not correct.
     
    arcitek likes this.
  4. arcitek

    arcitek

    Joined:
    Nov 5, 2019
    Posts:
    18
    There are no real time lights in the scene....at all. Everything was GI baked. Objects set to static to allow for UV generation. Something just is not adding up with those reflections of the overhead lights on the floor.
     
  5. arcitek

    arcitek

    Joined:
    Nov 5, 2019
    Posts:
    18
    Thank you for responding. I do have V2 of the post processing stack int he scene and active. However, good point on the color correction since I have not added any of that.

    I do have the post process stack in the scene and screen reflections are on. I guess you are saying I could obtain better results maybe by using the HDRP pipeline and/ or enabling raytracing? I am trying to stick with standard stuff since this is being used on an AR application on Ipads.
     
  6. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,256
    From the images you posted it's hard to tell if screen space reflections are on or not. It doesn't really look like they are, but Unity's made some changes to how the effect works which might have changed how effective they are in this particular case.

    The HDRP will certainly look better overall, but it won't necessarily fix this particular issue, and raytracing isn't an option for mobile devices. HDRP does have built in planar reflections though, which would be far better looking than using a reflection probe for this particular case. There are a number of planar reflection assets and examples out there that work with the built in rendering path too, like this one:
    https://github.com/keijiro/AdamPlaneReflection

    That works on mobile, but you have to go through the shaders and remove the
    #pragma only_renderers d3d11
    and
    #pragma target 5.0
    lines. As best I remember those shaders don't do anything
    #pragma target 3.0
    isn't capable of, they just came from a project where Unity was singularly focused on DirectX11 support.