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Resolved Hybrid Renderer V2 - Light baking not working?

Discussion in 'Graphics for ECS' started by JZ_Focus, Jul 6, 2021.

  1. JZ_Focus

    JZ_Focus

    Joined:
    Nov 19, 2018
    Posts:
    24
    Hi,

    I am currently running into the issue of my scene losing it's baked lightmaps as soon as I close the subscene that contains the models and it's converted. I setup an example project with the old HDRP sample scene to see if upgrading the project version to 2020.3.11f1 would help. However the same problem seems to persist (see image 1 & 2).

    upload_2021-7-6_8-52-36.png
    Image 1: When the subscene is closed, the lighting changes and the lighting window indicates it has no directional lightmaps stored.

    upload_2021-7-6_8-54-5.png
    Image 2: When the subscene is open, the lighting seems to be correct and the lighting window indicates it has 1 directional lightmap stored.

    The changelog of the hybrid renderer (0.11.0) however indicates it should be working with baking lightmaps. Does someone know if I'm doing something wrong or if it's still not possible?
     
  2. JZ_Focus

    JZ_Focus

    Joined:
    Nov 19, 2018
    Posts:
    24
    Me peanut brain,
    Me not enable hybrid renderer v2,
    Me sit on hybrid renderer v1 in sample project,
    light work now.
     
    apkdev, StickyMitchel and StickyKevin like this.
  3. swantonb

    swantonb

    Joined:
    Apr 10, 2018
    Posts:
    174
    Did you mean enable hybrid renderer v2 from player settings? (ENABLE_HYBRID_RENDERER_V2)

    I did that, also converted most of my renderers to entities but the lightmaps are gone.

    Edit: I think the cause is loading multiple scenes. My level is made out of 4 scenes. The lightmaps on this level are broken. I also have one more level which is only one scene. The lightmaps work on that one
     
    Last edited: Jul 21, 2021
  4. JZ_Focus

    JZ_Focus

    Joined:
    Nov 19, 2018
    Posts:
    24
    I currently have it working where multiple subscenes are able to bake lighting while open and the baked data is persistent when closed now. Not sure if the problem you are speaking about is with 2 different scenes or 2 different subscenes. However I'm not sure how it would work with 2 different additive loaded scenes.
     
  5. swantonb

    swantonb

    Joined:
    Apr 10, 2018
    Posts:
    174
    I am talking about scenes. I am not yet very familiar with subscenes. I guess ill have to check them now. Thanks for letting me know subscenes work
     
  6. YoyoMario

    YoyoMario

    Joined:
    Apr 8, 2013
    Posts:
    16
    Do you have this project somewhere on GitHub, I'd love to take a look...

    I am curious about something and stumbled upon your post.
    What you tried is creating a scene, baking the lighting, and then adding conversion components that switch your regular MeshRedender/MeshFilter components into ECS components to take advantage of HybridRendering. Am I right or missing something...

    Does this give you a performance boost when rendering that way through HybridRendering?