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Lighting a room - mobile - VR...

Discussion in 'Global Illumination' started by dmennenoh, Nov 15, 2017.

  1. dmennenoh

    dmennenoh

    Joined:
    Jul 1, 2015
    Posts:
    379
    I need some help with lighting. I am building a VR (Cardboard sdk) app that has to run on an iPhone 7, and so am trying to be efficient as possible - problem is I've not had to do mobile before and am no Unity pro either.

    So, my basic needs are that I need to be able to turn up/down the lights as needed. So I don't believe I can use unlit shaders. I had a bunch of point lights and baked lighting. But still I had around 1500 SetPass calls. If I remove all the lights then I get under 100 calls...

    Can I use unlit textures and still effectively "turn down the lights"? I have looked all over the place for info on how to use the "Mobile Unlit - supports lightmap" shader... Where does the lightmap for it come from?

    Is there a good way to light a large room without using a lot of lights and still have them dynamic? I found I had to use a bunch of weakish point lights in order to not get hot spots on the walls - even with specular highlights turned off in their materials.

    Anyway, thanks for any pointers.