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Question Lighting for AR

Discussion in 'AR' started by eco_bach, Mar 10, 2021.

  1. eco_bach

    eco_bach

    Joined:
    Jul 8, 2013
    Posts:
    1,601
    Question about Lighting. Although every scenario is different, what are some default Lighting guidelines for placed geometry in AR. Use Mixed Lighting with URP and Bake your GI? Stick with realtime GI and the built-in pipeline to accommodate any moving geometry?

    Ideally I'd like to also have all my geometry cast shadows but haven't got that working yet.

    In my case I have several Prefabs that are dynamically 'dropped' into place.
    And if Baked GI is a good idea, how does that work with Prefabs?

    And lastly, to achieve highest fidelity is it generally a good idea to convert your project and materials to URP? It seems to be recommended here https://docs.unity.cn/Manual/BestPracticeLightingPipelines.html
    however there is no support for realtime GI, meaning moving objects won't cast shadows.

    I don't recall any specific article or tutorials that focuses exclusively on lighting for AR. If som eone knows of one, please share!