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Lighting fully dynamic/procedural real-world scenes

Discussion in 'General Graphics' started by andyz, Jun 19, 2019.

  1. andyz

    andyz

    Joined:
    Jan 5, 2010
    Posts:
    2,279
    Unity's lighting systems seem heavily geared toward static scenes with baked lighting and reflection probes but if you create your 3d scenes at runtime (user-created/procedural content in code) these are of little use as you can not bake lighting or pre-place reflection probes (Reflection probes are not great for flat room areas & mirrors etc in any case!)

    So until Unity adds a fully non-baked lighting pipeline what techniques have you used to make real-world content look good without a pre-lit setup? Particularly on lower-end systems

    I have tried
    - wrap-lighting (custom surface shader - simulates light bounce/ambience on low end system/mobile with limited light(s) by stretching lighting further around objects, problematic if mixed with shadow mapping)
    - Noise in lighting pipeline (custom surface shader adjustments)
    - Ambient Occlusion (but costly on lower powered systems)
    - Planar reflections/mirrors (free solutions out there but require another scene render for mirror-view camera)
    - Cubemap Reflections with generic noisy cubemaps for chrome-like materials

    I have not properly tried LWRP as using 2018 but seemed still focused on static lighting setup
     
    ajaxlex and look001 like this.