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Lighting issues

Discussion in 'General Graphics' started by TimoMattes, Apr 7, 2022.

  1. TimoMattes

    TimoMattes

    Joined:
    Feb 14, 2022
    Posts:
    3
    I'm about to make a 3D Scene in Unity, where you can move through a house. But right now I'm stuck with the lighting of the scene. What I wanted to try is to bake my directional light (Sun) into the Scene. But right there is my first problem: If I didn't bake something (clear baked data) it looks quite good, but after baking, the Scene is really dark, what I don't understand, because I set Environment Light and before the Bake everything just looks fine. Here are some samples before the baking, of the settings and after the baking:

    Before Lighting - LightingSettings-Scene:
    notBakedLighting_Lighting-Scene.png

    Before Lighting - LightingSettings-Environment:
    notBakedLighting_Lighting-Environment.png

    Before Baking - Directional light (sun):
    notBakedLighting_SunSettings.png

    While Baking (like EndResult) - ReflectionProbe Settings
    ReflectionProbeSettings.png


    As you can see, the Scene gets really dark and it seems that for any reason, the ambient Light/Environment Light is missing after the bake.

    Another problem is the warning of overlapping UV's. What's the reason for that and how can I fix it?

    The aim of the project is to also publish it as a WebGL version. But if I build it as a WebGL version and try it on my server, the textures doesn't work. I looked up in the internet and read that directional lightmaps doesn't work for WebGL. But if I switched the directional Mode to non-Directional and replaced the directional light and only baked a Point light, the Texturemaps also didn't work in WebGL.. Does anybody know, how to use lightmaps for WebGL?

    Thanks a lot!!
     

    Attached Files:

  2. Sky77

    Sky77

    Joined:
    Jan 30, 2014
    Posts:
    171
    Lighting in interior is tricky, if you’re only using a directional light it’s normal that everything gets very dark with baking.
    Ambient light is there, but it’s not enough usually.

    The only solution is experiment a lot: add more lights, alter the settings to add more light bounces, rise the ambient light value and so on.

    I don’t have an answer for the webGL issue.