Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Objects Pitch Black

Discussion in 'Global Illumination' started by Loffen7, Feb 16, 2020.

  1. Loffen7

    Loffen7

    Joined:
    Jun 7, 2019
    Posts:
    7
    im having lighting trouble...
    the back of objects (facing away from the directional light) are pitch black as seen in the images provided below.

    i do have universal render pipeline installed but i have deactivated its post processing and it does not help.
    i have changed my skybox back to the original, that didn't help either.
    i have looked around in both the lighting tab and in the directional light, and changing settings does not seem to help.

    i have however switched from baked lighting to realtime lighting and turned off automatic baking since i have alot of large terrains and it would take forever to bake.

    maybe it has something to do with that, but i have no idea.

    thanks in advance...
    unity lighting problem.PNG
     
  2. Loffen7

    Loffen7

    Joined:
    Jun 7, 2019
    Posts:
    7
    so i actually found a solution to this, and it was by changing environment lighting in the lighting tab to "color" and making it lighter.

    if your level becomes too bright, just go to your directional light and turn down the intensity...
     
  3. Kuba

    Kuba

    Unity Technologies

    Joined:
    Jan 13, 2009
    Posts:
    416
    Hey @Loffen7,

    By disabling "Auto Generate" you tell the system to not perform any light baking/precomputation. Unfortunately this involves the ambient probe (diffuse lighting from skybox) and default reflection probe (specular lighting from the skybox).

    The "color" and "gradient" options (as opposed to "skybox") have a fast path that can function without explicitly pressing "Generate" or having "Auto Generate" on.

    The reason why you might have found "Auto Generate" slow, is that by default it will try to bake lightmaps for the entire terrain. I'd recommend first starting by turning off "Contribute GI" on all the geometry in your scene (yes, also off on terrain). Then you'll only get the ambient probe and the default reflection probe calculated when you press "Generate" or turn on "Auto Generate".

    Once that gives you immediate updates when you're changing the skybox, you can then start adding geometry that you want to contribute to GI. The first candidate would be your terrain, but please make sure that the resolution is fairly low to begin with.
    As the next step you can add a layer of light probes over your terrain to make your objects on top of terrain pick up bounced light.

    Working step by step like that will ensure that you have good control over each step. If one new step starts affecting your workflow you will know what that step is and you can then adjust your settings accordingly.
     
  4. andyz

    andyz

    Joined:
    Jan 5, 2010
    Posts:
    2,132
    I think this was a problem when I looked at URP and I turned off most stuff but without automatic updating you get black and with it on you get delayed material updates. It isn't a good starting place and gives a bad 'smell', particularly if targetting mobile/low-end or just prototyping. Having a starting point (template?) which is low-end URP with all baking/probes off and no skybox ambient would be of benefit.