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Realtime Global Illumination not working in 2021.2 Beta?

Discussion in '2021.2 Beta' started by kfireven, Sep 24, 2021.

  1. kfireven

    kfireven

    Joined:
    Oct 18, 2016
    Posts:
    38
    I've set RGI and set up a sphere with realtime yellow emission (highlighted in the screenshot), baked the scene (everything else is static except the yellow sphere), after the baking is done I don't see the emission effect on the surrounding. It's only when I set the yellow sphere to static the emission is being baked into the surrounding, but then it isn't realtime, the emission is not being updated with the sphere movement. Am I missing something, or is this a bug?

    upload_2021-9-24_19-9-49.png
     
  2. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
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    Enlighten GI requires you to bake the data, meaning you can't have fully dynamic objects emitting color to GI.

    What does differentiate this from fully baked GI is that you can adjust the light/emission values in real-time, like change light color, change it's intensity / disable it, the objects that do this just have to be static in scene.
     
  3. kfireven

    kfireven

    Joined:
    Oct 18, 2016
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    Alright, that makes sense... lightmaps effect static objects only, I guess I got confused by the name and by this video over here (
    ), where he moves a yellow sphere with the same setup that I have and it illuminates the environment in realtime (also Unity's doc about Realtime GI didn't mention that it is for and by static objects only).

    But, ok, I got the yellow emission light baked into the lightmap (it's a faint yellow in the screenshot around the blue sphere)... so now when I change the emission color to blue during runtime, the emission light stays yellow... so realtime GI should change the emission color on the walls right? Well It doesn't, unless I misunderstood something again (everything in the scene is static).

    upload_2021-9-24_22-24-4.png
     
  4. rz_0lento

    rz_0lento

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  5. kfireven

    kfireven

    Joined:
    Oct 18, 2016
    Posts:
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