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Standard Shader - How to Remove GI "Glow"

Discussion in 'Shaders' started by Xander-Davis, Jul 6, 2017.

  1. Xander-Davis

    Xander-Davis

    Joined:
    Apr 23, 2011
    Posts:
    441
    I've always had issues with using the Standard Shader because it has this wild glow from I think global illumination. If I delete lightmaps it goes away and looks more correct.

    When baking lightmaps again, like in Progressive (preview), it looks correct right up until the end. As soon as baking completes, the glow is added again. I guess it's based on the Skybox, so it looks like a bright cool blue. I've tried turning Indirect to 0 everywhere I can and it had no affect, or at least Unity didn't refresh for me to see it if it's supposed to. It floods dark hallways for example, which looks ridiculous.

    Help?
     
    Last edited: Jul 6, 2017
  2. Evil_Moo

    Evil_Moo

    Joined:
    Jan 23, 2014
    Posts:
    25
    I think setting up some reflection probes should help.
     
  3. Xander-Davis

    Xander-Davis

    Joined:
    Apr 23, 2011
    Posts:
    441
    Ah okay-- I'll give that a try and post back results. Thanks!
     
  4. Xander-Davis

    Xander-Davis

    Joined:
    Apr 23, 2011
    Posts:
    441
    Looks like that solved it-- THANKS!!!! I didn't realize Reflection Probes were basically mandatory (originally just thought they were needed for patently reflective surfaces like chrome, but I guess light bounces off everything doesn't it!), but this is a huge difference in lighting accuracy. It looks correct now :)

    I wish Unity would just automatically chart out reflection probes throughout your scene when baking lightmaps then, sort of like how it automatically sections off a 3D grid at the most optimal ranges for baking Occlusion Culling instead of making you manually place a grid every time.

    Anyway, thanks again!
     
    Last edited: Jul 6, 2017