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the state of GI lighting in 5.4

Discussion in 'Global Illumination' started by laurentlavigne, Mar 8, 2016.

  1. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    5,996
    5.4 mixed lighting is slightly better than what we had, it might even be usable on some projects.

    Problems remain off course:
    • it's still much much slower than beast
    • light probes are completely wrong with a shadow area which is too dark. About 3 month ago we were promised L2 SH to fix that... are you guys planing a career in politics?
    • a new "feature": objects in mixed lighting do flicker now. If you are going for that strobe alien horror look it might be good ;)
    • realtime shadows are way denser than baked shadows

    I invited everyone to take beta 9 for a spin and maybe if we mass-log the remaining glitches, who knows, GI might finally work in the next release?

    http://unity3d.com/unity/beta/
     
    Last edited: Mar 8, 2016
    landon912, Tudor and 2dgame like this.
  2. Hjeldnes

    Hjeldnes

    Joined:
    Jul 22, 2012
    Posts:
    116
    Unity-devs have said mixed lighting would be fixed in 5.4. @KEngelstoft What's the status on this? Lots of people are waiting for this feature, so it would be great with an update on the progress :) Thanks!
     
  3. Cygon4

    Cygon4

    Joined:
    Sep 17, 2012
    Posts:
    382
    Yep, I noticed that flicker, too.

    In 5.4b10, as I turn the camera, both dynamic and baked shadows take little sabbaticals from the scene.

    Also: no shadow strength setting in my directional light can match the dynamic shadows to the baked ones (because baked shadows are shadowed again and because materials in dynamic shadows still show highlights. It works if I do the lighting build with 5.3 and then use the scene in 5.4, but then my light probes are ignored :)
     
    laurentlavigne likes this.
  4. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    @Hjeldnes we now have a small strike team working on lighting consistency (mixed is part of this) and I have pointed them to this thread.