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Trying to light my low-poly scene using only emissives

Discussion in 'Global Illumination' started by harleydk, Jun 3, 2021.

  1. harleydk

    harleydk

    Joined:
    Jul 30, 2012
    Posts:
    41
    Here's betting someone jumps in with a 'you forgot...' lifeline.

    I'm trying to light my low-poly scene here. Some of the prefabs are not well lit, no matter what I do.

    upload_2021-6-3_17-33-28.png

    They're all static, and I've set the "generate UV" box in their models. The light comes from those emissives above. I've stuffed enough light probes in there, I hope.

    These are my lighting settings. I only go with realtime lighting (did try to switch on mixed, didn't make any difference).

    upload_2021-6-3_17-36-16.png

    upload_2021-6-3_17-37-17.png

    So I'm kinda stumped and could use a hint. Thanks in advance.
     
  2. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    When using Enlighten realtime GI, the workflow is fundamentally different when compared to using baked GI.

    From the looks of it, it could be either an issue with realtime lightmap charts, and/or clustering in the scene. You can verify this by using scene debug view modes.

    Also keep in mind that in order to adjust realtime lightmap UVs, you'd have to do so in the Mesh Renderer component as opposed to Mesh Importer.

    I would strongly recommend reading through the Enlighten Realtime GI optimization tutorial. It explains the fundamentals in great detail. Keep in mind that some tutorial steps are a little bit outdated, but you should still be able to follow along. An updated tutorial is coming soon.
     
  3. harleydk

    harleydk

    Joined:
    Jul 30, 2012
    Posts:
    41
    Hello @kristijonas_unity ,

    thanks for your response. I'll be sure to go through the tutorial, you link to, and hope to recover from there.

    Appreciate your time,
    cheers,
    /m