Those videos are really fun, but I must ask: you really think that you are ready to do even a basic, good lighting after you've seen this? I don't want to play smart ass, mine is a genuinely honest question since I'm trying to get a picture of how learning channels are structured these days
@@MarcoStillSeasonsCattaneo Art and craft are two different things, but often have to be learned at the same time, and that can be daunting - this video teaches the craft aspect, so that you can get to learning the art part sooner.
@@MarcoStillSeasonsCattaneo idc, i find this to be great and i will definitely be using this in all my games. why? because it doesnt look dry and it doesnt reek of default unity lighting. also, i dont need unreal engine 5 graphics for my vr games.
Rather than setting the sun light to 1.5 intensity, set the post processing exposure to 1.5. Then your bright light will affect even shaders like Poiyomi which clamp the brightness to 1.0 and thus appear too dim in worlds with bright light.
Perfect vid. This is just what I need when I inevitably forget which little checkbox I forgot from six months ago when I last did a serious lighting effort 😂
A gotcha for me was that since I'm spawning in a bunch of prefabs (i.e., realtime objects, not baked) I set my (in scene/hierarchy) Directional Light > Light > Mode > Mixed, instead of just Baked. With Baked I only had shadow from the geometry I had set as static, and my instantiated prefabs (things I couldn't just mark as static) didn't cast shadow. I set it to Mixed, and as implied, this will also render real time shadows. I also set Project Settings > Quality > Shadow Project > Close FIt (instead of Stable Fit) to make my shadows crispy in realtime.
its really weird how older versions of unity had a postprocessing layer by default and now its just gone, especially since postprocessing is more common now
Broken Shadows? A POTENTIAL fix > 1. Revert all the geometry BACK to Static:False - 2. Turn OFF all light sources (except for the one directional light that was set up for this) 3. Window>Rendering>Lighting Settings>Generate Lighting 4. Turn the light sources back on ------ Hopefully that has fixed some of the broken light/shadows --------- If you want the lighting and shadows to not break > just have all lights turned off (besides the one directional light) before "Generating Light". then turn the other lights back on. --------- Im unsure if this will work for everyone's case, reply on if it did or didnt help
OMG! This is the best lesson I've ever seen in my life!!!! Okay, in my career.. I don't have to watch for 10 minutes as the author creates a plane in a blender and then exports it.. and don't have to listen to what a wonderful channel! press like and subscribe!! bla-bla-bla..... THANK YOU MAN!!!!!
funny enough lighting was the biggest set back ive been having with making my own world. right now i just have a shit ton of point lights everywhere. its a laggy mess
There's an annual convention that used to take place there, so a team of us recreated the hotel as a VRChat world during Covid, so the convention could continue to be hosted in VR.
This may be sped up a little bit toooo much ha. Ian kinda rides the line. This one I had to slow down playback by 50% to watch. Great info, though. For some reason Unity tutorials on TH-cam are super interested in never ever showing this sort of stuff. I watched maybe 20 videos and went through a few courses. Still never saw this particular thing until your video.
I believe that you disabled the light source (eg. the directional light) or the reason may be that you are having multiple lights in the scene which messes up the shadows and all. Or for a dark scene that you've got, check your exposure in the "Sky" texture.
I know i am one year late but maybe this will help someone: Click the arrow pointing down next to the "Generate lighting" button in the Lighting settings tap and press "Clear baked light" or something like that.
in a basic way you need to enable emission at the settings of material you created. in a more advanced way, you can watch tutorials of shaders, you can create your own glow effect like that.
I don't like having to use a directional light to simulate the sun, my game is completely indoors and zu usually use point lights or spot lights in different areas but is there a way to make the game always lit everywhere, like a directional light but that doesn't aim in one direction. Like i want it to be a little bit dark where there are no point lights but not completely dark
It is my understanding that your main directional light doesn't point in one direction. My solution was to delete the main directional light, use an HDRI sky on a global volume, and then manually set the exposure to what I need it to be. If you are just starting your project I would recommend at least looking into Unreal, as I have had an extremely frustrating experience with lighting in Unity.
then the GPU baking randomly during a project starts artifacting down the line and you spends hours or days figuring it out why, you somehow fix it but not sure how and then it returns again.
Was it under the tonemapping section? I missed that too. Apparently there is two mode checkboxes, and I mixed up with the first one which effects definition range.
Most of my stuff turned black, what do I do with this? >_> I think it's because the objects have a different texture without a shader, but idk how to fix it
If you still need help > ( I copied most of this from a comment i just posted) >>>>>>> A POTENTIAL fix > 1. Revert all the geometry BACK to Static:False - 2. Turn OFF all light sources (except for the one directional light that was set up for this) 3. Window>Rendering>Lighting Settings>Generate Lighting 4. Turn the light sources back on ------ Hopefully that has fixed some of the broken light/shadows --------- If you want the lighting and shadows to not break > just have all lights turned off (besides the one directional light) before "Generating Light". then turn the other lights back on. --------- Im unsure if this will work for everyone's case
If you mean dynamic shadows that are cast by characters etc - make sure your light is set to Mixed, instead of Baked, if you want realtime shadows as well as baked shadows.
Hello! Thank you very much for this tutorial! I have just one question: Iam using Unity 2022 and in Package Manager i cannot find the post processing. Iam thankful for any help!
Hello good day I have a question, in my unity map there is no light and sunlight on the scene screen but it seems like there is light. How can I fix this please help😓
I just followed all the the steps, everything works in unity, but the moment I upload to vrchat, the post processing does not show in the world. Do you know what I need to do to get it to show in game?
Now that's a proper quick tutorial! Unity should do this aces processing by default, seems like a lot of clicks just to get a "proper" look.
@HiaDoesArt w
1min tutorial, straight to the point, every detail and even cheeky comments about unity being unity.. u earned my sub
Those videos are really fun, but I must ask: you really think that you are ready to do even a basic, good lighting after you've seen this? I don't want to play smart ass, mine is a genuinely honest question since I'm trying to get a picture of how learning channels are structured these days
@@MarcoStillSeasonsCattaneo Art and craft are two different things, but often have to be learned at the same time, and that can be daunting - this video teaches the craft aspect, so that you can get to learning the art part sooner.
@@HiyuMarten well said!
@@MarcoStillSeasonsCattaneo idc, i find this to be great and i will definitely be using this in all my games. why? because it doesnt look dry and it doesnt reek of default unity lighting. also, i dont need unreal engine 5 graphics for my vr games.
Rather than setting the sun light to 1.5 intensity, set the post processing exposure to 1.5. Then your bright light will affect even shaders like Poiyomi which clamp the brightness to 1.0 and thus appear too dim in worlds with bright light.
Will cover exposure in future vid
@@HiyuMarten well, where's the future vid, hiyu?
@@NegaTheImpmon9508 No ones obligated to make you videos lmao
Future!!
FUTURE!!
Big thanks, lots of very useful info packed into a brief minute. Love it!
This channel is a hidden gem. You deserve more views and subs man. Keep up the good work!
This was wonderful, please keep creating tutorials in this style.
This is the best Unity VRC Lighting Tutorial on TH-cam Hands down.
Perfect vid. This is just what I need when I inevitably forget which little checkbox I forgot from six months ago when I last did a serious lighting effort 😂
A gotcha for me was that since I'm spawning in a bunch of prefabs (i.e., realtime objects, not baked) I set my (in scene/hierarchy) Directional Light > Light > Mode > Mixed, instead of just Baked. With Baked I only had shadow from the geometry I had set as static, and my instantiated prefabs (things I couldn't just mark as static) didn't cast shadow. I set it to Mixed, and as implied, this will also render real time shadows.
I also set Project Settings > Quality > Shadow Project > Close FIt (instead of Stable Fit) to make my shadows crispy in realtime.
It was this or a 11 minute video. I love you man.
FINALLY A TUTORIAL WITH ALL THE STEPS! Thank you!!!
its really weird how older versions of unity had a postprocessing layer by default and now its just gone, especially since postprocessing is more common now
Broken Shadows? A POTENTIAL fix > 1. Revert all the geometry BACK to Static:False - 2. Turn OFF all light sources (except for the one directional light that was set up for this) 3. Window>Rendering>Lighting Settings>Generate Lighting 4. Turn the light sources back on ------ Hopefully that has fixed some of the broken light/shadows --------- If you want the lighting and shadows to not break > just have all lights turned off (besides the one directional light) before "Generating Light". then turn the other lights back on. --------- Im unsure if this will work for everyone's case, reply on if it did or didnt help
1 minute to show what others do in 20-30 minutes while at the same time roasting unity, thats what i call getting to the point. Awesome! XD
Oh my god, I did not expect the Virtual Furence VRChat world to show up here! I have that one set as my home world!
got some real ian hubert vibes with this one, i love it
Thank you for the suggestions :D
Thank you! I'm starting get into world creation and this will definitely help me, cheers!
Yesss I love it! Time to experiment!
OMG! This is the best lesson I've ever seen in my life!!!! Okay, in my career.. I don't have to watch for 10 minutes as the author creates a plane in a blender and then exports it.. and don't have to listen to what a wonderful channel! press like and subscribe!! bla-bla-bla..... THANK YOU MAN!!!!!
where has this tutorial been all my vrchat life
Ian Hubert vibes, very good tutorial!
*heavenly choir noises*
That is all I ever needed. Well, we also need lightgroups? No? Also, THANK U
"MAKE IT GREEEEEN". I cracked down there. Great job! ahah
10 outta 10, would hear the gremlin out again.
This is the first video I have wished there was a love button instead of a like button. Best tutorial ever. Thanks!!
Oh! So it was you who made that awsome vrchat world!
the world went from the apple store to disneyland in less than a minute
The history of light I guess
why is this tutorial so good?!?!?
hecc yeah you made this so much easier to understand......no idea how I was just like; YUP I get that. Thanks!
omg Hiyu! xD
funny enough lighting was the biggest set back ive been having with making my own world. right now i just have a shit ton of point lights everywhere. its a laggy mess
Baking time!
Thank you so much this help I've been having a lighting issue
Now this kind of tutorial I want for unity devs! :D
Ahh yes, 0:55 you are getting ready to overclock your oven with a brand new GeForce RTX 3090 graphics card.
Didn't expect the Estrel Hotel here.
There's an annual convention that used to take place there, so a team of us recreated the hotel as a VRChat world during Covid, so the convention could continue to be hosted in VR.
@@HiyuMarten yeah you talkin' bout EF right?
omg yes thank you XD all tutorials should be like this
Well, the first step should always be to set the color space to liniar.
Finally. A tutorial I won't zone out at
Thank you for being quick, efficient and most of considerate of the ADHD kind
Dude come back continue your great work
This is fantastic!
thank you so much bro, Much love keep up the content!
someone has been watching those blender tutorials.. :D
There was even time to make jokes. I love this tutorial .
Big thank you for this amazing tutorial :D
Mwah chefs kiss amazing video
Why doesn't this have like, 20m views?
oooh! so that's how this place went from unusable to pretty dope.
right?
this is way too funny for what it is
the Sun is a deadly laser
amazing tutorial
This may be sped up a little bit toooo much ha. Ian kinda rides the line. This one I had to slow down playback by 50% to watch.
Great info, though. For some reason Unity tutorials on TH-cam are super interested in never ever showing this sort of stuff. I watched maybe 20 videos and went through a few courses. Still never saw this particular thing until your video.
Thanks for the feedback! That’s helpful :D
Brother shadows disappear when we go far away from any building
Adding the reflection probe makes my entire scene dark for some reason, any advice on how to fix this?
I believe that you disabled the light source (eg. the directional light) or the reason may be that you are having multiple lights in the scene which messes up the shadows and all. Or for a dark scene that you've got, check your exposure in the "Sky" texture.
This is exactly what I needed. Thank you
Watching a lot of Bill Wurtz, I see.
make it G̶̫̤͂̑͆R̶̭̘̭̾͐̌Ė̶̤͜E̵͖̪̎N̶̪̘̂͌
How to get realtime shadows (for moved object) in backed environment
Those two things contradict itself
thank's man very cool!
Wha- Ehy Wha.. TEH ENDING😳
is there some way i can revert the bake it completely broke everything for me
I know i am one year late but maybe this will help someone:
Click the arrow pointing down next to the "Generate lighting" button in the Lighting settings tap and press "Clear baked light" or something like that.
forgot the light probe group but otherwise a good tutorial
super cool and funny!
nice job, but what about a glow effect for certain objects?
in a basic way you need to enable emission at the settings of material you created. in a more advanced way, you can watch tutorials of shaders, you can create your own glow effect like that.
This is really good xD
thank you so much
Thanks
Thank you so much!
I have to finish my project today!
Thanks I guess hhahaha.
Space? Where egg?
I don't like having to use a directional light to simulate the sun, my game is completely indoors and zu usually use point lights or spot lights in different areas but is there a way to make the game always lit everywhere, like a directional light but that doesn't aim in one direction. Like i want it to be a little bit dark where there are no point lights but not completely dark
It is my understanding that your main directional light doesn't point in one direction. My solution was to delete the main directional light, use an HDRI sky on a global volume, and then manually set the exposure to what I need it to be. If you are just starting your project I would recommend at least looking into Unreal, as I have had an extremely frustrating experience with lighting in Unity.
what about indoor lighting? (if you don't mind)
I am just wondering what I should do if I want the lighting to affect my character too?
I really need to make a follow-up video on light probes!
This tutorial setup is for the default render pipeline and not URP or HDRP if I am correct.
That's correct
then the GPU baking randomly during a project starts artifacting down the line and you spends hours or days figuring it out why, you somehow fix it but not sure how and then it returns again.
rip
Quick tip! Auto sub😊
LOVE U
After I did that, I can't really see anymore. If I look at the stuff that's not shined on by the sun, it's just completely black, and looks 2D.
thank you but why mine looks so horrible -
add generate lightmap on model +
I love you
i dont have aces
Was it under the tonemapping section? I missed that too. Apparently there is two mode checkboxes, and I mixed up with the first one which effects definition range.
Most of my stuff turned black, what do I do with this? >_> I think it's because the objects have a different texture without a shader, but idk how to fix it
This destroyed my whole progress... now nothing is working like it was. I found out, that it was a mistake to make everything static
GreeEEeeeEEnnnn
why do i get a weird sphere instead of a reflection probe?
awesome!
My game's shadows stopped working after following this tutorial, anyone else got this problem?
If you still need help > ( I copied most of this from a comment i just posted) >>>>>>> A POTENTIAL fix > 1. Revert all the geometry BACK to Static:False - 2. Turn OFF all light sources (except for the one directional light that was set up for this) 3. Window>Rendering>Lighting Settings>Generate Lighting 4. Turn the light sources back on ------ Hopefully that has fixed some of the broken light/shadows --------- If you want the lighting and shadows to not break > just have all lights turned off (besides the one directional light) before "Generating Light". then turn the other lights back on. --------- Im unsure if this will work for everyone's case
If you mean dynamic shadows that are cast by characters etc - make sure your light is set to Mixed, instead of Baked, if you want realtime shadows as well as baked shadows.
My lighting looks absolutly horrible bro how do I bring it back.
Hello! Thank you very much for this tutorial! I have just one question: Iam using Unity 2022 and in Package Manager i cannot find the post processing. Iam thankful for any help!
Unity URP and HDRP have their own, separate post processing systems - this tutorial is for BIRP.
Cant access the shader in the material thingy its all grey and I can't click on anything?
nothing works for me from this tutorial
Hello good day I have a question, in my unity map there is no light and sunlight on the scene screen but it seems like there is light. How can I fix this please help😓
i want to make a game that it's graphic level is the same as manhunt 1 does it need a high gpu?
Wait a second. I know these maps, their the fur world maps :P
VirtualFurence, correct
I just followed all the the steps, everything works in unity, but the moment I upload to vrchat, the post processing does not show in the world. Do you know what I need to do to get it to show in game?
You need to attach a post processing component to your Main Camera as well.
Jokes on you, I watched this in 2 minutes at half speed LOL