Harnessing Light with URP and the GPU Lightmapper | Unite Now 2020

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  • เผยแพร่เมื่อ 26 ส.ค. 2024

ความคิดเห็น • 110

  • @akmalsalikhov3732
    @akmalsalikhov3732 4 ปีที่แล้ว +102

    Best tutorial I've ever seen on Lightmapping. Thank you, Ciro! By the way, you have a great voice and I would love to see and hear more tutorials from you!

  • @Bryanox7
    @Bryanox7 7 หลายเดือนก่อน +4

    best tutorial 3 years later ❤️🖤

  • @venera224
    @venera224 3 ปีที่แล้ว +7

    All other unity tutorials should strive to this standard

  • @pratyushbarikdev
    @pratyushbarikdev 4 ปีที่แล้ว +46

    This is the best video on lighting so far.

  • @ahnng
    @ahnng 5 หลายเดือนก่อน +1

    This is pure gold! A single video can convey so much more than countless pages of documents

  • @tiredlocke
    @tiredlocke 4 ปีที่แล้ว +17

    I've read and I've watched and I've played around with lighting for a long time...
    Several concepts finally just "clicked". Thank you!
    Now I'm off to do some baking!

  • @ShackMan
    @ShackMan 3 ปีที่แล้ว +12

    One of the best Unity tutorials I have ever seen! This will result in less headaches for devs and better looking games for everyone. Thank you!

  • @MrWetwilly69
    @MrWetwilly69 3 ปีที่แล้ว +11

    This is an essential tutorial, i cant believe I didnt notice it on unitylearn or some other place

  • @D-Dev
    @D-Dev 2 ปีที่แล้ว +1

    One of the best Unite Now videos, and one of the best video about light mapping.

  • @WidmerNoel
    @WidmerNoel 2 ปีที่แล้ว +6

    I wish I would have found this earlier. This clears up so many things for me. Thanks a lot!

  • @LloydVincent11
    @LloydVincent11 4 ปีที่แล้ว +3

    Fantastic video. I think most people who make tutorial videos don't have a confident grasp on this subject so it always gets ignored or glossed over. It's great to finally get some solid info and explanations.

  • @BabbSteve
    @BabbSteve 4 ปีที่แล้ว +7

    Fantastic talk! Thank you for such fundamental explanations - very well done. Cheers!
    **Quick note for folks who are getting noisy light bakes even with high settings, go to Project Settings > Player > Other Settings Section > Lightmap Encoding > set to 'High Quality.'
    I was getting really bad bakes and it took a few minutes to figure that out. Maybe a note to Unity, but having the default of that setting at 'Low' produces very unwanted default behavior. As a artist with so many settings already, a bad default one causes frustration. Turn that sucker up, please. :) :)
    (Maybe this was mentioned in the talk and I didn't notice it.)

  • @pixelscholar
    @pixelscholar 3 ปีที่แล้ว +3

    By far the most coherent and well organized video that your team has ever produced on the topic of lighting in Unity. Nice job! My team made the switch from rendering animations using 3DS Max to real time rendering using Unity about a year ago and I've spent the past several months running down the best tutorials on the topic of lighting and the URP on TH-cam as well as several paid tutorial sites. This video is the clearest and most comprehensive by far and watching it really made me feel as though I've finally reached a cohesive understanding of the process and the underlying logic. Thanks and keep up the good work!

  • @CaseyHofland
    @CaseyHofland 4 ปีที่แล้ว +4

    Thanks for this video! Save for understanding the relation between static objects and baked lighting, I have never known what I was doing when it came to the lightmapper. This was a really clear in-depth explanation with a lot of tricks that I'll be sure to apply to that sweet "performance by default" workflow!

  • @ericmonnereau
    @ericmonnereau 4 ปีที่แล้ว +3

    The most best and detailed tutorial of lights in urp. Now i need tu put this in my game! Thanks Ciro!

  • @UGuruz
    @UGuruz 4 ปีที่แล้ว +21

    Extremely Helpful... Thanks

  • @brianfromearthhh
    @brianfromearthhh 3 ปีที่แล้ว +2

    Thank you so much for this! We need more in depth URP tutorials

  • @XRelabs
    @XRelabs ปีที่แล้ว +1

    Magnificent 😍 this is very helpful, Informative and to the point, thank you Ciro thank you unity.
    You really helps us a lot ❤

  • @bsorochka
    @bsorochka 3 ปีที่แล้ว +2

    Awesome Tutorial, I wish I had come across this when it was first released. Great speaking voice. The organization of topics/presentation flow was also fantastic. Thanks!

  • @alec_almartson
    @alec_almartson 2 ปีที่แล้ว +1

    Amazing Talk!
    Thank you for teaching is all those techniques 👍🏻🙏🏻

  • @evanlane1690
    @evanlane1690 3 ปีที่แล้ว +1

    What a fantastic talk! Thank you Ciro. This has helped clear up a lot of Unity's numerous settings.

  • @sarangborude8260
    @sarangborude8260 2 ปีที่แล้ว

    OMG!!! Thank you for such an amazing video. All parameters now make sense to me.!

  • @hosky1164
    @hosky1164 3 ปีที่แล้ว +1

    Excellent video.

  • @dewlorr
    @dewlorr 3 ปีที่แล้ว

    Excellent tutorial! Easily the best one i have seen so far for Unity lighting .

  • @jamesmcelroy414
    @jamesmcelroy414 3 ปีที่แล้ว

    Seriously though. Even though I knew a lot of stuff mentioned in the video, this was very-very helpful. THANK YOU!

  • @alextreme98
    @alextreme98 ปีที่แล้ว +1

    Thanks for this awesome video!

  • @rashiddev7545
    @rashiddev7545 3 ปีที่แล้ว

    I hope unity start making videos like this instead of the live ones which are somewhat helpful but this video is 100% helpful

  • @soandsononame8750
    @soandsononame8750 3 ปีที่แล้ว

    great video Ciro thank you , one of the best available for unity. Great speaking voice and organization of topics / presentation flow / etc. Thank you

  • @lupenituikalepa9520
    @lupenituikalepa9520 2 ปีที่แล้ว +1

    amazing tutorial! Thank you

  • @marcus_vdm
    @marcus_vdm ปีที่แล้ว

    Now for an exterior scene with an interior setting (like a house in a forest for example) is subtractive or shadowmask recommended (URP) target platform PC.

  • @kykilli3126
    @kykilli3126 3 ปีที่แล้ว

    This is a great job explaining the light map settings.

  • @expansevr
    @expansevr 3 ปีที่แล้ว

    Fantastic breakdown on lightmapping. Great work Ciro and Unity Team!

  • @ahmedsouody1765
    @ahmedsouody1765 2 ปีที่แล้ว +1

    Great tutorial thanks😊

  • @maqivanova305
    @maqivanova305 3 ปีที่แล้ว +1

    Such a great tutorial! It was very helpful, thank you!

  • @chriswatts3697
    @chriswatts3697 4 ปีที่แล้ว

    Very well explained ! Please more of this type of video!

  • @vrhealth6977
    @vrhealth6977 4 ปีที่แล้ว

    Thank you Ciro !! I am starting in URP and I need to learn the Light URP topics for my own VR project...

  • @andriypostelzhuk8489
    @andriypostelzhuk8489 4 ปีที่แล้ว +1

    Wow! Right now I am struggling with URP lights in out project.

  • @droweedryan
    @droweedryan 4 ปีที่แล้ว +1

    this is very informative thanks keep up these cool vids!

  • @zarodgaming1844
    @zarodgaming1844 2 ปีที่แล้ว

    "Looking through the eyes of the Sun ..."
    dude, that feels like a line from a lovecraftian novel xD

  • @3po_Orisen_Sithappen
    @3po_Orisen_Sithappen 3 ปีที่แล้ว

    this is the best explanation ever ty for being direct

  • @halivudestevez2
    @halivudestevez2 3 ปีที่แล้ว +1

    must see!

  • @AllanPichardo
    @AllanPichardo 3 ปีที่แล้ว

    Fantastic walkthrough! Thank you.

  • @stacis
    @stacis 3 ปีที่แล้ว

    Amazing tutorial and thank you very much for this. I have one question for now, because I haven't finished it yet. In 18:54 you start explaining how the lightmapping works and my question is this:
    You say that texel is shooting rays that try to find the directional light or environment light etc. It should not work the opposite way, where the directional light or the environment or any other light source is casting light rays that our bouncing on the geometry and are captured on the lightmap? This is what I have understand from other tutorials as well, and also, this is what I know from other software as well (Mental Ray, Arnold, Keyshot, Marmoset etc)
    Looking forward to your answer and thanx again for this great tutorial

  • @dragoneelyuu
    @dragoneelyuu 3 ปีที่แล้ว +1

    Amazing tutorial, Danke!

  • @Mikelica69
    @Mikelica69 3 ปีที่แล้ว +1

    Super useful video, thank you

  • @martinpichler7268
    @martinpichler7268 4 ปีที่แล้ว

    Awesome tutorial. Very well explained.

  • @jacobhansenm
    @jacobhansenm 3 ปีที่แล้ว

    Awesome Tutorial :-)

  • @Evilc00kies
    @Evilc00kies 3 ปีที่แล้ว

    very good video :D

  • @mrslake7096
    @mrslake7096 2 ปีที่แล้ว

    36:39 does lightmap resolution affect lightmap size ? ( I thought it only affects the time it takes to bake )

  • @bxbvxbv
    @bxbvxbv 4 ปีที่แล้ว +1

    this was really great thanks ❤

  • @FlorianHanke
    @FlorianHanke 4 ปีที่แล้ว

    Excellent presentation, thanks!

  • @RainbowSlinky5
    @RainbowSlinky5 3 ปีที่แล้ว +1

    just wondering what is the main difference between a regular 3D template from Unity and its Lightmapper tools/settings are and the URP's Lightmapper/tools/settings. I've noticed a few similarities , is there any difference at all??

  • @HananonArtworks
    @HananonArtworks 4 ปีที่แล้ว

    Thank you for making this!

  • @pourmydrank
    @pourmydrank 2 ปีที่แล้ว

    Thank you

  • @Nate-BreakingPoint-Interactive
    @Nate-BreakingPoint-Interactive 4 ปีที่แล้ว

    Great video. Any hints to when we might expect more dynamic lighting features to replace Enlighten? It's very frustrating wanting to release a future game on many platforms with URP but also have a day and night cycle. Good lighting is pretty non existent for such dynamic lighting currently in URP.

  • @cgimadesimple
    @cgimadesimple หลายเดือนก่อน

    super coool!

  • @nexcentric4848
    @nexcentric4848 3 ปีที่แล้ว

    Great great best video! Thanks!!!

  • @velkinlabs2241
    @velkinlabs2241 3 ปีที่แล้ว

    Very helpful. Thank you.

  • @vaibhavjaiswal799
    @vaibhavjaiswal799 4 ปีที่แล้ว +3

    Anything about mobile optimization while using post processing
    Post processing really drops the fps on a high level

    • @vaibhavjaiswal799
      @vaibhavjaiswal799 4 ปีที่แล้ว

      @@CiroContinisioUnity Is there any way to use post processing but still get high performance..?
      I have seen many mobile games using image effects but still getting high performance

    • @_denzy_6310
      @_denzy_6310 4 ปีที่แล้ว

      Tonemapping and color grading work. The rest are so performance intensive

    • @vaibhavjaiswal799
      @vaibhavjaiswal799 4 ปีที่แล้ว

      @@CiroContinisioUnity Well thanks a lot, I'll try as you suggested

  • @DonutGuy640
    @DonutGuy640 ปีที่แล้ว

    I get the sense that I could use reflection probes, or maybe light probes, to make an unlit, subterranean room very dark. Someone please correct me if I'm wrong.
    Just to mess around with it though, and get a feel for it, I've created a reflection probe enclosing the central room in the FPS Microgame Learning Template, and can't tell that it is having any effect whatsoever.

  • @rubygraves978
    @rubygraves978 3 ปีที่แล้ว +1

    I finaly know what I’m doing :D

  • @eugene4950
    @eugene4950 3 ปีที่แล้ว

    is there a way to get Light Probe shadows information into custom unlit shader graph ?

  • @TYNEPUNK
    @TYNEPUNK 3 ปีที่แล้ว

    this info is not available anywhere else! thanks

  • @MaNameOtis
    @MaNameOtis 3 ปีที่แล้ว

    What if I want to use more than 8 lights in one scene with urp ? The light pixel count is limited to 8. Should I switch to srp ?

  • @muggy5907
    @muggy5907 3 ปีที่แล้ว

    This is a very good tutorial! Thank you very much! I have a question also. Do you have any idea why light passes through my meshes? The edges of the mesh has light passing through it. Thanks in advance!

    • @muggy5907
      @muggy5907 3 ปีที่แล้ว

      @@CiroContinisioUnity In realtime. My mesh is just a small room and in the edges of the room, I can see light passing through :(

  • @TheBilly
    @TheBilly 3 ปีที่แล้ว +1

    24:00 Gow-See-In not Go-Shin (Gow like "gown". Gow rhyming with cow). Carl Friedrich Gauss

  • @magellan124
    @magellan124 3 ปีที่แล้ว +1

    Why does the lightmapper cast from the objects in the scene to the light rather than the other way around? Thats how photons work right? It seems like it would be less computationally expensive to do it that way. I am sure that there is some good reason for this, I just don't understand it. I don't have an engineering background.

    • @khoing1111
      @khoing1111 3 ปีที่แล้ว +1

      well, it is the opposite. If you cast a small number of rays from the light source, there are good chances it will not reach the pixel you want to calculate the light on (Unless you use millions of rays which will take ages). Not to mention, a lot of rays will be wasted if it does not reach any geometry at all or reach one that has lower resolution that we don't care about.

    • @magellan124
      @magellan124 3 ปีที่แล้ว

      @@khoing1111 that makes perfect sense. Thanks for the reply Khoi!

  • @Wingsgames1
    @Wingsgames1 3 ปีที่แล้ว

    Awesome !

  • @morphtek
    @morphtek 4 ปีที่แล้ว

    when is a-trous filtering going to be available ?

  • @skeggs
    @skeggs 5 หลายเดือนก่อน

    32:12 He was a poet and he didn't even know it

  • @chand81p
    @chand81p 3 ปีที่แล้ว

    Excellent video. Very nicely explained.

  • @chiritescuuu
    @chiritescuuu 3 ปีที่แล้ว

    Having baked lights and the shadows are cast, what will happen to the shadows when there is wind in the scene and the vegetation moves ? Will the shadows reflect the vegetation movement ?
    Thank you !

    • @janwagner3020
      @janwagner3020 3 ปีที่แล้ว

      Shadows in baked lights are directly painted in the texture and cant be moved, so no

  • @halivudestevez2
    @halivudestevez2 3 ปีที่แล้ว

    I have no realtime lighting.... I have to remake bakes maps when I want to see the results.

  • @ryanfuller8690
    @ryanfuller8690 3 ปีที่แล้ว

    Is this for unity 2019 or 2020. My understanding is URP is much better in 2020.

  • @okie1630
    @okie1630 3 ปีที่แล้ว

    how do you restore project back to Built-in render pipeline? They warned about backup on the website, instead of in-engine.

    • @okie1630
      @okie1630 3 ปีที่แล้ว

      @@CiroContinisioUnity Thank you Ciro!

  • @na.5010
    @na.5010 4 ปีที่แล้ว

    Heck yeah, 👏👏👏👏👏👏🙌☝

  • @ehsanakrami4365
    @ehsanakrami4365 4 ปีที่แล้ว

    i can't deeply understance what is defrence between Baked Indirect and Shadowmask
    Option. can somebody explain that to me?

    • @ehsanakrami4365
      @ehsanakrami4365 4 ปีที่แล้ว

      @@CiroContinisioUnity thanks for answer and resource I will check it all If I still had a confusion on it I will share it with you

  • @smally5739
    @smally5739 4 ปีที่แล้ว

    unity needs to give us a way to preview area lights

  • @luisritod3620
    @luisritod3620 2 ปีที่แล้ว

    5:43 shadows

  • @CptnZozi
    @CptnZozi 3 ปีที่แล้ว

    Hi guys, I'm having an issue where all my objects turned white after I baked the lighting, I have a directional light, and couple of point lights (wich ill eventually change for area). My lightning mode is substractive and my directional light is mixed. Any ideas?

    • @CptnZozi
      @CptnZozi 3 ปีที่แล้ว

      @@CiroContinisioUnity Thank you very much, I'll check this asap!!!

  • @sean8306
    @sean8306 3 ปีที่แล้ว

    Thanks :-)

  • @okie1630
    @okie1630 3 ปีที่แล้ว

    But 2nd Reflection Probe overrides exterior of Hangar too... so how you do not override the exterior?

    • @okie1630
      @okie1630 3 ปีที่แล้ว

      @@CiroContinisioUnity Oh hi Ciro didn't expected you answering! Thanks for the reply!
      Because my object is curved, as for now I use blend distance to have at least little effect.
      May I ask if there is a way to apply Culling Mask, like we do with Lights - to apply Probe for "Interior" Layer only?

    • @okie1630
      @okie1630 3 ปีที่แล้ว

      @@CiroContinisioUnity thank you!

  • @smoovlo4373
    @smoovlo4373 4 ปีที่แล้ว

    What were the assets used? I couldnt hear him properly

    • @smoovlo4373
      @smoovlo4373 4 ปีที่แล้ว

      @@CiroContinisioUnity thank you, this was the best lighting tutorial ever made by unity.

  • @harrysanders818
    @harrysanders818 3 ปีที่แล้ว

    Hilarious to see that even the guys working at Unity do the - - - - - - - - PARENT X - - - - - - - - - - stuff, due to the painful lack of folder elements for visual distinction and organization purposes in the hirarchy. I would say it is less funny than it is tragi-comical.

  • @_denzy_6310
    @_denzy_6310 4 ปีที่แล้ว

    I had a 5hr bake with 10 million texels. My pc is hella crap

  • @TYNEPUNK
    @TYNEPUNK 3 ปีที่แล้ว

    Great video, sometimes you sound Welsh somehow :)

  • @MegaCX
    @MegaCX 3 ปีที่แล้ว

    It hurts that I don't understand anything, I don't know what it costs them at least to subtitle the video into Spanish

    • @Xeraclom14
      @Xeraclom14 3 ปีที่แล้ว +2

      I dont know how much it costs you to learn english either. If you dont know english then i've got bad news for ya

  • @Test-ff2cx
    @Test-ff2cx 2 ปีที่แล้ว +3

    After watching this video, I think I am out of league

    • @CiroContinisio
      @CiroContinisio ปีที่แล้ว +3

      This video is intended for whoever already understands a bit about rendering and lighting. Take it one step at a time!

  • @mowax74
    @mowax74 2 ปีที่แล้ว

    Very good talk. But your explanation of the light bounces when baking around 20:10 does not make too much sense to me. I think it's the other way around. The rays are not shot from a texel point on the surface to the light source. They are shot from the light source to the surface point. The lightmap texel on that point gets lit. Then, the ray color samples a little bit from the surface color to the ray color, and bounces back, hopefully hitting another surface point. This new texel gets lit with the new color from the ray, samples some surface color to it again, and the game continues till the number of bounces is reached. The more bounces, the more you get rid of those unnatural dark corners, even when the ray with this 4th bounce does not have that much of energy left.

  • @jeronimocollares320
    @jeronimocollares320 2 ปีที่แล้ว

    Better solution to bake lights: change to Unreal. Unity is full of bugs in bake management, already reported in the community (which Unity doesn't READ and if it DOES READ, it just ignores).

  • @DocOfDead
    @DocOfDead ปีที่แล้ว

    🏳️‍🌈🏳️‍🌈🏳️‍🌈🙄

  • @kelleyintegritysafetysolut484
    @kelleyintegritysafetysolut484 3 ปีที่แล้ว

    How about a refund Unity since you've dropped the ball for months on end. and taken my payment for services you did not provide.