I dont know why you enabled realtime GI when you didnt bake anything, those realtime lights you placed only give direct lighting you had to bake the realtime lightmaps to get indirect lighting
@gamedevblueprint Жыл бұрын
Yeah you’re absolutely right. It’s my bad
@lee1davis117 күн бұрын
Where can I learn how to use global illuminations. Ive read up on the unity docs but I'm still having trouble with my day night cycle being too dark indoors. Thanks
@v0ltdev17 күн бұрын
@@lee1davis1 look into Adaptive Probe Volumes they have something called scenario blending which allowes you to bake your scenes with different lighting scenarios and transition betwen them
@thomashahn612 Жыл бұрын
Great Video. Thanks! Enlightened me ;-)
@gamedevblueprint Жыл бұрын
Thanks! Haha that’s a good one 😀
@MAkramali-u2e Жыл бұрын
Sir You are Doing Great Job
@gamedevblueprint Жыл бұрын
Thank you 😀
@LajosUti Жыл бұрын
Very cool channel, thanks for the video :)
@gamedevblueprint Жыл бұрын
Thanks :D
@HobbyGameDev Жыл бұрын
Good recap, hoping for HDRP versions!
@BlueGooGames Жыл бұрын
Great video! We’re making a 2d game right now but next game will probably be 3d, with nice lighting :)
@gamedevblueprint Жыл бұрын
Thanks :D and good luck with them :D
@LajosUti Жыл бұрын
I don't get one part, on the Lighting tab / Scene the Relatime GI setting, I thought that is for baked lighting. If I have e.g. only a directional light on the scene, will this do anything?
@influency4075 Жыл бұрын
same, he didint show anything related to this in that video. We need to bake those usually.
@gamedevblueprint Жыл бұрын
Yepp you're right it affects only the bake my bad. Amúgy üdv :D
@Shumkov37 Жыл бұрын
Tell me how to also make a lot of light sources in HDRP?
@TimM-kz1vl Жыл бұрын
...the location of the directional light doesn't matter? Why am I just now learning this?!
@Rexvideowow Жыл бұрын
What are the limitations with number of lights with real-time?
@gamedevblueprint Жыл бұрын
Well it depends on what you use. With Forward rendering I think the max number is 8, with Forward+ and Deferred it's unlimited, but it will affect the performance of the game, so be careful with it.
@MaximilianPs9 ай бұрын
Very Interesting, thank you... I'm making a space game and the shadows gets a bit better but having a sun that cast shadows at 5000 units of distance I guess it's impossible 😕
@gamedevblueprint9 ай бұрын
I think you could fake it by using multiple light sources, but that would hit the performance significantly.
@MaximilianPs9 ай бұрын
@@gamedevblueprint I'm trying to make a light that orbits around the cockpit but that still in the same direction of the song, but it's tricky to do 😅
@KarlooAudi Жыл бұрын
But what fascinates me is how other game like Red Dead redemption for example, whole game is real time lighting and its incredibly stable.. How
@gamedevblueprint Жыл бұрын
I’m not sure but I think it’s not all real time light, they have some tricks as well, if you check out my light probes video where I talk about how can we merge baked light and real time lights together to have the illusion its all realtime. Obviously they use a different engine but the idea behind it is similar.
@truesosense7722 Жыл бұрын
Rdr2 uses baked stuff too (like indirect lighting), so I wouldn't be surprised if some of the lights are baked.
@IberianInteractive Жыл бұрын
do you explain how to install URP?
@gamedevblueprint Жыл бұрын
Well in this video I don’t, but in my previous one I do show how to convert the asset’s materials to URP. But in general I just start a URP project by default. But it’s a good point, I should make one about how to convert an existing project to URP.