Thank you very much, this worked for me in the experiments I'm doing in Unity. I have a question, is there a way to change the brightness intensity in a script during execution? Greetings.
i search for the same thing. and found this: Adjusting emissive intensity at runtime For High Definition Render Pipeline (HDRP) non-Shader Graph shaders, such as the Lit, Unlit, and Decal shaders, changing the _EmissiveIntensity property does not have any effect at runtime. This is because _EmissiveIntensity is not an independent property. The shader only uses _EmissiveIntensity to serialize the property in the UI and stores the final result in the _EmissiveColor property. To edit the intensity of emissive materials, set the _EmissiveColor and multiply it by the intensity you want. using UnityEngine; public class EditEmissiveIntensityExample : MonoBehaviour { public GameObject m_EmissiveObject; void Start() { float emissiveIntensity = 10; Color emissiveColor = Color.green; m_EmissiveObject.GetComponent().material.SetColor("_EmissiveColor", emissiveColor * emissiveIntensity); } }
Thank you so much, that was very helpful!
Thank you very much, this worked for me in the experiments I'm doing in Unity.
I have a question, is there a way to change the brightness intensity in a script during execution?
Greetings.
i search for the same thing. and found this:
Adjusting emissive intensity at runtime
For High Definition Render Pipeline (HDRP) non-Shader Graph shaders, such as the Lit, Unlit, and Decal shaders, changing the _EmissiveIntensity property does not have any effect at runtime. This is because _EmissiveIntensity is not an independent property. The shader only uses _EmissiveIntensity to serialize the property in the UI and stores the final result in the _EmissiveColor property. To edit the intensity of emissive materials, set the _EmissiveColor and multiply it by the intensity you want.
using UnityEngine;
public class EditEmissiveIntensityExample : MonoBehaviour
{
public GameObject m_EmissiveObject;
void Start()
{
float emissiveIntensity = 10;
Color emissiveColor = Color.green;
m_EmissiveObject.GetComponent().material.SetColor("_EmissiveColor", emissiveColor * emissiveIntensity);
}
}
When I try to generate lighting, suddenly everything is blown out to a crazy degree - too bright of light in the scene. Anyway to adjust?
Hard to know what to suggest in this case, since I do not have access to your project.
Maybe your HDR color intensity is too high?
when i create the Material, the colour of Material is not red , it is white. 🤔
Emission might be too high.
Also, make sure it is applied to the object.
Is there a way to preview the bake result like using real time lightsfor example
I don't think so 🙃