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.
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
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.
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😓
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!
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.
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.
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
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.
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.
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.
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 😂
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.
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?
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
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.
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
This was wonderful, please keep creating tutorials in this style.
FINALLY A TUTORIAL WITH ALL THE STEPS! Thank you!!!
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!
Ahh yes, 0:55 you are getting ready to overclock your oven with a brand new GeForce RTX 3090 graphics card.
*heavenly choir noises*
The history of light I guess
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!!!!!
Ian Hubert vibes, very good tutorial!
Oh! So it was you who made that awsome vrchat world!
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 for being quick, efficient and most of considerate of the ADHD kind
omg Hiyu! xD
This is fantastic!
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.
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!
Brother shadows disappear when we go far away from any building
omg yes thank you XD all tutorials should be like this
Now this kind of tutorial I want for unity devs! :D
Thank you so much this help I've been having a lighting issue
what about indoor lighting? (if you don't mind)
why do i get a weird sphere instead of a reflection probe?
Cant access the shader in the material thingy its all grey and I can't click on anything?
thank you but why mine looks so horrible -
Thank you so much!
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!
Space? Where egg?
Im confused. where do you put the light component
the Sun is a deadly laser
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.
will this not decreased the mobile optimization? 🙏
For mobile I recommend using no post-processing and no realtime/mixed lights, all baked. Baked lighting is just a texture, so runs really well :)
@@HiyuMarten Noted, thank you for the feedback!
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😓
This is exactly what I needed. Thank you
GreeEEeeeEEnnnn
How to get realtime shadows (for moved object) in backed environment
Those two things contradict itself
I dont see color grading?
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.
nothing works for me from this tutorial
Wha- Ehy Wha.. TEH ENDING😳
How do I make the lighting shows things
This is really good xD
add generate lightmap on model +
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.
LOVE U
make it G̶̫̤͂̑͆R̶̭̘̭̾͐̌Ė̶̤͜E̵͖̪̎N̶̪̘̂͌
Wait a second. I know these maps, their the fur world maps :P
VirtualFurence, correct
I failed at "drag it onto the sky"
👍
😳
And you will still have better graphics in Unreal by default. 🤣🤣🤣
sadly
Yyyyyup
slow down
That clickbait thumnail is irrisponsible madness. Me no like.
how i follow this dumbass tutorial and nothing works lmfao
Lmao please faster you going too slow
Big thanks, lots of very useful info packed into a brief minute. Love it!
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!!
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
This channel is a hidden gem. You deserve more views and subs man. Keep up the good work!
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
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.
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.
Thank you! I'm starting get into world creation and this will definitely help me, cheers!
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.
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 😂
green is not a creative color
Thank you for the suggestions :D
Yesss I love it! Time to experiment!
This is the best Unity VRC Lighting Tutorial on UA-cam Hands down.
oooh! so that's how this place went from unusable to pretty dope.
right?
so uh. post proccessing dosent work for me. i followed ur steps but its still boring
the world went from the apple store to disneyland in less than a minute
My lighting looks absolutly horrible bro how do I bring it back.
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.
Screw this.. i dont have a whole minute to waste on learning... where is the 30sec tutorial ??
this is way too funny for what it is
Well, the first step should always be to set the color space to liniar.
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
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.
BRO SLOW DOWN
Furry worlds! Yesss!
w
Watching a lot of Bill Wurtz, I see.
What do you do if the post processing isn't there?
Was wondering why my games all looked like ass.
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
put speed on 0.5 to make him sound drunk
This destroyed my whole progress... now nothing is working like it was. I found out, that it was a mistake to make everything static
This tutorial setup is for the default render pipeline and not URP or HDRP if I am correct.
That's correct
huh?
thank you so much
Fast is good. Too fast is not.
Quick tip! Auto sub😊
Why doesn't this have like, 20m views?
MAKE IT GREEN💀
Is this for URP?
Do you know if VRchat is compatible with unreal engine?
Thanks
It was this or a 11 minute video. I love you man.