HIGH QUALITY LIGHTING using Light Probes - Unity Tutorial
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- čas přidán 28. 08. 2024
- High quality lighting is not performant... Until now! Let's have a look at Light Probes in Unity.
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● Simple Lighting in Unity: • LIGHTING in Unity
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♪ "ES_Dress Code_Black - oomiee" by Epidemic Sound
ooo that's awesome, gotta try that!
Y E S
Karlson,yes
Dani milk
czcams.com/video/65mueI817yU/video.html
Absolutely
Baked lighting is one of the ways the first mirror's edge looks so good to this day
this guy gets it
Graphically, meh.
Style, kind of it's own thing but not fully realized.
Visually appealing and beautiful, not really.
It's like if cancer joined a chat and everyone grabbed a bathtub of bleach and started playing Splatoon
I love mirrors edge
half life alyx as well
@@magnusm4 damn, the edge
Remember the old intro. I used to jam to it everytime. Great vids. Its because of you I got into programming and making games. thx and keep up the amazing work.
It seems like this is the only channel capable of teaching unity in a simple way. Other channels always over simplify or over complicate things. And so many of them have bad quality and bad accents. Awesome channel!
Thanks for the tip on the ebook! I really needed something like this.
Your videos have really opened up the world for me, because I always wanted to do game development but didn't think I could ever grasp the skills needed to make anything more than mods. That all changed when I found your channel. So again, thank you so much for all that you do!
An awesome teacher, I just remember your last video right now while seeing this video, I really miss your videos Brackeys...Please comeback...
missing someone could sound nuce, but why ask to come back
imagine you said goodbye to some people and moved on through your life with a smile cause you had other things you felt excited to go towards, but then someone reaches you and asks you to comeback? I feel like that would feel a bit off to ya, like you know what makes you happy but someone asks you to come back to something you got over
Good video. I was literally trying to figure out light probes this week as i knew they made the lighting more performant but the unity docs tell you how to place them, but not really what they do in detail. I love that your videos explain _why_ you're doing something, not just _how_ to do something.
Thanks for the great video Brackeys! I didn't even now about light probes before this.
I was struggling with the Unity tutorial on lighting at the light probe section. They linked to this video for good reason- totally cleared up my misunderstanding of how light probes worked and how to set them up. Fixing my scene was cake after watching this, thanks! The bit about the light probes themselves showing the light at their position is very nice for debugging your light probe setup, and using a white ball or cube too.
I used Unity for a week and than switched to Unreal. Now before you read further, it's my opinion for the work I am doing. I have to say that even though unreal is a heavier engine than unity, the features it gaves you are more than that of Unity. I was able to prototype an FPS game in just 2 days with Blueprints. However, I liked Unity's coding system a bit more than Unreal's.
Unity Pros:
1)C# easy to learn
2)Great for mobile game development
3)Supports multiple platforms
4)HUGE online community
5)Ease of Use
6)2d is supported and is very powerful
7)Shaders,VFX, and animations are node based but VFX and Shader graph still under development
8)Ray tracing support
9)Assets Store
Cons:
1)Dark theme is only available for pro version
2)UI is a bit old (fixed in 2019.3)
3)Most new features incomplete or under experiment.
4)No source code available
5) Performance issues
Unreal Pros:
1) Blueprints scripting
2) Graphical quality is very amazing
3)Can develop games for multiple platforms
4)Node based Materials
5)Node based Animations
6) Sample game Templates are available inside engine
7)Ray tracing support
8)QUIXEL'S MEGASCANS Library is free for all Unreal users giving you access to over 11200+ PBR with everyday new meshes and textures, photogrammetric meshes and textures. You can also use Textures.one as alternative.
9)Good tutorials
Cons:
1)Project build files sizes are huge
2) It can take a week or so to learn the UI but gives you flexibility
3)Epic takes 5% of revenue if a game exceeds 3000$ USD
4)Not suitable for running on low end machines
5)2d support totally abandoned
6) Tutorials not in abundance like unity
I feel like this was a very balanced comment, and honestly, as someone who uses Unity you should use whatever engine you want that does the job
Btw, dark theme is free now🤓
Wait, that non static object casts shadow being in shadow!
I was going to comment the same thing. It really bugs me cause it's not realistic and if you notice it once you'll see it everywhere. Anyone got a solution?
(Great video as always anyways)
@@riccardomariotti3863 Yeh its called raytracing, all this other stuff is just fake tricks
@@gower1973 realtime shadows solves that, but its "expensive calculations"
@@andr3wdr0n3 yeah it's incredibly expensive cause it's raytraced
edit: was mega wrong l0l. Read comment below
No, this has nothing to do with raytracing. Simple Deferred-shading projection shadows are old tech, and quite "cheap" to run this day and age.
Some professional games mix static shadow-maps and dynamic shadows, culling latter away at the distance. Some go a step beyond and use more complex algorithms to fade dynamic shadows in/out as they move within the static shadow-map, showing the projected shadows only when on a well-lit area.
Obviously these can cause other issues if your scene has changing lighting conditions (ie. day/night cycle), so many games just cull out projected shadows and leave only the per-pixel shading on the 3D models intact.
Oh wow, yeah, I expected to have to type settings into each individual probe. This seems like a super easy way to really improve the feel of my games! Thank you!
Brackeys, I'm making a game in a duo team in which I do all of the programming for a national competition, and I just want you to know it would be impossible without your videos
I guess a lot of things have changed over these years? I didn't add any additional probes except for the basic 8, but my sphere still adequately reacted to shadow/light blue/red transitioning.
I just learned this yesterday and it was hard with not many good tutorials, and you come up with one today.
Super concise! Proper lighting has always intimidated me, but your lighting tutorials help a lot!
I love the timing in your videos. I was just starting playing around with lighting since I've always done 2D or real time stuff. As soon as I opened youtube to find a video on how to mix baked lighting with dynamic objects you appear on my recommended hahahhaha. This has happened a couple times already XD
10 out of 10, good mindreader.
We miss you Brackeys
Can you do a grappling hook tutorial please
Yes
OMG YES
ye
yes..i too want that tutorial...please make
check danis tutorials
If the probes don't show up in scene-view you need to increase the 3D icon scale in the Gizmo dropdown.
THANK YOU BRACKEYS !!!
I've been having a problem with Amplify Imposter Shader, throwing the most screwed up and flickering self shadows. I had no light probes, but had my material set to blend with light probes(lazy to keep deselected that.) So it was blending at random between black of no light probes and the albedo texture. This tied in that all together for me this morning, and now it looks to be gone.
This is a huge relief.
Thank you, LOL
Micah
the ebook link is still working :D Great video and explanation, thank!
I really needed this. You do such good work explaining all the features in short fun videos.
Thanks, I always wondered what is light probes until I watched this awesome video!
As I was enjoying the lesson, it ended so soon. Thanks for this light probes lesson brackeys.👍
At first I didnt know how light probes worked but this helps, thanks brackeys
Cool and usefull. The quality of the video is high and very pleasant for eyes. Thanks to everyone in your team:)
Got the e-book. This is gonna be very usefil. Thanks for telling us
It would be absolutely fantastic if you make a video showing how to do a proper server browser, using filters and what not, all for online multiplayer games in Unity.
Dude you're like a legend in my dev classes
Brackeys videos are literally perfect. Why do people dislike?
Thank you so much, I was terrified to use lightprobes before, now I know what they actually are now lol!
THANK YOU, I was just getting into learning about lighting and was watching the older videos!
This seems realistic until you notice that the shadow fades onto the sphere. So standing on the shadow line, means you have a lighter shadow, not a half.
or the light red taint is also on the upper half of the sphere...
It's a good compromise to real-time lighting.
I mean, do you care while you're moving around in a game ? If you're making a pure simulation for other purposes you can use straight realtime lighting and deal with the performance cost, it's not an either/or situation... you can even mix baked, mixed and realtime lighting in the same scene.
Well of course. It's not magic. This is how lots of games handle lighting on dynamic objects and it's an excellent compromise that gives pretty nice results with extremely low run-time cost.
I think the best solution for this problem is rendering the light around you in real-time and in the distance baked. I think that that’s how lighting works in mirrors edge. Which is still looking great 12 years later.
The ebook is AWESOME!!! 🤓❤️❤️❤️
And great tutorial Brackeys! 👍
cool feature and all, but the tools for it are non-existent, which is a big problem for unity. The tools just aren't great. Try placing these light probes all over the place in a huge complex map with varying terrain. Thankfully the community has made tools to fix unity's problem. Hopefully unity actually adds a tool for light probe placement in the future.
Also for anyone doing additive scene loading then currently light probes won't work with that setup. Only light probes from the latest loaded scene will be active.
Which tools are you referring to? I want
@@vystorm it was on a forum post about light probes or workflow feedback, I can't find it currently but I will let you know if I do.
it's a tool where you place a volume and it fills it with lightprobes, also allowing the check if each probe is on geometry and discard the ones inside geometry.
@@vystorm Search up magic light probes on the asset store if you havent already found something, its really amazing!
I miss you Brackey : (
I feel like Brackeys is spying on me... whenever I stumble over a Unity issue, just one week later Brackeys makes a video about it. Happened already like 10 times... Just yesterday I was checking out those light probes and felt "ah, maybe another day"... Much appreciated.
Please make a video about perfecting the baking. The sphere is casting shadows while in the shadow and the lighting transitions like a smooth gradient when going from shadow to light or vice-versa. At 7:59, the sharp line between shadow and light should be visible on the object too.
Thanks a lot. I really taught it was very complicated. Awesome.
Very close to a million subs
Another great tutorial. Thank you
Thanks Brackeys ! 😌
Could you make a tutorial on a rhythm based game and principles of beat detection in unity please? 🙏
I need it so much ( > -
I recommend checking out this Tutorial series czcams.com/video/5pmoP1ZOoNs/video.html
It starts with creating an audio visualizer, and later gets into syncing animations with Beats per minute. Probably will find what you need here.
miss u brackeys plz come back
Brackeys when will you be back?
I still have hope for your glorious comeback,
very informative good starting point!!!!!
You are much experienced in this line
Amazing video and I really like this topic to cover :)
One question - after implementing light probes, do we required Directional Light within the scene?
I am asking this question because we baked light data.
Thanks for this, great short and simplem video explaining the concept :-)
Very close to 1million subs
1M subs!! Congratulations!!!!!
Very nice tutorial presentation
Why did you checkmark your directional light as static? I thought that was only necessary for lightmapped objects no?
Looks nice. But is it possible to avoid projecting object shadows on baked shadows? Maybe by disabling projection when shadow prop detected.
What a nice tutorial as always!
Ow gosh!
That is going to be a shit thon of work to polish my games when I am nearly done! XD
Imagine making a games where every level got like 15-25 rooms that need to be baked and manually been probed! XD
Great tutorial!
How can i make a dark basement? I make a house, and if go in the basement i need it complete dark, how can i do this?
Glad you can do this; hope you making actual money, and not just selling out for no reason.
Can u please show how to build pre rendered games like clash of clans?^^
Thanks
Light Probes, helps high quality visuals stay performant.
Just another tool alongside Occlusion Culling and LoD to help hobbyists or average developers get more performance in larger games or more visually demanding games.
Unity 2019.4.31f1 you can't select point of light probes.
Even if the option to modify and activate.
Unfortunately Unity's Light Probes are a pain to use if you have large scenes (no automatic placement). Also, they are fairly inaccurate (as they don't use masks) and not as cheap as you may think in larger scenes. Unity's Lightprobes are OK to use in smaller scenes and projects of course.
good explanation. thank you.
You came just at the right time!
Light probes only become useful when you bake the light? Not when we use only regular lights
Please share your thought regarding this...
Hey Brackeys, I may need to look through your videos better, but I've been thinking abouta top-down game with guns and jumps etc. that also interact on (Maybe pseudo-) vertical layers. I say pseudo cause old Zelda and Pokemon were 2d with (Sometimes one-way) collisions that create the illusion of verticality etc.
I want it to be a very systemic game with blocks on grid (Think Axiom Verge) twin-stick game, but was wondering how ''vertical'' aim and arcing projectiles etc. would work. Even in the pseudo 3d Zelda's you could throw free-moving bombs over ledges that proportionately adjust range over +/- height, for example.
now that is what you call a true tutorial
Hey bro do a tutorial for asset bundle i hope you can make it. Thanks for having you bro stay healthy and keep motivate others about game development :)
Finally new Brackeys!
I was thinking about lighting and light probes just before the video. The timing is scary.
well statistically . . .
how to get white cubes like in the video
it always turns grey even if the material is white
Dani's favorite channel!
Very good video!
Hello Brackeys
Love your videos
you ROCK thanks!
amazing!beautiful!
Nice vid, keep it up :)
Please make a video on postprocessing
Great video!
Nice video
4:00 That's such a nice loaf of bread!
can you attach a probe to an object say a barrel save it as a prefab, then every time I place that barrel the probe will be there, instead of making each sean by hand?
nice portal reference
Will this work if I have it underground with lights spread out periodically around the cave system?
you can actually open the lighting window faster by just clicking that percentage bar in the bottom right at the beginning of the video.
This tutorial is LIT.
I am sorry, but i needed to do that
That's too powerful :D ♥
hey there brackeys,
tnx for your great tuts
can you make a video explaining "behaviour tree" and "vfxController" in 2DGameKit of Unity?
really having a hard time figuring out them!(and i suppose nobody really haven't talked about it, at least in youtube and yes i googled a lot!!)
Is it possible to take the free book without company only to learn? (company is a required field)
How much performance this operation consume???
Hi. Thank you for your tutorials.
Please make tutorial about AssetBundle.
i have a problem that is not related to this Video. I need to pause my c# script in order to give an object enough time to rescale. But by using the System.Threading.Thread.Sleep() method all threads stop and therefor also the rescaling stops. Can anyone help me?
stackoverflow.com/questions/12932306/how-does-startcoroutine-yield-return-pattern-really-work-in-unity
So light probes are lossy compression of real-time ray tracing?
Ue4 does probes placement automatically and also adjusts shadows in shadowed areas
Thank you
When i bake lighting i lose my specular.
As far as I got is - "Baked Indirect" is the only way to bake lighting AND get specular that realtime lighting gives - is this true?
I tried to use light probe, but I can't even select the probes even with 'edit light probes' enable, it keep selecting objects from the background instead of the probes. Thus I was unable to edit it.
thank u bro!
What was with the weird break on the shadow as it approached the blue side shadow?
I have some point lights in my scene that seem to flicker when looking away or back at the light, wondering if light probe will fix this or if its something else, i tried soley baked and mixxed lighting