Unity URP Tutorial - Lighting And Post-Processing
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- Опубликовано: 26 июл 2024
- Unity 2020.1 URP Low Poly Scene Lighting and Post-Processing Tutorial. In this video, I'm showing step by step how I setup Lighting and Post-Processing for my low poly demo scenes in Unity URP.
www.lmhpoly.com/tutorials/uni...
Unity Standard Render Pipeline Lighting And Post-Processing Tutorial: • Unity 2020 Tutorial - ...
🎲ASSETS USED TO CREATE A SCENE IN THE VIDEO🎲
Low Poly Medieval Buildings (work in progress - NOT RELEASED YET!)
Low Poly Modular Terrain Pack: bit.ly/3pl96bF
Low Poly Trees Pack: bit.ly/38wkn2P
Low Poly Rocks Pack: bit.ly/3eVbT6r
Low Poly Vegetation Pack: bit.ly/3bfdc06
⏳TIMESTAMPS⏳
0:00 - Intro
0:12 - Setting up and Lighting the Scene
6:36 - Post-Processing in Unity URP
10:04 - Post-Processing in Unity URP (Bonus)
12:00 - Outro
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This might be one of the most important beginner tutorials for Unity ever lol
I have never found a video about lighting in Unity like this...
The video is amazing. Helpful, I was having problems why my HDR colors were not working and I completely forgot the bloom post processing effect enables them. You helped me. Great Video as always.
Bro, i just wanna say this was probably the most helpful video out of all the Unity stuff I've watched these past 3 months, Thank you.
Honestly, this is exactly what I was looking for! Thank you!
Love the chill vibe of these tutorials
Great pacing for a Unity tutorial. Thanks for creating it.
Wow really excellent straightforward video! Thank you
i love your videos bro. keep them coming
Such great explanation. Thanks a lot!!!
Very good tutorial! Thanks!
Awesome....was looking for something like this.....
I just wanted to fix my shadow and bam game looks 10 times better. Many thanks my man.
Exactly what I was looking for!!! Thank you!!!
Thanks my friend. It was very helpful
Great video. Thanks for sharing!
Really awesome! Thanks a lot!
Amazing tutorial. Thank u so much
Thank you.
It really helped a lot.
Perfect, great. :D
AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
thanks for this!
you rock man! very well explained
Great video! Thank you very much for posting this.
Thank you for watching it!
Thankyou so much for this tutorial!
Man you are awesome !!👍👍👍👍
thanks my king
YAASSSS I NEEDED THISS (also FIRST!!)
Bro,you save my life.
Thank you. There are some fab tips in here. I appreciate how clear you've made every step.
No problem, thank you for watching!
Thank you so much !!!
wow , finding a starting point is always the hardest part. Butt finding videos that kinda doing what you are trying to do is best and its like almost every video on this channel.
which give my small axietys about beeing just a copycat =D
anyway good job =)
Outstanding!!! :)
Thank you
Useful
Very nice work ... slow and good education ... :)
Very good video, recommend :)
Nice tutorial, it seems like quite a few of the settings changes were the default in my new project so I guess Unity has taken note and made some improvements to the defaults!
Thanks! I think they watch my tutorials secretly because I know that Unity is subscribed to my channel for quite some time lol.
nice one
Quite a few people requested a Post-Processing tutorial for Unity URP, so here it's! Video has timestamps, so you can skip to Post-Processing or other parts if you want.
Unity *Standard Render Pipeline* Lighting And Post-Processing Tutorial: ruclips.net/video/uwYf1yMPuvk/видео.html
Do you guys want Unity HDRP Lighting and Post-Processing tutorial :)?
Yes :)
Yes
Really good tutorial! Are you working on the HDRP version? Keep on the good work :)
thanx mate..
спасибо , помог!
Do more like this
Sir, you are really a master. Thank you for all the effort you put making these videos!
I've got a side question, have you tried any realtime GI asset (since in URP it's not available) with low poly? I wanted to give a try to URP but this is stepping me back
Thank you Leonardo for watching them!
I used Realtime GI a lot back in the day, to make quick lighting with a nice bounced light for my Unity asset demo scenes. My asset packs like Low Poly Trees Pack still use real-time GI in demo scenes which are made in a build-in pipeline. Now it's not available in URP so you can't use it. You either bake lightmaps for GI or fake it by using light source/s or Ambient Color.
Top
tnx
thanks.
-DanLaj
По акценту понятно, что вы точно не из Индии))
Спасибо за гайд.
Great video. I've been searching for something like this for two days. Everything is so vague an focused on sales...
Got my shadows now 150 😊
3:08 Shadows Normal Bias
7:07 Tone Mapping ACES
8:00 Color Adjustments - Exposure, Contrast, Saturate
8:47 Channel Mixer
Damn you are my hero! any chance you make a tutorial about interior lighting?
I can do that. Added to my list ;)
@@LMHPOLY Amazing!! I'm looking forward to it
How do I disable SSAO on a specific object?
Awesome! But how do we add Ambient Occlusion?
Well, I have good news for you. I have a tutorial just about adding AO using URP: ruclips.net/video/qMfYYvMVW08/видео.html
Thank you for the tutorial. Why do we use lightmaps for these assets with the standard renderer, but not with URP?
The only reason I used lightmaps in the other tutorial is because of the cabin. I baked the lightmap only for the cabin to add more depth to those wooden walls and make them much nicer. But, as you can see, this scene doesn't have that cabin asset, so I've no reason to bake the lightmap.
Lightmap baking is out of the scope of this tutorial. I can make a separate, much more detailed video about lightmap baking only at some point ;)
Thank you for watching!
@@LMHPOLY I'm glad you showed how to do it without lightmaps. I asked this question because I had some issues with lightmaps after I switched from the standard renderer to URP, and they were particularly noticeable with low-poly assets.
The edges of all my objects (whether they were the edges between individual faces, or where 2 objects connect) were being outlined with dark shadows, and it looked bad for a low-poly terrain. Especially for mountains where I scaled up the size by 5-10.
Using an approach with 3 different "suns" at slightly different angles and intensities (and only Realtime lighting) gave me the look I want, without lightmaps at all. So thanks for giving me that idea!
Amazing tutorial. Are you using windows ?
Thanks! Yes, I'm using Windows 10
Thank you, your tutorial is very clear. Will this also work for Oculus Quest?
I think Oculus Quest should support Post Processing just like an Android smartphone, but most effects can be very performance heavy.
If you have Oculus Quest, testing every effect one by one by yourself is the best ;)
@@LMHPOLY Thanks, i will try it on Quest & Quest 2
What's the difference between Universal Render Pipe Line and 3D? And which is better/more advantageous to use?
There is plenty of information about this on the internet. URP for example has Shader Graph and built-in doesn't. UPR is basically focused on lower-end devices. It uses Forward rendering only! As for now, it doesn't support shadows for point lights.
Read the comparison between the two here: docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.3/manual/universalrp-builtin-feature-comparison.html
I also recommend you to watch this video by Brackeys: ruclips.net/video/5MuA92xUJCA/видео.html
can you create a new tutorial to setting for mobile game, and how to optimize for mobile game? thanks
Shift A does nothing for me, Shift Space does
OMG that supposed to say SHIFT+SPACE to maximize/minimize the window. Thanks for letting me know!
Thank you for the video! I've heard that there are artifacts and some issues on iOS when using a URP. What can you say about this now? Should I switch to URP for a mobile game? Thanks!
Never heard about that. I'm an Android user, so I didn't have any issues. Also, URP is made for low-end devices like mobile and VR, so it would be best to stick with URP for iOS, unless there is some kind of big issue that I've never heard of.
@@LMHPOLY thank you so much!
When i downloaded URP i didnt get a UniversalRP-HighQuality?
Very nice tutorial! Actually i have another query How do you record final output of scene( your outro part of video )?
I create a game build, run the .exe file and record using Nvidia Shadowplay.
@@LMHPOLY Thanks for reply, Is there any way to record output video inside Unity?
@@VenkatVenkat-uj7hw I use Shadowplay to record everything, tutorials and Unity builds. I think there is a tool on the asset store which allows you to render the gameplay into a video.
@@LMHPOLY Thank you!
Anyone have any idea on how to make gamma not suck ass
Im working on a client brief and due to platform constraints (android 5.0 lmao) i prettymuch need to use gamma now lol
Im on URP btw
Can this technique be used for Android games?
Post-Processing in Unity is not made or optimized for mobile. But you can use simple effects like Color Grading and Tone Mapping combined with a Linear Color Space to make it look much nicer. Effects like Depth of Field, Ambient Occlusion, or Bloom are too expensive for mobile devices.
Keep in mind that there are assets of optimized Post-Processing effects for mobile devices on the Unity Asset Store.
i don't really use auto-generate lighting because it's just very buggy
If I don't need to bake any lightmaps, only to generate the lighting data, like skybox ambient color, 'Auto Generate' works perfectly every time.
But if I need to bake lightmaps, I never use 'Auto Generate'! Especially while using *GPU* Lightmapper, then I Generate Lightmaps manually.
By using *GPU Lightmapper*, Auto Generate - never bake the lightmaps right for me. It's very buggy, so I clear the baked data and rebake manually every time I make a change, then I get the best results.
failed ,, i need it for android mobile :(
there is no rendering tab under my cameras
Which version of Unity are you using?
Make sure that your Unity project is URP!
I can't find this in my project 1:59
Did you create a Unity 'URP' project? You must use Unity URP pipeline to follow this tutorial.
May i ask why the build setting is PC? Cant i use it for android?
You can, but Post-Processing effects are very heavy in performance on mobile devices. You can use Tonemapping and Color Adjustments and get away with it depending on your game, but other effects like bloom, DOF can be very heavy in performance. I wanted to make sure that all of the settings I use work, so I showed to use PC build so people can follow and learn.
@@LMHPOLY hooo.. i see. thankyou
🤨
You polish or spanish?)
I'm from Lithuania
@@LMHPOLY wow, its cool, im near ), Belarus
Мне кажется, какой-то странный у тебя акцент. ARE YOU FROM RUSSIA?
I'm from Lithuania.