Lighting tutorial: 4 techniques to light environments in Unity | Unite 2022
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- Опубликовано: 3 июн 2024
- Step into the famous Sponza Atrium to see how to beautifully light an environment from scratch using a mix of baked and real-time techniques. Pierre Yves will showcase the GPU Lightmapper, the new Probe Volume system, ray tracing, and path tracing.
00:06 Introduction
01:18 Speaker
01:40 Volume system
02:47 HDRI sky setup
04:16 Direct lighting & shadowing
06:38 Lightmaps
08:33 Reflection probes
10:41 Camera exposure
13:57 Light probes
15:35 Probe volumes
17:50 Lightmaps vs Probe volumes
20:51 Ray tracing
22:05 Ray traced reflections
24:54 Ray traced global illumination
26:38 Path tracing
28:24 Summary & comparison
#tutorial #lightingtutorial - Игры
Unity needs more videos like these. Pleasent structure, no unnecessary group chat talk, just 30 minutes of full knowledge and reference for future projects…
Pierre is so insanely knowledgable and presents information so clearly -- we need more from Pierre on here, Unity! 💪
i could watch this man talk lighting for days. what a fantastic presenter!
Pierre is my favorite person in the Unity dev team.
I am a TA working at Unity ... I never miss Pierre's presentation ... keep up the good work!!!!
mixing baked lighitng, automatic probes and RTX is awesome! This is what I have been waiting for!
This was excellent!! We need much more presentations like this, very well done
I always love content from Pierre 👌👌👌
Nice tutorial, learned few things after using unity for more than 5 years.
It would be nice to have crisp shadows on directional lights, but yes, we need more quality videos from you guys more often
You can get crisp shadows in HDRP if you wish to, by reducing the angular diameter on the sunlight, and increasing the shadow resolution (while using either high quality filtering, or ray traced shadows). However, "crisp" shadows are usually not realistic at all. Shadow blurriness increases with the distance to the shadow caster, so be careful what you wish for...
@@pierre-unity after thinking it over, I think the shadow map is fine. I currently keep the resolution at about 2k just for performance
@@KRGraphicsCG Look at "PCSS" technique from Nvidia ;-)
I was actually wondering for while how to make rooms dark while outside bright basically how real life or games work, now i know, thanks.
Your presentations are the best Pierre, please keep doing them.
Great stuff. The way this guy presented all this stuff is the definition of professionalism.
This is one of the best Unity tutorial videos I've seen ❤
Amazing tutorial, concise and clear.
Excellent tutorial, thank you very much!
Excellent presentation. Thank you.
Great presentation. Thank you!
Another Lighting banger from Pierre. Nice!
Amazing content! Really thanks 👍
Great presentation. Even though I knew most of those things, it is nice to see them presented in such a clear and elegant manner!
Thanks Pierre, great intro to unity lighting for me
fantastic presentation, thank you
Great video. Thanks for sharing.
its so clear to follow the presentation. even I am not a lighting artist. great tutor!
Even though Pierre is so concise with teaching me this, it's still a lot to take in with all the terminology. Great tutorial! Will have to rewatch a few times and refer back to this.
Great video. make more walkthroughs like this.
I'm in love with this guy
Thanks for this video!
Good job and nice presentation, thanks you
Thank you Master Pierre!
1:27 Casually mentions he worked in the Crysis trilogy, GTA V and RDR2. I'm speechless
Great presentation. :)
great presentation!
This is an incredible tutorial, thank you Pierre! Is there any possibility you wuold consider doing the same tutorial with URP? There are so many layers to unpack here, and even after watching multiple other URP lighting tutorials I still have so many questions.
Thank you for the education
very nice roundup of the different options! weve currently used lightmaps, but the automatic light probes seem to be a viable alternative, with the better reflections. will be interesting to see them in urp
That path-tracing is such a tease. :D I can't wait for it to be actual realtime.
Good Tutorial 👍
Mighty Nice ❤️
thank you
the probe volume is such a leap !!!!
More videos like these!
Its Really Good We need More Videos So Kindly Make Playlist On Photorealisam We Will be very Thanks Full to You
It's great when all this functionality can be used in unity. However, I would like to hear a solution to all lighting problems for large worlds, and not a separate location.
thanks boss
Now I can create my water yayyy
Noice !
It was really nice and descriptive, I hope you will make videos like this again. By the way, will the next nexgen be "path tracing"?
"By the way, will the next nexgen be "path tracing"?" - absolutely!
Спасибо
High level Master Class. This guy could also be the next Terminator
Maybe Agent Smith in Matrix
@@user-qy6im1lm6n True! xD
How to tag the corresponden meshes to be lit by lightmaps or with adaptive probe volume? 18:46
How can someone deliver such vast ammounts of useful information while looking exactly like a movie villain who was behind the scenes all along and now you've walked right into his trap
Can we please get one on a fully enclosed indoor env?
You can use the HDRP Scene Sample that you will find in the Unity Hub. It's an environment that contains multiple rooms, from fully affected by the sun to fully enclosed. The concepts are exactly the same though.
1:40 Volume system: Post-processing volumes
3:00 Volume system: Sky
4:48 Volume system: Shadows
6:03 Volume system: Indirect lighting control
6:38 Global illumination: baked lightmaps and reflection probes
8:31 Reflection probes
10:40 Camera exposure
I try to do this but find out my scene always baking the lightmpat, even when i press the bake button in the probe volume menu.. that's why mine took very long time to bake, didn't find the tutorial how to bake with probe volume only. And after the bake complete, i try to add sphere mesh with hdrp/lit material, then try to moving it around to try if the APV working, but the sphere still look flat all over the room not affected with all the probes, or simply it's just my wrong step.
So for 3D mobile games, Would Baked lightmaps be a good choice?
Since they are pre-computed, backed lightmaps are less resource intensive than any other option, except for maybe vertex colors, but if you don't need something more complex, lightmaps would be the better choice, regardless of the platform your game is gonna be on.
@@Inferryu Yep!
Just don't change your lights during the gameplay ;-)
Thank you for the tutorial. I read many of your posts on the Unity forum, giving useful tips and explanations. I tried many of them, unfortunately I could not achieve an acceptable transition between a bright exterior with dynamic directional light and a very dark interior lit with a dynamic point light. There is always an issue, either with the blending of indirect lighting, or that of the exposure, if the exposure blending is fixed, then interior light is too weak... Also the interior that look bright for the outside... I would love to see a tutorial on the subject in Unity, but I could not find any. Strangely, exterior/interior transition with dynamic lighting is a common use case in video games and achieved using other game engines. Is it something that can be achieved in Unity? Thanks
You even dont explain how you put the "scene settings" in the scene. There's no in mine, because i'm under URP ?
Do I have to bake a scene before adding the adaptive probes or does it render realtime?
The irradiance is captured in editor, not at runtime. First you place a Probe Volume object in the scene around your objects, and then bake it. See 18:19.
@@pierre-unity Alright, Thanks. I followed your instructions for the probe volumes, but every time I bake my scene I get an error message saying; "Assertion failed on expression: 'm_PendingLightmapHashes.size() == m_LightmapCompositeHashes.size()'". How do I fix this?
Using this building is fine for simulating interior levels, but not covering the different requirements for large open spaces that can appear in the same game world.
"leak reduction mode" is not showing for me. any help?
Does anyone know why my bakes look flat with no specularity?
Could you please share the project files, so we can follow the tutorial from scratch?
This video is amazingly informative, right to the point and precise, thank you Pierre, thank you UNITY 🥰🫡
He'll yeah. Rendering in Unity.
Please make more videos for hdrp lighting
i have the feeling that you wanted to use Sponza inspired by my recent attempt! jajaja Thanks Pierre, you are very helpful as always
come on unity u can do it
"Probe volumes; HDRP (URP soon)"
Will URP probe volumes come to Unity 2021 (LTS)?
LTS releases DO NOT get any new features. That's the while point of being an LTS version - only bugfixes...
Hello. Who can explain why a probe has a round shape?
You're probably referring to the gizmo itself (the probe itself has no concept of shape, except for its area of influence, such as "box" or "sphere"). You can test it for yourself in any game engine: it's much easier to have an idea of a surface's indirect diffuse and specular lighting with a sphere, because each point on the sphere points in a different direction, in theory, an infinite amount; whereas with a 6-faces cube, you only get 6 directions. Therefore, a well-tesselated sphere is a perfect object to visualize indirect lighting.
@@pierre-unity thank you very much. It was very important for me =)
Is any of this applicable to URP?
Most of that - no.
URP will get probe volume in 2023.1
is there somewhere to get the project?
OK... but how do I have a cave and an outdoor region operating at the same time with different lighting? The cave gets messed up with ambient light
The process is exactly the same as shown in the video. A cave simply requires its own reflection probes, and the lightmap or lightprobes will work fine as long as the caves are shadowed properly.
Hi If you would attach the model resources for downloading could be really really appreciated😍 I've tried the other resouces of Sponza but they are so diffrent from yours. Pls help
Hey, the Sponza assets are available on the last slide of the presentation.
I really wish VR could handle HDRP.
However you have to bake lightmap then place adaptive probe volume. Not a fully dynamic system
That's not correct, you do not require lightmaps to use the Probe Volume system.
I shouldve just skipped to the Pathtracing.
you are using unity 2023 alpha. hope for the few upcoming feature
now we just need real-time reflections that use the lighting probes, we've spent too long with dealing with reflection probes
RT reflections? ;-)
Since the release of Unity 5, it appears that little has changed in terms of lighting.
Whether you have a Geforce 1070 or an RTX 4090, the best quality is still lightmapping.
Can some how Unity use ray traycing on APV and we got some Lumen alternative?
alright
Where can I find the other 3 tutorials?
You know what would be great?
Artists using all real-time path-traced lights to achieve whatever visuals they want, and then an AI takes over and creates all the reflection probes so that the results are almost identical in terms of lighting, and game performance is rasterization level.
Generate Lightmap UV's takes lot of time and no time bar is there:: feeling irritated here...
Raytracing works only on NVidia, I assume.
No, it works with any GPU that supports ray tracing and DXR. This includes the latest AMD GPUs too.
You look like the guy from matrix
Agent Smith / Huge Weaving, yes.
Omg thought I was the only one who noticed
LMK if you need content creator for Unity. I want to explore unity for filmmaking
I hate dealing with light in Unity, it's so complicated
Then switch to UE5 and have fun burning your pc :)
To think I would be getting tips for lithing a virtual environment from Agent Smith.
i don't know! unreal engine 5 is open source but why unity isn't taking a look at the code of lumen and nanite? maybe they can come up with ideas and make some of there own systems.
That's a lot of code rewriting ;-)
Интересно, как это получается так, что на видео у них у всех выходит красивая картинка, а как сам открываешь проект и делаешь абсолютно тоже самое, копируя буквально каждый параметр, получается лютое говно?
meanwhile in unreal they use a light. I understand the importance of control, but this is....... beyond.
Sigh 😓 don't think normal PC can take this
Lightmaps - easily! xD
Still unity is far behind Unreal in terms of Realistic lightings
ok...
What features does Unreal have that Unity doesnt? IMO the baked lighting looks fantastic. If you talk about Lumen: This is only available on highend machines with Raytracing cards, not available on Macs or any mobile and no one will ever release a game with that in the next 5-10 years due to hardware limitations.
It doesn't matter if unreal has better light rendering as of now.. Unreal doesn't make better games.. Competent game devs do. Doesn't need to be made in unreal to be good. I think most people that blow hot air up unreals ass, in most cases, don't have any real knowledge of game developing and just jump on the band wagon of an over-hyped system.
He starts with 0 in his presentation. Such a programmer move
Unity....evolve HDRP rendering...for PBR textures to use/max Real Time...they are still The Herct Human Digital quality...evolve to Archiviz Level
Unit support... hand-stomped XYZ skin textures... not everyone can afford... Fotogramteria... how you go about doing photogrammetry from an Ultra Realistic ORC