omg wow thanks for clarifying the exact use of the reflection probes, the docs dont do a great job of explaining how to use them exactly. i learned so much from this one video!
Thanks for posting this! The new light probes were confusing me a little bit when it came to getting floor reflections, but this gave me the answers I needed.
I've been looking for a way to add dynamic stars to the default unity procedural skybox. I never even considered using a single sphere particle system! Genius! Thanks!
Glen, thank you so much for this. I have been looking everywhere for a tutorial like this. Keep it up! Your videos are high quality and very enjoyable to watch. Thanks a bunch!
Thanks for posting this video! I was struggling to find good methods for simulating a day-night cycle. I appreciate the code walk-thru, helped to understand the most relevant information. Thumbs up!
Thank you, Glen! This gave me everything I needed to make a nice day/night cycle for my game prototype! Easy to follow and thorough. Very much appreciated.
Love it! Hope to see more of this sort from you. Gave me inspiration to do a simple implementations of GI for exploring the sunlight casting angles over the months of the year into the house I've designed.
Just wanted to say *Thank You* for this... I've been having a hard time getting the Day/Night cycles down in Unity 5. I love the reflections... I was wondering how to make them ever since I was playing Star Wars Old Republic (and I thought that they had awesome reflections!!!) I prefer the way that unity 5 does reflections over the the reflection cubemap style of unity 4. I agree with some of the comments, for new/beginners, having the code commented as to what it does (like the gradient and curve's .Evaluate() would be a great place for this) Again, thank you! :D
Great work, really cool. When I saw your original video I wanted to see if I could create the simplest possible day night cycle, but I based it on a day night cycle script I already had made for a 2D game I was making and it ended up becoming a bit convoluted. Your script looks simpler and much more customizable. If you don't count all the fancy trickery you do with the colors and the fog then it's really simple. Reassuring to see that you solved the reflections the exact same hacky way. :p You probably already know this, but if you set your reflection probe to "No time slicing" you get rid of the laggy floor reflections. But hopefully we'll soon get built in screen space reflections and won't have to resort to dirty hacks like these. :p
Yeah, for some reason the screen space reflections I was using previously aren't working nicely in Unity 5. The reflection probes are really meant to approximate reflections on surfaces, and not be truly photorealistic. So it ends up only working in a few instances (across a floor plane, etc).. it would get much more complex if we also wanted to have a reflective wall or ceiling. And even more challenging on non-90 degree surfaces.
So many things to be learned from your tutorial and carefully explained. I'd still prefer your voice a little bit higher -- it's distracting. There are times in the vid when you speak higher and that gives my ears comfort. I hope you don't mind. Liked.
I've uploaded the full project for download. I've had to replace the texture with a public domain texture from OpenGameArt.org, and unfortunately remove the Sonic Ether Bloom effect, because I can't redistribute that.
Hey thank you so much. I have a quick question if you don't mind. In my project and in the video if you look closely the reflection from the floor is projecting is flickering or moving or something weird. any suggestion how to fix that?
Thank you for the tutorial but I have a slight request. Is there a way to make the water slightly move up and down and have the water blend in when it touches terrain like in the basic unity water?
How funny! I just watched this last week, and loved it. And while getting into coding, pulled out my old Flash Math Creativity book, to see what inspiration I could take from it, and saw Glen Rhodes! And at the mention of having done game coding, I Googled you, and ended up back here! All Rhodes lead to Rome? Or something!
Great tutorial and awesome looking results for small scenes. Just a heads up for anyone like me with a big scene and trying to implement this inside it. Just don't do it, don't even try to do it... I assumed when he said taxing it would be okay on higher end machines but it really kills unity and makes most of the editor unusable. This is a perfect solution for a small scene as the creator mentioned it's very taxing and on larger scenes it's not worth it since there are better ways to accomplish the same exact thing. Also NEVER set the precomputed realtime GI realtime resolution to 8 texels per unit like creator suggested. It brought both of my gaming machines to their knees with my moderate sized scene,.
Amazing tutorial! Just one thing, if you can explain (in short terms, doesn't matter) what are you doing when you tweak things, can really help me a lot to know what actually im doing :D Thanks!
Hi Glen, I Appreciate that you create this tutorial for us. I am a new user for unity, and i am using 3d max and vray for my Architectural designing works. Now this time i am looking for some Architectural based tutorials for Unity but i can't able to find any such good quality of the work as yours :) I learned some more techniques from your tutorial and i request you to create an another interior designing tutorial for unity 5.0. i can see there is lots of potential in unity 5.0 and its new GI System. If you know the 3d max so please create a small series of this tutorial. If you need any help from me or 3d model scene, so please let me know and definitely it should be a great honor for me to work with you. PLEASE REVERT...
Hey Glen, thanks a lot for this tutorial and the project files, they're really worth gold! I've been searching a lot for explanation /best practice guides for the PBS system in the Unity documentation without success but as I understand from your video, you know a lot about their background. I'd therefore like to ask you if you could explain a bit more about the individual setting options in the GI pane or post useful information sources?
Jessica Bergs Yeah - I hear you. It can feel like a major guessing game. I'm still discovering its quirks on a daily basis. I'll try and give a bit more detail on my next tutorial.
Im only seeing stars at the edge of my vision, I've used the settings you described in your video, and the ones in the comments. Where should I look to try and correct this?
Sure. It's a standard particle system, with the emitter set to a sphere. Then the radius is set to a big number (like 500+), and the lifetime is set to 20. Start size anywhere between 2-4, start speed of 0. Max particles about 1500, and emission rate of 200 or so. Also, color over lifetime is white, but the alpha value fades in from 0 to 100, then at the end, from 100 to 0.
The downloaded project has the wrong materials which is easy to fix (i'm such a stickler for reproducing tut results sometimes). Using Unity 5.3 I kept getting a "The referenced script on this behaviour(Game Object 'FirstPersonCharacter') is missing:" warning. My only worry is I can't see the sun's shape in the skybox :( All in all a great tutorial.
Thanks Glen for this great tutorial! Everything went fine for me except one thing. I cannot switch the TV off. What could cause this? The Script is the same. Once the tvlight is on, it is not reacting anymore.
I like the video, my problem is I'm completely new to unity, I got unity personal edition and have no idea how to start building a game in it, can you do a full on unity 5 basics tutorial?
thank you very much ! I tried to make the tv light emit effect , almost got it working but it was too dark , and I could not find any help on the internet , this video solved it for me I was missing Mathf.LinearToGammaSpace Thanks !
I don't know what I did wrong, but the sun won't show up for me. I can see the suns reflection in surfaces and the water but the actual Sun is missing, any advice?
My game is too dark at night and i cant fix it i tried changing min/max intensity also min/max ambient but all it did was make my char brighter, doesnt affect my terrain at all, its just pitch black, please help :/
GREAT!! but I have a queston, the reflective spheres you add to the first person controller can be used with a baked illumination or just with real time illumination?? :)
Glen, for hiding the stars during the day, do you think that changing the opacity of the stars during the daytime and then gradually changing them to full opacity at say -0.2(or even after sunset a bit) would be the best solution? If not, do you have a better suggestion? Thanks.
Hello Glen Rhodes, Great guide! Sorry my English is not good. A question , build on the android phone, Why is the sea, no reflection , and ground. How to build to android? Thank you .
I have been trying for months to work with my lighting. A big problem for me is that my wall (Interior scene) always look dark. Sometimes each wall has a different shade depending on the light. I followed this video and I get the same stuff. Walls, floor, and roof is set to static. Any suggestions?
thanks for this.. I can get realistic illumination with sunlight environments... but not with night ones.. I mean, just only playing around with point lights on interiors.. still don´t get it.. is there any way to adjust point lights to make them realistic?..
Hey dude, wussup. How come the tutorial download has all missing prefabs when i open them in unity?,and also where are those sun scripts from? amazing as hell graphics btw :D
when i downloaded the ambient day night cycle i get an error thats says something along the lines of "unity engine doesnt have a definition for ambient light" so how can i fix that?
This may be a shot in the dark asking a question 3 years later, but: I'm attempting to add a "moon" light like the sun to the same skybox. I understand that I can make a script to set the scene's skybox and "sun/light source" at whatever time or reaction I want. Do you know of a better way to add a moonlight and render of the moon?
wow amazing!!! hey, i want to use this day/night cycle in my game and in that i want to turn on streetlight at night and off at day automatically. so how can i make script for this please help me.....
Mr. Rhodes, thanks a lot for your tutorial, made a lot of things at least comprehensible. I'd like to know how "hi-end" is the system the original demo scene has been done with? I mean, in this tutorial reflections are visibly wobbly, while in the demo scene it's way less obvious. In my own scene I have made them hi-definition (1024), and immediately got me 9-10 fps at best. I haven't baked shadows yet, though, but still it doesn't look well for now. And a purely theoretical questions: what the baked reflection cubemaps are good for?
Yuri Ilyin The original demo video is the same computer as the tutorial - it's an Intel Core I7-3770 3.4GHz. 16 GB ram. And the video card is a GeForce GT 640 with 4GB ram.
Lightsources will illuminate the water across the whole screen at night, but the water darkens when you move close to the light sources (mainly the emissive texture on the grid floor). What causes this to happen?
My scene is way to bright in the distance after adding the player controller with reflections probe. Anything i can do about this? (I am in a outside enviroment with your ground textures.(Ingame))
Great, thanks so much for this tutorial! I'm trying to get my night sky to look purple instead of black. Do you have any pointers as to how I achieve that?
quick question. if you have both a sun and static light do you keep baked GI in order to bake the static light and realtime gi to add up the sun or does that break it up ? I'm having hard time getting good GI.
Great great tutorial! Thank you. Can I please ask why I don't see the sun when I play the tutorial scene. I've put it in "sun" slot, but I still don't see it.
+Aaddiction On the Skybox material you created, you need to set it's Sun Size property in the Inspector. I set mine to 0.057 which is a little small, but you can adjust it to your liking.
Awesome tutorial! I have a rookie question though. How "playable" will this scene be if it were to be exported in the unity web player? Does the use of GI in the web player mean that you have to have a "rocket" GPU to play it decently?
+19reficul I'm not positive as to your question, but since no one has answered in a month I'll give you my best guess. This would be probably need a "rocket" GPU indeed. Depending on how much or how many places you're using this in your scene though of course.
OK, thanks for the reply! I was afraid of something like that, but I managed to bake my light in the end anyway.. not as cool as this, but more effective for my purposes
Thanks for this excellent tutorial! I followed it successfully by building a scene similar to yours. BUT when I tried applying it on a more complicated scene it got stuck in the GI calculation stage. Something with the 5/11 cluster... Any suggestions for what I may be missing here?
Thanks for the tutorial! However, when I try, the reflections lab a bit behind the camera movement. Is my computer just not fast enough, or am I doing something wrong?
MOGSTAT Roy Hmm.. that's an interesting idea. I think the sun appears to change size because of two things - relative size comparison (seeing the sun or moon compared to trees, etc, makes it look bigger), and atmospheric scattering enlarges the 'light aura' around the sun. It might be worth trying!
Honestly.. 34 minutes and I feel like I learned 10 hours worth of information. Great job of teaching!
omg wow thanks for clarifying the exact use of the reflection probes, the docs dont do a great job of explaining how to use them exactly.
i learned so much from this one video!
Thanks for posting this! The new light probes were confusing me a little bit when it came to getting floor reflections, but this gave me the answers I needed.
Awesome, glad to help!
Glen...Greetings from Calgary, Canada....many thanks for this. Have just moved the scene into my Oculus Rift2 ....working great!
I've been looking for a way to add dynamic stars to the default unity procedural skybox. I never even considered using a single sphere particle system! Genius! Thanks!
i'm so happy that i found that video. Very good tutorial. thanks a lot for sharing the scene. Will learn from that.
Glen ....Greetings from Calgary, Canada. Many thanks for this ...have successfully moved the scene into my Oculus Rift2. Looks great!
PROBABLY THE BEST TUTORIAL ON UNITY'S GI IN RUclips!!
probably!
Best Unity tutorial I've ever seen. Thanks!
Your video is awesome beyond words. So easy and straight to the point. Thank you.
Glen, this is an absolutely awesome tutorial! Thanks for sharing it here, can't wait for the tutorial files!!
Jessica Bergs Tutorial files have been uploaded.. link is in the description!
Glen, thank you so much for this. I have been looking everywhere for a tutorial like this. Keep it up! Your videos are high quality and very enjoyable to watch. Thanks a bunch!
This is really clear and useful. Taught me a few new ways of doing things. Thanks!
Thanks Glen, This really helped me understand the new lighting.
Thanks for posting this video! I was struggling to find good methods for simulating a day-night cycle. I appreciate the code walk-thru, helped to understand the most relevant information. Thumbs up!
Thank you, Glen! This gave me everything I needed to make a nice day/night cycle for my game prototype! Easy to follow and thorough. Very much appreciated.
This is amazing and is exactly what I need to learn about. Thank you!
Love it! Hope to see more of this sort from you.
Gave me inspiration to do a simple implementations of GI for exploring the sunlight casting angles over the months of the year into the house I've designed.
Thanks! That makes sense of some lighting features and reflection stuff that had always gone over my head! Nice. :)
Isso é absolutamente incrível! Tenho um computador da Xuxa e rodou a 15~40fps, com essa quantidade de efeitos é incrível! Um recorde! Obrigado cara!
Just wanted to say *Thank You* for this... I've been having a hard time getting the Day/Night cycles down in Unity 5. I love the reflections... I was wondering how to make them ever since I was playing Star Wars Old Republic (and I thought that they had awesome reflections!!!) I prefer the way that unity 5 does reflections over the the reflection cubemap style of unity 4.
I agree with some of the comments, for new/beginners, having the code commented as to what it does (like the gradient and curve's .Evaluate() would be a great place for this)
Again, thank you! :D
Great work, really cool.
When I saw your original video I wanted to see if I could create the simplest possible day night cycle, but I based it on a day night cycle script I already had made for a 2D game I was making and it ended up becoming a bit convoluted. Your script looks simpler and much more customizable. If you don't count all the fancy trickery you do with the colors and the fog then it's really simple.
Reassuring to see that you solved the reflections the exact same hacky way. :p
You probably already know this, but if you set your reflection probe to "No time slicing" you get rid of the laggy floor reflections. But hopefully we'll soon get built in screen space reflections and won't have to resort to dirty hacks like these. :p
Yeah, for some reason the screen space reflections I was using previously aren't working nicely in Unity 5. The reflection probes are really meant to approximate reflections on surfaces, and not be truly photorealistic. So it ends up only working in a few instances (across a floor plane, etc).. it would get much more complex if we also wanted to have a reflective wall or ceiling. And even more challenging on non-90 degree surfaces.
Excellent tutorial. Love the work.
So many things to be learned from your tutorial and carefully explained.
I'd still prefer your voice a little bit higher -- it's distracting. There are times in the vid when you speak higher and that gives my ears comfort. I hope you don't mind.
Liked.
Beautiful result, great tutorial. I love this ^^ Thank you
Really helpful thanks!
I'm still looking to do this with blending of handpainted skyboxes for stylized games though...
oh man it is really IMPRESSIVE ! Thanks for sharing this !
Josep Sangüesa No problem!
Fantastic, Thank you for the tutorial and the download.
Thanks, this tutorial is 10/10 quality
Gracias!! hace un monton que busco como hacer esto! muy bueno, gracias por compartir!
Thank u very much for this great tutorial! Really helped me a lot
Just amazing! Thank you for sharing :)
I've uploaded the full project for download. I've had to replace the texture with a public domain texture from OpenGameArt.org, and unfortunately remove the Sonic Ether Bloom effect, because I can't redistribute that.
Glen Rhodes YOU ROCK
Hey thank you so much. I have a quick question if you don't mind. In my project and in the video if you look closely the reflection from the floor is projecting is flickering or moving or something weird. any suggestion how to fix that?
Thank you for the tutorial but I have a slight request. Is there a way to make the water slightly move up and down and have the water blend in when it touches terrain like in the basic unity water?
How funny! I just watched this last week, and loved it. And while getting into coding, pulled out my old Flash Math Creativity book, to see what inspiration I could take from it, and saw Glen Rhodes! And at the mention of having done game coding, I Googled you, and ended up back here! All Rhodes lead to Rome? Or something!
"All Rhodes lead to Rome" :D SO good!
Very good tutorial :D Only need clouds, rain and moon
Great tutorial and awesome looking results for small scenes. Just a heads up for anyone like me with a big scene and trying to implement this inside it. Just don't do it, don't even try to do it... I assumed when he said taxing it would be okay on higher end machines but it really kills unity and makes most of the editor unusable. This is a perfect solution for a small scene as the creator mentioned it's very taxing and on larger scenes it's not worth it since there are better ways to accomplish the same exact thing. Also NEVER set the precomputed realtime GI realtime resolution to 8 texels per unit like creator suggested. It brought both of my gaming machines to their knees with my moderate sized scene,.
New tutorial is up.
Amazing tutorial!
Just one thing, if you can explain (in short terms, doesn't matter) what are you doing when you tweak things, can really help me a lot to know what actually im doing :D
Thanks!
You can put in de description de textures and de script
Glen Rhodesnice tutorial.., how to change the rotation side
Glen Rhodes Hi! Very Good Tutorial , Greetings from Colombia!
Hi Glen, I Appreciate that you create this tutorial for us. I am a new user for unity, and i am using 3d max and vray for my Architectural designing works. Now this time i am looking for some Architectural based tutorials for Unity but i can't able to find any such good quality of the work as yours :) I learned some more techniques from your tutorial and i request you to create an another interior designing tutorial for unity 5.0. i can see there is lots of potential in unity 5.0 and its new GI System. If you know the 3d max so please create a small series of this tutorial. If you need any help from me or 3d model scene, so please let me know and definitely it should be a great honor for me to work with you. PLEASE REVERT...
Hey Glen, thanks a lot for this tutorial and the project files, they're really worth gold!
I've been searching a lot for explanation /best practice guides for the PBS system in the Unity documentation without success but as I understand from your video, you know a lot about their background.
I'd therefore like to ask you if you could explain a bit more about the individual setting options in the GI pane or post useful information sources?
Jessica Bergs Yeah - I hear you. It can feel like a major guessing game. I'm still discovering its quirks on a daily basis. I'll try and give a bit more detail on my next tutorial.
thank you ! your tutorial is amazing :)
Im only seeing stars at the edge of my vision, I've used the settings you described in your video, and the ones in the comments. Where should I look to try and correct this?
All working,very very thanks:)
Felicidades un excelente vídeo!! sigue así
Thank you good sir. I will be looking forward to this :)
Great guide!
can you explaine more about how you build up the star system ?
Sure. It's a standard particle system, with the emitter set to a sphere. Then the radius is set to a big number (like 500+), and the lifetime is set to 20. Start size anywhere between 2-4, start speed of 0. Max particles about 1500, and emission rate of 200 or so. Also, color over lifetime is white, but the alpha value fades in from 0 to 100, then at the end, from 100 to 0.
THIS IS REALLY AWESOME GG!
Yes!!!! This is AWESOME!!!
Great stuff, thanks!
help me a lot, thank you so much
Great tutorial
The downloaded project has the wrong materials which is easy to fix (i'm such a stickler for reproducing tut results sometimes). Using Unity 5.3 I kept getting a "The referenced script on this behaviour(Game Object 'FirstPersonCharacter') is missing:" warning. My only worry is I can't see the sun's shape in the skybox :( All in all a great tutorial.
Awsome, thank you.
Cool video dude. Just wondering, am I able to make the stars fade in and out so that the stars are not visible during the day.
hi did you find the way to remove stars during the day?
why are you cutting off ambient intensity. Don't you want your sky to affect the scene !?
Thank you so much for this tutorial. Do you use Forward Linear rendering?
This is awesome, great tutorial. Can I use your scripts in my projects?
Thanks Glen for this great tutorial! Everything went fine for me except one thing. I cannot switch the TV off. What could cause this? The Script is the same. Once the tvlight is on, it is not reacting anymore.
I like the video, my problem is I'm completely new to unity, I got unity personal edition and have no idea how to start building a game in it, can you do a full on unity 5 basics tutorial?
I cant get the glow to work properly. It just illuminates like there is no map to choose where the light is coming from
Thank you!!!Nice Tutorial!!
I'm a newbye at GI in Unity. Why didn't you have to wait till the reflections were precalculated?. Thanks in advance.
I love you @glen Thank you so much, you have win one suscribor more !
Really cool man!
4 people can NOT be serious.
Tim Lozinski They are. I think they're unreal developers.
Unreal just got #rekt.
thank you very much !
I tried to make the tv light emit effect , almost got it working but it was too dark , and I could not find any help on the internet , this video solved it for me
I was missing Mathf.LinearToGammaSpace
Thanks !
Thank you a lot!
I don't know what I did wrong, but the sun won't show up for me. I can see the suns reflection in surfaces and the water but the actual Sun is missing, any advice?
My game is too dark at night and i cant fix it i tried changing min/max intensity also min/max ambient but all it did was make my char brighter, doesnt affect my terrain at all, its just pitch black, please help :/
GREAT!! but I have a queston, the reflective spheres you add to the first person controller can be used with a baked illumination or just with real time illumination?? :)
Any idea about how to fix the reflections that jitter with every movement? Thanks
Glen, for hiding the stars during the day, do you think that changing the opacity of the stars during the daytime and then gradually changing them to full opacity at say -0.2(or even after sunset a bit) would be the best solution? If not, do you have a better suggestion? Thanks.
This was Great
Hello Glen Rhodes,
Great guide!
Sorry my English is not good.
A question ,
build on the android phone,
Why is the sea, no reflection , and ground.
How to build to android?
Thank you .
How can I change the night color? I want to simulate the moon light, so the scene isn't fully black at night
I have been trying for months to work with my lighting. A big problem for me is that my wall (Interior scene) always look dark. Sometimes each wall has a different shade depending on the light. I followed this video and I get the same stuff. Walls, floor, and roof is set to static. Any suggestions?
thanks for this..
I can get realistic illumination with sunlight environments... but not with night ones.. I mean, just only playing around with point lights on interiors.. still don´t get it.. is there any way to adjust point lights to make them realistic?..
Hi Glen Rhodes
dear god look for your tutorial
very helpful to me
tanks
Hey dude, wussup. How come the tutorial download has all missing prefabs when i open them in unity?,and also where are those sun scripts from? amazing as hell graphics btw :D
when i downloaded the ambient day night cycle i get an error thats says something along the lines of "unity engine doesnt have a definition for ambient light" so how can i fix that?
This may be a shot in the dark asking a question 3 years later, but: I'm attempting to add a "moon" light like the sun to the same skybox. I understand that I can make a script to set the scene's skybox and "sun/light source" at whatever time or reaction I want. Do you know of a better way to add a moonlight and render of the moon?
How do you increase or decrease the speed of the sun (more than just that toggle)?
Thank you!!!
I'm using unity 5.2 and i can see the sun in the skybox. Please help me fix this
wow amazing!!!
hey, i want to use this day/night cycle in my game and in that i want to turn on streetlight at night and off at day automatically. so how can i make script for this please help me.....
Mr. Rhodes, thanks a lot for your tutorial, made a lot of things at least comprehensible. I'd like to know how "hi-end" is the system the original demo scene has been done with? I mean, in this tutorial reflections are visibly wobbly, while in the demo scene it's way less obvious. In my own scene I have made them hi-definition (1024), and immediately got me 9-10 fps at best. I haven't baked shadows yet, though, but still it doesn't look well for now.
And a purely theoretical questions: what the baked reflection cubemaps are good for?
Yuri Ilyin The original demo video is the same computer as the tutorial - it's an Intel Core I7-3770 3.4GHz. 16 GB ram. And the video card is a GeForce GT 640 with 4GB ram.
Lightsources will illuminate the water across the whole screen at night, but the water darkens when you move close to the light sources (mainly the emissive texture on the grid floor). What causes this to happen?
leftyfourguns did you do as Glen told in tutorial (assign second, immobile, lightprobe to water object)?
My scene is way to bright in the distance after adding the player controller with reflections probe. Anything i can do about this? (I am in a outside enviroment with your ground textures.(Ingame))
Great, thanks so much for this tutorial!
I'm trying to get my night sky to look purple instead of black. Do you have any pointers as to how I achieve that?
quick question. if you have both a sun and static light do you keep baked GI in order to bake the static light and realtime gi to add up the sun or does that break it up ? I'm having hard time getting good GI.
Great great tutorial! Thank you. Can I please ask why I don't see the sun when I play the tutorial scene. I've put it in "sun" slot, but I still don't see it.
+Aaddiction On the Skybox material you created, you need to set it's Sun Size property in the Inspector. I set mine to 0.057 which is a little small, but you can adjust it to your liking.
Awesome tutorial! I have a rookie question though. How "playable" will this scene be if it were to be exported in the unity web player? Does the use of GI in the web player mean that you have to have a "rocket" GPU to play it decently?
+19reficul I'm not positive as to your question, but since no one has answered in a month I'll give you my best guess. This would be probably need a "rocket" GPU indeed. Depending on how much or how many places you're using this in your scene though of course.
OK, thanks for the reply! I was afraid of something like that, but I managed to bake my light in the end anyway.. not as cool as this, but more effective for my purposes
Thanks for this excellent tutorial!
I followed it successfully by building a scene similar to yours.
BUT when I tried applying it on a more complicated scene it got stuck in the GI calculation stage.
Something with the 5/11 cluster...
Any suggestions for what I may be missing here?
why GI isnt working with no static objects ? can i change it ?
(yep my english is bad)
Thanks for tutorial glen! Really great, but is there an assets package I can download? would make it so much easier for beginners.
Justin Slone Yep, just uploaded the project zip. Link is in the description.
Amazing!!
Thanks for the tutorial!
However, when I try, the reflections lab a bit behind the camera movement. Is my computer just not fast enough, or am I doing something wrong?
andymwat at my macbook Air there is noticeable lag as well, so all you could do is reduce resolution of lightprobe, i suppose
Is it possible that the scripts don't work in a newer version of unity ?
When ever I look at the stars they disappear, I don't know why, plz help.
+Glen Rhodes do you mind if i use your script in my game minus the water?
Hey!, is there a way to get a time of day (hour) from the dot calculation? or anywhere else? @Glen Rhodes
Hi Glen, Do you think the sun should get physically larger for sun rise and set? sometimes in real life it can look massive.
MOGSTAT Roy Hmm.. that's an interesting idea. I think the sun appears to change size because of two things - relative size comparison (seeing the sun or moon compared to trees, etc, makes it look bigger), and atmospheric scattering enlarges the 'light aura' around the sun. It might be worth trying!