Open jg33 opened 1 year ago
Hi, thanks! :)
Are the objects dynamic? Did you bake in Full Lighting mode? What is your render pipeline?
Thx for the quick response!
Objects are dynamic, baked in full lighting, built-in pipeline!
On Friday, Mar 17, 2023 at 6:37 AM, Mr F @. @.)> wrote:
Hi, thanks! :)
Are the objects dynamic? Did you bake in Full Lighting mode? What is your render pipeline?
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So do you mean dynamic objects don't receive shadows from static objects or just the lack of dynamic-dynamic self-shadowing?
Dynamic objects don’t seem to be self-shadowing from static lights, i.e. the far side of an object from a light is as lit as the side facing the light.
On Friday, Mar 17, 2023 at 10:30 AM, Mr F @. @.)> wrote:
So do you mean dynamic objects don't receive shadows from static objects or just the lack of dynamic-dynamic self-shadowing?
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Oh. Are you using a volume-compatible shader? E.g. Bakery Shader with "Enable volumes" option? And do you have Bakery Direct Light on the same GameObject as your real-time light (if you have any)? Can you post some screenshots of the scene, the component (inspector) and Bakery render settings?
Other than the self-shading, the volume seems to be working great! I’m using the proper shader and bakery point lights.
The object:
The light:
Bakery Settings:
Thanks!
On Friday, Mar 17, 2023 at 10:36 AM, Mr F @. @.)> wrote:
Oh. Are you using a volume-compatible shader? E.g. Bakery Shader with "Enable volumes" option? And do you have Bakery Direct Light on the same GameObject as your real-time light (if you have any)? Can you post some screenshot of the scene, the component (inspector) and Bakery render settings?
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Looks like the pics didn't attach to your message...
oh sorry- I guess GH email replies don't include them.
Hmm is your volume set to "Is Global"? And can it be that it's just too low resolution?
volume is set to global. It seems fairly high-res (33 tex /unit)?
Indeed it's pretty high res... Not sure what's wrong then. Is it possible for you to send me a little test project to debug? Only the nearest shadow casting/receiving objects are needed + your configured lights (but no textures, sounds, scripts, etc).
Heya- Great work on Bakery- saved me an incredible amount of time!
I'm not sure if this is an issue or just not possible, but objects in volumes don't seem to self-shadow- light passes through and illuminates the back of the object. Is that just how the volumes work or am I missing something?
Thanks!
: j