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	<title>Mixed Lighting in Unity 5.6 (Part I) yazısına yapılan yorumlar</title>
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	<link>http://kemalakay.com/?p=540</link>
	<description>The Portfolio of Kemal Akay</description>
	<lastBuildDate>Wed, 12 Aug 2020 22:35:09 +0000</lastBuildDate>
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		<title>Yazar: admin</title>
		<link>http://kemalakay.com/?p=540#comment-1283</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sun, 23 Jul 2017 08:57:06 +0000</pubDate>
		<guid isPermaLink="false">http://kemalakay.com/?p=540#comment-1283</guid>
		<description>Hi @Anh Le
I think I wasn&#039;t clear enough in that paragraph. Yes, you can use it definitely. I just wanted to emphasize that subtractive is the ideal mode targeted for low-end hardware, that doesn&#039;t support deferred, linear color space or SM3.0</description>
		<content:encoded><![CDATA[<p>Hi @Anh Le<br />
I think I wasn&#8217;t clear enough in that paragraph. Yes, you can use it definitely. I just wanted to emphasize that subtractive is the ideal mode targeted for low-end hardware, that doesn&#8217;t support deferred, linear color space or SM3.0</p>
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	</item>
	<item>
		<title>Yazar: Anh Le</title>
		<link>http://kemalakay.com/?p=540#comment-1282</link>
		<dc:creator>Anh Le</dc:creator>
		<pubDate>Fri, 21 Jul 2017 07:06:56 +0000</pubDate>
		<guid isPermaLink="false">http://kemalakay.com/?p=540#comment-1282</guid>
		<description>Hi,

So I cannot use Subtractive mode together with Linear Color Space?</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>So I cannot use Subtractive mode together with Linear Color Space?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Yazar: admin</title>
		<link>http://kemalakay.com/?p=540#comment-1278</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 20 Mar 2017 01:22:31 +0000</pubDate>
		<guid isPermaLink="false">http://kemalakay.com/?p=540#comment-1278</guid>
		<description>Hey @Ogaudreau,

I&#039;m really glad to hear that everything is working as expected, that&#039;s very good news :) Well, the proper way would be to increase the indirect resolution (you can also assign custom lightmap parameters per object and adjust the settings locally) but that may affect the performance so use whatever solution works the best for you. Under production environment, it&#039;s usually hard to find the balance between optimal solution and best practices ;) 

I watched your gameplay trailer and dropped a comment. I really liked the art style and I&#039;m pretty sure it&#039;ll stand out even more when all the emissives are working correctly :) I also liked the way you incorporated the shaders! One feedback could actually be about the silhouettes of your characters, it&#039;s in fact hard to judge without playing it but as far as I can see, identifying the characters/enemies can be visually struggling given the lack of contrast with background environment. But again, it&#039;s something I observed in the trailer, otherwise it&#039;s an awesome job, keep up the good work and please keep us updated, I&#039;ll be looking forward to it!</description>
		<content:encoded><![CDATA[<p>Hey @Ogaudreau,</p>
<p>I&#8217;m really glad to hear that everything is working as expected, that&#8217;s very good news <img src='http://kemalakay.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Well, the proper way would be to increase the indirect resolution (you can also assign custom lightmap parameters per object and adjust the settings locally) but that may affect the performance so use whatever solution works the best for you. Under production environment, it&#8217;s usually hard to find the balance between optimal solution and best practices <img src='http://kemalakay.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  </p>
<p>I watched your gameplay trailer and dropped a comment. I really liked the art style and I&#8217;m pretty sure it&#8217;ll stand out even more when all the emissives are working correctly <img src='http://kemalakay.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I also liked the way you incorporated the shaders! One feedback could actually be about the silhouettes of your characters, it&#8217;s in fact hard to judge without playing it but as far as I can see, identifying the characters/enemies can be visually struggling given the lack of contrast with background environment. But again, it&#8217;s something I observed in the trailer, otherwise it&#8217;s an awesome job, keep up the good work and please keep us updated, I&#8217;ll be looking forward to it!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Yazar: admin</title>
		<link>http://kemalakay.com/?p=540#comment-1277</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 20 Mar 2017 01:13:45 +0000</pubDate>
		<guid isPermaLink="false">http://kemalakay.com/?p=540#comment-1277</guid>
		<description>Hey @Emilie, 

Glad to hear that you&#039;re learning new stuff from these articles, please ask if anything is unclear. So, it&#039;s really hard to identify the issue based on the information you provided. It could very well be a problem related to external assets you use. I suggest you to create a small reproducible project of the issue you are encountering and report it through Bug Reporter. Unity this guide to &lt;a href=&quot;https://forum.unity3d.com/threads/a-guide-to-being-an-effective-beta-tester.402777/&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;being an effective beta tester&lt;/a&gt;. Please report it and you can post bug ID here so I can inform related parties at Unity and even take a look at it myself. I hope this helps.

Thanks!</description>
		<content:encoded><![CDATA[<p>Hey @Emilie, </p>
<p>Glad to hear that you&#8217;re learning new stuff from these articles, please ask if anything is unclear. So, it&#8217;s really hard to identify the issue based on the information you provided. It could very well be a problem related to external assets you use. I suggest you to create a small reproducible project of the issue you are encountering and report it through Bug Reporter. Unity this guide to <a href="https://forum.unity3d.com/threads/a-guide-to-being-an-effective-beta-tester.402777/" target="_blank" rel="nofollow">being an effective beta tester</a>. Please report it and you can post bug ID here so I can inform related parties at Unity and even take a look at it myself. I hope this helps.</p>
<p>Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Yazar: Emile</title>
		<link>http://kemalakay.com/?p=540#comment-1276</link>
		<dc:creator>Emile</dc:creator>
		<pubDate>Wed, 08 Mar 2017 13:55:31 +0000</pubDate>
		<guid isPermaLink="false">http://kemalakay.com/?p=540#comment-1276</guid>
		<description>Thanks for this article. A bit technical but learning. Since upgrading to Unity 5.6.0b10 I noticed a few issues. Any advice appreciated: 
a) I use Gaia &amp; Aquas --&gt; After upgrade the Caustics are no longer displayed on my terrain underwater
b) I see some objects with flickering (z-fighting?)
c) The terrain underwater (has a distinct) seam where the sand on one side is light and dark on the other
d) The scene in general seems a bit &#039;washed-out&#039; too much white
My Game (pre-alpha) is here: https://mafuta.itch.io/escape-from-pirate-island
I have tried various manual &amp; auto baking options but can&#039;t seem to get it quite right.</description>
		<content:encoded><![CDATA[<p>Thanks for this article. A bit technical but learning. Since upgrading to Unity 5.6.0b10 I noticed a few issues. Any advice appreciated:<br />
a) I use Gaia &amp; Aquas &#8211;&gt; After upgrade the Caustics are no longer displayed on my terrain underwater<br />
b) I see some objects with flickering (z-fighting?)<br />
c) The terrain underwater (has a distinct) seam where the sand on one side is light and dark on the other<br />
d) The scene in general seems a bit &#8216;washed-out&#8217; too much white<br />
My Game (pre-alpha) is here: <a href="https://mafuta.itch.io/escape-from-pirate-island" rel="nofollow">https://mafuta.itch.io/escape-from-pirate-island</a><br />
I have tried various manual &amp; auto baking options but can&#8217;t seem to get it quite right.</p>
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	</item>
	<item>
		<title>Yazar: Ogaudreau</title>
		<link>http://kemalakay.com/?p=540#comment-1275</link>
		<dc:creator>Ogaudreau</dc:creator>
		<pubDate>Tue, 07 Mar 2017 18:47:37 +0000</pubDate>
		<guid isPermaLink="false">http://kemalakay.com/?p=540#comment-1275</guid>
		<description>Hello There ! thx a lot for everything ! I&#039;ve just updated to beta 10 to test it out and it&#039;s now working properly ! :D  However there&#039;s still a little issue probably related to my cluster size or some other settings i&#039;m not sure yet. Small assets (approximately below 1x1x1 meters) won&#039;t cast their illum on the ground, if it&#039;s not something i can adjust somewhere i&#039;ll just bypass this and fake it with bigger illum object flagged not to render on camera ;). Thx a lot for your help ! 

We&#039;ve just announced our project yesterday, so yeah i&#039;m able to share it with you ! :) Note that the lighting and terrain shader were still broken without beta 10 when we camcorded ;)  The visual quality will greatly improve right after PAX haha. Here our teaser Feel free to send us your input sir ! we&#039;re still pre-alpha we&#039;ll release more with gameplay video soon enough ! cheers ! 

https://www.youtube.com/watch?v=twvWOSRZV-4

http://www.dualshockers.com/2017/03/06/3v3-team-based-skirmisher-aftercharge-announced-gets-explosive-reveal-trailer-screenshots/</description>
		<content:encoded><![CDATA[<p>Hello There ! thx a lot for everything ! I&#8217;ve just updated to beta 10 to test it out and it&#8217;s now working properly ! <img src='http://kemalakay.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />   However there&#8217;s still a little issue probably related to my cluster size or some other settings i&#8217;m not sure yet. Small assets (approximately below 1x1x1 meters) won&#8217;t cast their illum on the ground, if it&#8217;s not something i can adjust somewhere i&#8217;ll just bypass this and fake it with bigger illum object flagged not to render on camera <img src='http://kemalakay.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> . Thx a lot for your help ! </p>
<p>We&#8217;ve just announced our project yesterday, so yeah i&#8217;m able to share it with you ! <img src='http://kemalakay.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Note that the lighting and terrain shader were still broken without beta 10 when we camcorded <img src='http://kemalakay.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />   The visual quality will greatly improve right after PAX haha. Here our teaser Feel free to send us your input sir ! we&#8217;re still pre-alpha we&#8217;ll release more with gameplay video soon enough ! cheers ! </p>
<p><a href="https://www.youtube.com/watch?v=twvWOSRZV-4" rel="nofollow">https://www.youtube.com/watch?v=twvWOSRZV-4</a></p>
<p><a href="http://www.dualshockers.com/2017/03/06/3v3-team-based-skirmisher-aftercharge-announced-gets-explosive-reveal-trailer-screenshots/" rel="nofollow">http://www.dualshockers.com/2017/03/06/3v3-team-based-skirmisher-aftercharge-announced-gets-explosive-reveal-trailer-screenshots/</a></p>
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	<item>
		<title>Yazar: admin</title>
		<link>http://kemalakay.com/?p=540#comment-1274</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Tue, 28 Feb 2017 21:45:21 +0000</pubDate>
		<guid isPermaLink="false">http://kemalakay.com/?p=540#comment-1274</guid>
		<description>Hey @Ogaudreau

So I&#039;m glad that you found my post helpful and good luck at PAX East, I wish you all the best. Perhaps you can share your game link here? I&#039;d be interested to check it out myself :) And keep me updated about the status of your issue and if you can create a small reproducible, please report it and post the bug case ID here so I can take a look at it and investigate with devs ;) 

Cheers!</description>
		<content:encoded><![CDATA[<p>Hey @Ogaudreau</p>
<p>So I&#8217;m glad that you found my post helpful and good luck at PAX East, I wish you all the best. Perhaps you can share your game link here? I&#8217;d be interested to check it out myself <img src='http://kemalakay.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  And keep me updated about the status of your issue and if you can create a small reproducible, please report it and post the bug case ID here so I can take a look at it and investigate with devs <img src='http://kemalakay.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  </p>
<p>Cheers!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Yazar: Ogaudreau</title>
		<link>http://kemalakay.com/?p=540#comment-1273</link>
		<dc:creator>Ogaudreau</dc:creator>
		<pubDate>Wed, 22 Feb 2017 15:32:35 +0000</pubDate>
		<guid isPermaLink="false">http://kemalakay.com/?p=540#comment-1273</guid>
		<description>Thanks a lot for the input ! 
I&#039;ve tried everything quickly, and forgot to mention that I knew it was related to our project, since new project dosen&#039;t do it (even when importing our scene as a package). I&#039;ll try to put a reproductible project on a bug report, but so far I&#039;ll have to make some more test after PAX east ;). Our lighting is good enough and it&#039;s only really annoying me, but being the only 3D tech artist on the projet i need to shift my priority for now ;). I&#039;ll be posting my observation for sure as soon as i find out what caused this issue !
Cheers and thanks again !</description>
		<content:encoded><![CDATA[<p>Thanks a lot for the input !<br />
I&#8217;ve tried everything quickly, and forgot to mention that I knew it was related to our project, since new project dosen&#8217;t do it (even when importing our scene as a package). I&#8217;ll try to put a reproductible project on a bug report, but so far I&#8217;ll have to make some more test after PAX east <img src='http://kemalakay.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> . Our lighting is good enough and it&#8217;s only really annoying me, but being the only 3D tech artist on the projet i need to shift my priority for now <img src='http://kemalakay.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> . I&#8217;ll be posting my observation for sure as soon as i find out what caused this issue !<br />
Cheers and thanks again !</p>
]]></content:encoded>
	</item>
	<item>
		<title>Yazar: admin</title>
		<link>http://kemalakay.com/?p=540#comment-1272</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 20 Feb 2017 23:52:50 +0000</pubDate>
		<guid isPermaLink="false">http://kemalakay.com/?p=540#comment-1272</guid>
		<description>Hey @Ogaudreau

Glad to hear that you enjoyed articles :) 

Regarding your question. Let me first ask you this: Have you deleted your Library folder and cleared your GI cache after the upgrade? Some files from previous versions of Unity can interfere with your upgraded project. If you already did this, then it&#039;s all good.

There is no information added about the limitation of emissive materials in the documentation because practically, there is none. 

Now I also assume that you set your emissive materials to baked besides marking your game objects as lightmap static? What you describe is really odd and when I tried in a small scene, it works as intended (https://s9.postimg.org/cbpavkinz/emissives.png) with default settings (baked emissives in distance shadowmask mode).

So I think you may be encountering a corner case issue and that could very well be a bug. Do you perhaps have a small reproducible project? Or have you already reported this as a bug? It is worth checking your assets. 

Thanks again and please keep me updated</description>
		<content:encoded><![CDATA[<p>Hey @Ogaudreau</p>
<p>Glad to hear that you enjoyed articles <img src='http://kemalakay.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>Regarding your question. Let me first ask you this: Have you deleted your Library folder and cleared your GI cache after the upgrade? Some files from previous versions of Unity can interfere with your upgraded project. If you already did this, then it&#8217;s all good.</p>
<p>There is no information added about the limitation of emissive materials in the documentation because practically, there is none. </p>
<p>Now I also assume that you set your emissive materials to baked besides marking your game objects as lightmap static? What you describe is really odd and when I tried in a small scene, it works as intended (<a href="https://s9.postimg.org/cbpavkinz/emissives.png" rel="nofollow">https://s9.postimg.org/cbpavkinz/emissives.png</a>) with default settings (baked emissives in distance shadowmask mode).</p>
<p>So I think you may be encountering a corner case issue and that could very well be a bug. Do you perhaps have a small reproducible project? Or have you already reported this as a bug? It is worth checking your assets. </p>
<p>Thanks again and please keep me updated</p>
]]></content:encoded>
	</item>
	<item>
		<title>Yazar: Ogaudreau</title>
		<link>http://kemalakay.com/?p=540#comment-1271</link>
		<dc:creator>Ogaudreau</dc:creator>
		<pubDate>Mon, 20 Feb 2017 21:45:14 +0000</pubDate>
		<guid isPermaLink="false">http://kemalakay.com/?p=540#comment-1271</guid>
		<description>there&#039;s a couples of things i&#039;m not able to fully grasp in the beta so far, maybe you have experienced it. I&#039;m in deferred rendering making a game where shader&#039;s illumination plays a huge role in terms of gameplay as well as visual unifications. 

We&#039;ve updgraded our project being excited by the mixed light coming back as distance shadowmask, so far we&#039;ve saved a lot of performance with it and where able to activate shadows on every lights we needed, even on point light and still hit the 60 fps mark. That&#039;s a huge visual improvement ! 

But for some reason i&#039;m unable to get the proper feel i had before with the emissive shaders. Our environement is heavily dependant on that (think of an avatar-esque forest), and for reasons unknown i&#039;m unable to make more than 2 emissives material react on my terrain or any other static assets. Only 2 material get &#039;&quot;chosen&quot; to be emissive, even tho in the various debug view of the scene pannel i can clearly see unity get all emissive geo. All my emissive assets are flagged to lightmap static of course and Prioritize illumination. I&#039;ve even tried to fake the illumination with highly emissive objects, flagged not to render on the camera so i could fake and control the result, but still only 2 material/color maximum seems to be working. 

Since it&#039;s not the objects setup (which are all the same, nor materials only 1 shader is used) i can&#039;t find anything on the documentation regarding a limit of emissive object, is this related to the distance shadowmask?? so far every mode does that and i&#039;m can&#039;t find an answer :( Thx for the reading your articles are amazing.  Hope you&#039;ve got insight on this ! Cheers</description>
		<content:encoded><![CDATA[<p>there&#8217;s a couples of things i&#8217;m not able to fully grasp in the beta so far, maybe you have experienced it. I&#8217;m in deferred rendering making a game where shader&#8217;s illumination plays a huge role in terms of gameplay as well as visual unifications. </p>
<p>We&#8217;ve updgraded our project being excited by the mixed light coming back as distance shadowmask, so far we&#8217;ve saved a lot of performance with it and where able to activate shadows on every lights we needed, even on point light and still hit the 60 fps mark. That&#8217;s a huge visual improvement ! </p>
<p>But for some reason i&#8217;m unable to get the proper feel i had before with the emissive shaders. Our environement is heavily dependant on that (think of an avatar-esque forest), and for reasons unknown i&#8217;m unable to make more than 2 emissives material react on my terrain or any other static assets. Only 2 material get &#8216;&#8221;chosen&#8221; to be emissive, even tho in the various debug view of the scene pannel i can clearly see unity get all emissive geo. All my emissive assets are flagged to lightmap static of course and Prioritize illumination. I&#8217;ve even tried to fake the illumination with highly emissive objects, flagged not to render on the camera so i could fake and control the result, but still only 2 material/color maximum seems to be working. </p>
<p>Since it&#8217;s not the objects setup (which are all the same, nor materials only 1 shader is used) i can&#8217;t find anything on the documentation regarding a limit of emissive object, is this related to the distance shadowmask?? so far every mode does that and i&#8217;m can&#8217;t find an answer <img src='http://kemalakay.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' />  Thx for the reading your articles are amazing.  Hope you&#8217;ve got insight on this ! Cheers</p>
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