In the shader properties on the left side of Shader Forge, open up the lighting tab : There is a toggle in there for "light count", make sure this is set to "multi-light". You'll also want to multiply your lighting value with a "lighting attenuation" node, to account for light falloff/shadows.
Hey Champions, I am currently lighting a scene in Maya, and I'm having trouble finding a fix for this problem. The light selected is an area light, and it is spilling through the walls of the cell onto the stairwell. This is happening for multiple lights within the scene. Has anyone ran into this before? If so, I'd be very…
Can someone explain to me the differences between shadow maps and light maps. I have done some research and from what I read: Light Maps: * Pre-calculated on a per object basis. * Creates a texture when baking that uses all lights projected onto a mesh. Shadow Maps: * Created dynamically on a per-light basis(?)
Hey, does anyone know a good solution to the missing culling mask setting for a area light in unity? I didn't know if I could create via script and force a culling mask to be attached to the light or whether I just needed to recreate the lighting conditions with point light as most of my Google searches have told me.…
I am currently having this issue where the lighting leaks at the edges of the BSP meshes. It is only happening while using the movable directional light. When I bake the lighting using the static lighting it works well. Here is the image: Anyone knows what might be causing the issue? EDIT: I think I got it. It is GI…
Can I let a mask follow a directional light for instance i build a mask that blends between city night lights on a planet and day time. now i want the directional shadow light to follow my mask. meaning if i change the directional light the mask follows. any input would be great.
Im using unity free and id like to bake my scenes AO but not my light so that lights can be turned on/off but AO is visible when they're on basically can I only bake AO and then set it to multiply and not ignore light?
Hello) How to set up sphere lighting in Marmoset and 3D Coat?Usually, in these programs, lighting is a hemisphere and the lower part of the model remains dark and unlit:( Can lighting be done from all directions? (sphere)
My biggest problem atm is lighting within UDK...I get the mesh and material looking great in the preview window...but once it goes into the map itself the lighting kills me...does anyone know the light set up that UDK is defaulted to in the preview window???