Perfecting Shadows in Unity: Introductory Guide with Troubleshooting!

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Fist Full of Shrimp

Fist Full of Shrimp

Күн бұрын

🌟 Unlock the Secrets of Shadows in Unity! 🌟
💡 Dive into the fascinating world of shadows with this comprehensive Unity tutorial! Whether you're a beginner or an experienced developer, learn how to master shadows using Unity's Universal Render Pipeline (URP). From setting up your URP settings for optimal shadow performance to understanding the nuances of cascades and fixing annoying light leaks, this video has got you covered!
🍤 Support the Channel : Check out my Patreon for exclusive content and perks!
/ fistfullofshrimp
🎓 What You'll Learn:
-URP Shadow Settings: Step-by-step guide on configuring your URP settings.
Mastering Cascades: Explore the power of cascaded shadow maps to achieve high-quality, realistic shadowing.
-Fixing Light Leaks: Say goodbye to those pesky light leaks ruining your scene-discover effective solutions.
-Demystifying Shadows: Gain a solid understanding of how shadows work in Unity and the principles behind them.
-Realtime vs. Mixed vs. Static Shadows: Uncover the differences and choose the right shadow mode for your project.
🚀 Elevate your Unity skills and create visually stunning scenes that captivate your audience! Whether you're working on games, simulations, or architectural visualizations, this tutorial is your key to unlocking the full potential of Unity's shadow system.
👉 Don't forget to like, share, and subscribe for more Unity tutorials!
🔗 Relevant Links:
📃 Written Guide: Under Construction
💸 Polygon Dungeon Asset: prf.hn/l/zpQRERQ
VR Template : github.com/Fist-Full-of-Shrim...
#Unity #GameDevelopment #LightingTutorial #Unity3D #GameDev #IndieDev #GamedevTutorial #Coding #IndieGameDev #UnityLighting

Пікірлер: 26
@PunMister
@PunMister 5 ай бұрын
Today we're going to shine a little light on a topic that often lurks in the shadows 🔥✍
@rehyotaku
@rehyotaku Ай бұрын
Hi! I've been struggling so hard with lights and shadows for our game since our aesthetics lack good lightning. your videos helped me understand things clearer than before. Thank you! also if you ever find the chance can you make videos about indoor and outdoor lightning and how to make them look better and natural?
@ChristinaCreatesGames
@ChristinaCreatesGames 4 ай бұрын
This is a fantastic explanation, thank you!
@josephfaust827
@josephfaust827 4 ай бұрын
Great video!
@MuddyWolf
@MuddyWolf 5 ай бұрын
Top tier content as usual sir!!!
@FistFullofShrimp
@FistFullofShrimp 5 ай бұрын
Thanks Wolf! I hope your 2024 has been great so far! It looks like you've been exploring the world of Godot. I might have to check that out sometime!
@MuddyWolf
@MuddyWolf 5 ай бұрын
@@FistFullofShrimp It's a whole new world on this side of the engines! You'll have to give it ago! :D
@RobShocks
@RobShocks 5 ай бұрын
Super video. You have a great and concise way of explaining things. Keep them coming!
@FistFullofShrimp
@FistFullofShrimp 5 ай бұрын
Will do! I'm glad you liked it! Thanks for watching 🍤
@CleanDay420
@CleanDay420 5 ай бұрын
my new favorite channel. Legit better than the "official" unity docs. I been using unity for years and I sitll learn something new from these great tuts. Keep em coming 🔥🔥🔥
@AntonVish
@AntonVish 5 ай бұрын
nice topic! newer saw this before. probably wasn’t looking for it, but i need it for sure!!!
@FistFullofShrimp
@FistFullofShrimp 5 ай бұрын
So easily overlooked, but those subtle shadows can boost that immersion up! Glad you liked it! 🍤🍤🍤
@neilfosteronly
@neilfosteronly Ай бұрын
The artifacts from synty assets can be solved by turning your Normal Bias down to zero on you URP asset instead of turning on two sided. In their city pack the two sided trick was not working so had to use this way or add a shadow only cube inside the building.
@ladyupperton23
@ladyupperton23 5 ай бұрын
Thanks for another Shrimp-tastic video!
@FistFullofShrimp
@FistFullofShrimp 5 ай бұрын
You're shrimptastic! I'm going to go cook you tortellini now
@JonasMinnberg
@JonasMinnberg 5 ай бұрын
Cascaded shadows is more about improving quality where you need it than fading IMHO... Cascading will use separate shadow maps for close and far objects, so if you expect to get up close and personal with objects in your scene, you may want to increase the size of the first cascade for instance.
@FistFullofShrimp
@FistFullofShrimp 5 ай бұрын
I like this take way better!
@64jcl
@64jcl 5 ай бұрын
No doubt the performance of baked lights is absolutely vital for a good look running a Quest android build, but I have always preferred real time lights whenever possible. In my VR project, the scenes is actually dynamically created and loaded from a server so there is no way I can really bake lights. I have wondered however if it would be possible to take my dynamically created scene and run some kind of baking process for it to generate the shadow depth maps per light and later apply those again, streamed from the server along with the scene. I have noticed that most VR games that has nice baked lighting often just have pre-made whole rooms/dungeons that are pieced together so that means that basically there is a scene for each possible room layout which for me just feels to repetitive. So I need full freedom of creation of each "room" and what it contains. My solution so far has really to just limit the number of lights I use and have realtime shadows on everything.
@FistFullofShrimp
@FistFullofShrimp 5 ай бұрын
I do like your solution of smaller scenes with a limited number of lights in the scene. Realtime lights do tend to look fantastic, but that cost can spike up so much. You might find some help with light probes, but I'm not sure how you would do it dynamically. I do know that Unity 6 will have a feature that automatically places light probes. Too early to tell if it can be called while during runtime though.
@64jcl
@64jcl 5 ай бұрын
@@FistFullofShrimp, thanks for the reply. It is all very new to me and just learned that there is light maps per surface and shadow maps per light. In my head I thought everything was just an extra color map with alpha on the surface of every static object in the scene to both simulate color of light and opacity of shadow. But I have found videos of people baking a scene and saving the light and shadow maps for later use and switch those dynamically in runtime, for example to simulate turning off and on a light while still having baked lights and shadows, but it seems rather complicated. Let's say that other things are higher on my priorities :).
@oldgrampacowboy
@oldgrampacowboy 5 ай бұрын
This vid was shrimptastic
@FistFullofShrimp
@FistFullofShrimp 5 ай бұрын
Shrimp puns and compliments are always welcome in this shrimping dojo! Thanks for watching! 🍤🥋
@squashi2701
@squashi2701 5 ай бұрын
SHRIMPLE AS THAT
@FistFullofShrimp
@FistFullofShrimp 5 ай бұрын
I definitely screwed up the new tagline. I'll get it next time!!! 🍤
@watercat1248
@watercat1248 26 күн бұрын
One thing I don't understand in bake light is the fact that don't let My, Make my own custom light map texture, What I mean by is Wean you baked the the light map the crea texture that have all the light bake in however if take that image and Chenge the imagin manually in Photoshop or eny, Other software that let open and edit this file format I'm not able to not able to drag and drop this file format for what I have seen. I don't know why if the let my do that I will able to fixed some the light and shadow over side's with out having to wait and hope that wean bake the I will fixed those shadow over side's.
@asvirido
@asvirido Ай бұрын
the most anoying thing it when shadow distance will not good look after all tries to fix this shit)
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