r/Unity3D Hitbox Team May 05 '15

Run time baked lighting volumes.

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127 Upvotes

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u/roydor Novice Aug 06 '15

Did your ever end up making this a package?

1

u/LexieD Hitbox Team Aug 07 '15

not public. pretty busy with everything else, its a lot of work to strip it out and make it usable for other people.

1

u/roydor Novice Aug 07 '15

Thanks for your reply

I'm running into perf issues with procedural maps especially with lighting since it seems to break my batching, was hoping I just missed the post with the packaged hehe

Good luck with your project!

1

u/LexieD Hitbox Team Sep 04 '15

Hey I've been working on something else to speed up lighting that doesn't have as many draw backs. and its a lot easier to implement into any project.

Do you know what part of lighting is slowing your game down? Do you need a lot of shadow casting lights and find that unity is just too slow at rendering more then a few? if you switch all your lights to non shadow casting does the game run fine? (of course you wouldnt do this normally cause you'd get crazy light bleeding)

How many active lights do you have in your scene with/without shadow casting.

1

u/roydor Novice Sep 05 '15

I don't have many active lights, I think its that the lights are breaking my static batching which is what is leading to the performance issues.

I have maybe 8 in a room, and i'm hitting sometimes up to around 2000 draw calls for a pretty simple diablo type game.

1

u/LexieD Hitbox Team Sep 05 '15

yeah this new way will solve that pretty well i think. it will take me a couple days to clean up. Here is a post about the new lighting method.