The Light Probe support has been added to the export package starting from version 1.0.4 and the game version starting from 2.6.9.
Light Probes are used in conjunction with Light maps for storing real-time lighting data which is then used by the dynamic elements (players, vehicles, etc.).
Pros of using Light Probes:
- Improves performance (due to not having to use real-time lights)
- More consistent look, combined with the light maps (maps could be made to look similar to the official maps)
Cons:
- Initial setup could be a bit tedious
How to setup:
1. Follow the steps for preparing the Scene for baked light maps (but do not generate lighting yet, only do it after the Light Probes are placed): https://warmerise.com/forums/topic/2238/baking-lightmaps
2. See the rest of the steps and example placement in this video: https://youtu.be/1cg5UdHyia0
Uh, it doesn't work
l wonder if l made a mistake in the following images.
l have followed what you said, which is to set them to baked light
And it is the light probe group, l haven't created the light probe to surround whole the map yet, and l didn't use the magic probe thing, because l am not getting used in it
Baked lightmapper setting Environment
Should l switch it to light probes?
Can't seem to get it to work either...
@Beethoven For your static level geometry, 'Receive Global Illumination' should be set to 'Lightmaps'. Light Probes are only meant for dynamic/moving/non-static objects (like characters, humvees and jets, doors) because those can't be lightmapped. They'll need to get the correct lighting information through probes instead.
Try setting Mixed Lighting to 'Subtractive'. Looks like LightmapSoftShadows preset has it set to the wrong type. (If you previously baked with Shadowmask, but then changed to Subtractive, you need to clear the old Lightmap before generating again).
@Beethoven No need to change any settings in MeshRenderer, just set up the Lightmap, place Light Probes, then generate.
I just can't get Light Probes to work and I don't know why...
For testing purposes, I made this corridor. It has emissive white bars on the bottom sides and a yellow emissive bar on the wall:
When baked, it looks like this:
I've then put a Light Probe Group and re-baked it - result:
You can see that the Light Probes are working correctly - in-editor view:
The result in-game, however, is rather disappointing. The sphere is plain grey and the yellow light isn't reflected on it:
(In case you're wondering why the light bars suddenly went grey as well: These are actually Bakery Light Meshes that use a special shader Warmerise doesn't support, so they're using Unity's default one. Also, no idea why maps tend to get darker in-game o.o)
Do I use too many Light Probes? But even if I reduce them, it still won't work!
Do I use them incorrectly?
FWIW: Unity 2021.3.0f1. Using Bakery Lightmapper for lightmap baking, but I've also tested it with Unity's own Lightmapper and I get the same result. Also, tried using pure emissive materials on meshes - still no luck.
Yeah, I've seen the tip at the end about "Clear Baked Data", but... even doing that, it still won't work :(
I'll keep experimenting, though!
Been using the Legacy shader, though o.o Again, will keep experimenting. One thing I should mention: I'm using Linear instead of Gamma color space - does that, maybe, affect the map brightness?
Apologies for the late response. I was quite busy as well.
@Max So far, I've tested everything I could think of and yet it still won't work correctly. In the editor, everything works as expected. Stuff like the hallway, the Light Probe Group and the _AllPoints are at position (0, 0, 0).
Something odd: If I place an emissive light (e.g. a red one) at the end of that dark area of the tunnel and it illuminates the surroundings, all non-static objects - like the player, the armory, etc - are lit red as well. As if the only place light probes work correctly are at that specific point (around X: 12 | Y: 2 | Z: 0) and all light probes get influenced from that area only.
@Beethoven Have you had more luck?