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Question by metaleap · Oct 05, 2012 at 06:08 AM · lightingdynamicbakeglobal illumination

Dynamic lighting, no baking, best result?

First off, just started evaling Unity Pro 2 days ago. Awesome overall, I'm blown away! Except... the lighting story for "99% dynamic worlds".

Consider the very first screenshot on Unity's own "Water" tutorial page from 2010. I know they use a fancy skybox but generally lighting and big, long-distance shadows from the rocks look fabulous. Is this kind of lighting only possible with pre-baked lightmapping, or using Deferred can one tweak the directional light intensity, HDR and tonemappers to get to a similar level of fidelity?

I built up my own similar sandbox world with ocean, terrain, palm-trees etc but without indirect lighting / fake GI it looks "too old-school" even with the Pro-edition full-screen post effects applied and tweaked as best as possible.

Now consider, what I want to build will have little to none static content that can be pre-baked, from the terrain (heightmap) to the meshes stuff will be loaded from servers and might be user-generated or procedurally generated.

Consider Red Dead Redemption, released over 2 years ago. They haven't pre-baked their entire game world, have they? Especially considering the dynamic changes in weather, day and night, climate zones etc. Are they using a fake-GI approximation that could code up in Unity shaders?

(Also for the Unity team -- not sure if they're listening in threads here -- you guys want Unity 4 to become "the democratic AAA engine", right? Well I don't see your dynamic realtime GI story for that release yet... upcoming Unreal Engine 4 has one, CryEngine 3 had one and will be upgrading theirs in their 4 release I guess. Sure, it's all "fake" GI from a physically-correct-rendering perspective, but still pretty great compared to direct+ambient-lighting-only for game devs. With DX11 support, what's Unity's dynamic/real-time fake GI plans for 4?)

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avatar image ArcIo · Oct 21, 2013 at 08:22 PM 0
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Did you hear back about this? I'm running into the same issue here. I have pro and a game that is all user generated. No lightmapping option for me at all. I really want my game to look the best and beast does look great if you can use it but it seems there is no option for runtime baking.

avatar image metaleap · Oct 22, 2013 at 12:26 AM 1
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I found, normal dynamic lighting with SSAO is by and large "just fine" --- but there's also a number of helpers/improvers such as "Sunshine" and "Dynamic GI" on the Asset Store to further refinement.

avatar image Benproductions1 · Oct 22, 2013 at 12:36 AM 0
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"runtiime baking", do you mean when the level is loaded? The thing is, baking takes a while... a long while, so unless you want your users to wait 20 $$anonymous$$utes for the level to load, or if you want them to have 0.05fpm I don't suggest you have "runtime baking" :)

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