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Lighting Guide for Exhibitors

Lighting Guide for Exhibitors

This document provides general information about lighting in submission data for Vket exhibitors. For specific lighting settings in each world, please check the Reference values of world lighting.

Key Points to Remember

  • In general, the Default layer is sufficient.
  • For baking, Contribute GI should be ON.
  • The Environment layer is recommended.
  • Check the final brightness is OK in the Preview World.
  • Brightness issues can usually be resolved by changing the layer.
  • For common issues, refer to the Troubleshooting section of this document.

Light Settings for Vket Creator Worlds

As stated at the end of the Submission Rules, global lights and other elements are already placed in the world. The worlds are designed to be visitor-ready even without having specific lighting settings in your submission data.

  • Basic lighting is already set.
    • Player Directional Light: Real-time Directional Light for the player.
    • Ambient Light: Ambient light (equivalent to a Baked/NoShadow Directional Light).
    • Other additional Baked lights (to ensure brightness in the exhibition area).
    • Real-time shadows are not available.
  • CameraDepthTexture is generated on the world side.
  • Reflection Probe and PostProcessingVolume (Bloom) are set up in the exhibition area.
  • Light Probes are set up around the exhibits.

The Player Directional Light illuminates the Default layer but not the Environment layer. The Default layer appears brighter because real-time light is added to the baked result. The Environment layer is not affected by real-time light, so its appearance remains stable based solely on the baked result.

Since CameraDepthTexture is generated on the world side, water shaders and other effects that utilize CameraDepthTexture can be used.
However, CameraDepthTexture is not available in the Cross-Platform Venue, and shaders that use _CameraDepthTexture cannot be used there.

Light Settings in the Submission Scene

The submission scene follows the same world light settings as above with the following differences.

  • The color and intensity of lights in the submission scene are set to general values and differ from the actual world.
  • Submission data will be moved and rotated from the scene origin when placed.
  • The position and number of Light Probes around the exhibits may differ.
  • CameraDepthTexture is not generated.
  • Since there is no world mesh in the submission scene, indirect light cannot be reflected. The same applies to the Reflection Probe.
  • Light baking is done before world upload. The light baking result on the submission scene will not be shown in the actual world.

Therefore, please check the resulting appearance in the Preview World after submission.

Directional Lights and the like are hidden objects in the submission scene. You can configure them via the window opened from the Unity Editor menu: VketTools -> Tools -> LightingSetTool. To set the values, please refer to the Reference values of world lighting. LightingSetTool window
Example settings in LightingSetTool

Lighting Settings for Exhibits

In Unity, the default settings for MeshRenderer and SkinnedMeshRenderer are "Contribute GI OFF" and "Default Layer". In these settings, both the real-time light from the Player Directional Light and the baked light from the Light Probes will be applied, resulting in a brighter render.

Example settings with Contribute GI OFF and Default layer

MeshRenderers with "Contribute GI" will have light baking.

MeshRenderer with Contribute GI ON

In Vket, after the data submitted by each exhibitor is placed in the world, light baking occurs immediately before the upload. The light baking on the submission scene is not uploaded to the world. Instead, light baking is done at the time of submission as a prerequisite for various submission checks. Additionally, you can perform light baking as needed during the creation of your submission data to check the results. To manually run light baking, in the Unity menu Window -> Rendering -> Lighting Settings, use the Generate Lighting button at the bottom of the menu.

Generate Lighting button

Objects containing MeshRenderers with Contribute GI turned ON should be moved under Static in the submission scene hierarchy. Move under the Static object
It is also recommended to change the layer from Default to Environment. Since the Environment layer is not illuminated by real-time light, the baked result is rendered directly. Change layer to Environment

You can add Baked lights to the hierarchy for use in light baking. Although there are restrictions on the available settings, you can add Point/Spot/Area lights with SoftShadow or HardShadow. For details, please refer to the Submission Rules.

Adding Baked lights
Light settings example

If you add lights, it is also recommended to add a LightProbeGroup to illuminate dynamic meshes (meshes with Contribute GI OFF).

Add a LightProbeGroup
LightProbeGroup setup example

Troubleshooting

This section contains common lighting issues and possible solutions.

Q1. Mesh is too dark

This occurs when the mesh does not receive enough light. While this may be due to insufficient lighting on the world side, adjustments are difficult after other exhibitors' data is submitted. Please consult us as soon as possible if you have any concerns.

A1-1. Change the Layer

The Player Directional Light does not affect the Environment layer. If the Environment layer is too dark, you can change to the Default layer to adjust the brightness. Change to Default layer

A1-2. Add Additional Lights

For Space Exhibitions, you can add Baked lights to your submission. Adding Baked lights ensures sufficient brightness for meshes baked into the lightmap. Furthermore, by adding a LightProbeGroup around the Baked lights, you can also ensure the brightness of dynamic meshes that receive light from Light Probes.

A1-3. Adjust the Material

Consider also adjusting the material settings. You can boost brightness by adding a weak Emission or increasing the Unlit Intensity.

Q2. Mesh is too bright or overexposed

This occurs when the mesh receives an excessive amount of light, this is the opposite to being too dark. While this may be due to the lighting on the world side being too strong, adjustments are difficult after other exhibitors' data is submitted. Please consult us as soon as possible if you have any concerns.

A2-1. Change the Layer

The Default layer is illuminated by Player Directional Light. If an object is too bright in the Default layer, you can change it to the Environment layer to make it darker. Change to Environment layer

A2-2. Adjust Added Lights

If any Baked lights you added are too bright, please adjust them.

A2-3. Adjust the Material

Consider adjusting the material settings. If the material color is set to white (255, 255, 255), you can tone it down by adjusting it to a light gray.

Q3. Inconsistent brightness across meshes

A3-1. Set Anchor Override

It is recommended to set a common Transform for the Anchor Override on meshes. While Anchor Override is often used to unify the brightness of avatars, they are equally effective for unifying the brightness of meshes placed in the world. Set Anchor Override

A3-2. Add a LightProbeGroup

If the brightness does not match between meshes with Contribute GI ON and OFF, especially when Baked lights have been added, check if Light Probes are set up around the Baked lights. If Contribute GI is OFF, the mesh can only reference light from Baked lights via Light Probes. This can cause brightness inconsistency between meshes. LightProbeGroup setup example
Ensure at least one Light Probe is near the light. Simply creating a LightProbeGroup at the same position as the light, and scaling it down so its probes surround the light, is sufficient.

Q4. Bloom Issues (Not glowing or glowing too much)

A4. Check Material Settings

Compare the Emission settings of your Bloom materials with the Reference values of world lighting. If it doesn't glow, the Emission intensity of the material might not meet the Bloom.Threshold. If it glows too much, the Emission intensity might be too high. For the Standard shader, a reasonable range for the Emission Intensity is 1.5 to 4.0 (expressed as RGB 0-1.0 or RGB 0-Inf). Besides the Standard shader, other shaders may require higher values. Material Emission Intensity setting 1
Material Emission Intensity setting 2
Material Emission Intensity setting 3

Weak Bloom effects can be hard to distinguish. It is recommended to check the Bloom against a black Unlit mesh as a background.

Q5. Light baking takes too long / Lightmaps are too large

A5-1. Adjust Scale In Lightmap

For a standard Space Exhibition (4m wide x 4m deep x 5m high), the bake time should be within 5 minutes, and the lightmap should fit within 512 x 512 pixels. If more than the aforementioned, the Scale In Lightmap value on the MeshRenderer might be too high. While the default value for Scale In Lightmap is 1.0, setting it to 0.1 or 0.01, depending on the mesh, can result in an appropriate lightmap size. Scale In Lightmap setting

A5-2. Check the Mesh UV2

If the Mesh UV2 is unsuitable, light baking may take a long time. Check that the UV2 does not have any overlaps.

Example of unsuitable UV2 with overlaps
Example of unsuitable UV2 with overlaps
Example of OK UV2 without overlaps
Example of OK UV2 without overlaps

By enabling Generate Lightmap UVs in the FBX import settings, Unity will recreate the UV2. Please also try enabling Generate Lightmap UVs. Generate Lightmap UVs setting

A5-3. Close other running software

If other software utilizing the GPU is running, light baking may take a long time. Please close other Unity Editor instances, VRChat, or Discord screen sharing, and try again.

Q6. Lightmap issues / strange shadow shapes

A6-1. Check the Mesh UV2

If there are overlaps in the Mesh UV2, abnormal shadow shapes will appear. Ensure the UV2 is free of overlaps. You can also try enabling Generate Lightmap UVs in the FBX import settings to have Unity recreate the UV2.

If enabling Generate Lightmap UVs causes the mesh to appear to be split into multiple parts, it can be better to create a suitable UV2 in modeling software such as Blender. Example of mesh appearing split into multiple parts

A6-2. Turn Contribute GI off to exclude from light baking

For meshes with complex curved surfaces (e.g., humanoid avatar models), using Light Probes with Contribute GI OFF often results in a cleaner final look compared to forcing lightmap baking. It could be better to intentionally turn Contribute GI off.

Check the Official Guidelines

Before submitting, please make sure to review the Exhibition Guidelines and Submission Rules. For the submission steps, see the Submission Guide.


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