
Would love to hear your thoughts about this and your own experiences with light probes.Everything you see in a render must be calculated for the final image.Īll interactions between objects in your scene, lighting, cameras, background images, How come the irradiance volume of Eevee is so much better at approximating ambient lighting than Unity's light probes? Am I missing something? Here, the sphere is not part of the baked indirect lighting, only the cubes and point light. Lastly, a comparison with Blender Eevee (rasterization renderer, not path tracing), with an irradiance volume (essentially light probes): Same scene, but with BakeryVolume instead of light probes:Īgain, not anywhere near the static sample. I also tried adding a LPPV to the sphere and using that instead of blend probes, but it had little to no effect on the general look as well (for both light probe setups).įor the fun of it, I compared the Unity light baking to Bakery: I also tried using this light probe setup:īut it had little to no effect as compared to the other light probe setup. Point light is mixed.Ĭompare this to a statically baked scene (still in 2019.4):Īs you can see, the ambient lighting on this static sphere is completley different as compared to the one where it was dynamic. I tried recreating this scene in Unity 2019.4:Ĭubes are static, sphere is dynamic.

No baked lighting, no static objects, all realtime.

Even for simple scenes, the ambient lighting contained in light probes don't look anywhere near what they should be looking like, and I can't figure out why.Įverything in this scene is dynamic. After testing HDRP in Unity 2021.2.0b9 and being amazed by the screen space global illumination, I've become aware of my disappointment of how light probes seemingly fail to properly approximate ambient lighting.
