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This repository has been archived by the owner on Sep 14, 2021. It is now read-only.
First I wanted to say I love this library and it's super easy and fun to get started. Thanks!
I've exported voxel models from MagicaVoxel into the Unity sample project. I then applied the ARCore/DiffuseWithLightEstimateion [sic] shader to the models.
On my Pixel, it seems to perform pretty well in daylight and bright indoor lighting, but with lower light situations like a bar or street night lighting, all the models are pitch black (even though there's enough light in the scene to see the sidewalk and detect surfaces).
Am I doing something wrong? Should I be adding light sources to my Unity scene, or using a normal map with the specular shader or something? Or is there a way to tweak the shader so it never dips below a certain lighting intensity?
The text was updated successfully, but these errors were encountered:
Can you post some screenshots of the behavior you are seeing? Also, do you have any regular unity lights in the scene or are you depending entirely on the light estimation to light your objects?
I'm depending completely on the light estimation shader. Does that shader also take regular unity lights into account? Should I be adding other lights to my scene? I just used the sample project so it's whatever lighting comes with that.
Daylight looks fine:
But inside at night, even though the rest of the scene is visible in the camera, the objects are completely dark:
First I wanted to say I love this library and it's super easy and fun to get started. Thanks!
I've exported voxel models from MagicaVoxel into the Unity sample project. I then applied the
ARCore/DiffuseWithLightEstimateion
[sic] shader to the models.On my Pixel, it seems to perform pretty well in daylight and bright indoor lighting, but with lower light situations like a bar or street night lighting, all the models are pitch black (even though there's enough light in the scene to see the sidewalk and detect surfaces).
Am I doing something wrong? Should I be adding light sources to my Unity scene, or using a normal map with the specular shader or something? Or is there a way to tweak the shader so it never dips below a certain lighting intensity?
The text was updated successfully, but these errors were encountered: