Let There Be (Unified) Light! Unified Lighting Enters Studio Beta

I personally would use it for a in-game setting, sometimes players might have the resources available to use the heavier graphic options

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This sounds great.

Question. Does this mean mobile players (or players with low graphics settings) will no longer utilize voxel rendering? One of the challenges I face is potentially having my game run in two completely different lighting render modes, which forces me to make mobile-specific changes to account for that.

I already made global Illumination using scripts! https://create.roblox.com/store/asset/140668104936860/Voumetric-lighting Heres also a game using it! Future Winner 1. (UPDATE: Volumetric Lighting) - Roblox

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I’m disappointed with the shadow range after this update.

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:arrow_down: Voxel

:arrow_down: Unified (Soft + Prioritized off)

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:arrow_down: Shadowmap

:arrow_down: Unified (Soft + Prioritized on)

I have hopes for the features this update promises, but I really don’t want the shadows in my build to be downgraded.

Oh, and my game is saved as Voxel, but it gets converted to Hard + Prioritize lighting on.

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Does this mean shadows may become soft again, similar to Compatibility lighting?
As ever since that ‘sunset’ it’s either too dark or there’s no shadows at all.

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Would like to report a bug that seems to be occurring from this!

On certain graphics levels, glass will fail to render transparency and will become fully opaque, despite the transparency on the part being set.

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shadow settings when? (i want to darken my SHADOWS!)

i tried this and



(before, after)

theres barely a difference ngl

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I hope you know a lot of the issues stemming from future originiate from stupid developers.

I agree that the draw distance for Unified lights is low, however if you expect a massive performance gain then go use shadowmap lighting.

Unified lighting won’t magically fix overlapping lights or braindead assembly!

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To darken shadows,

change the ambient and outdoor ambient to darker colors. Ambient will affect how dark indoors shdows are; while outdoor ambient will affect globally cast shadows outdoors. Also, environmentdiffusescale to a lower value (or 0)

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What is it with the uninformed and raytracing? You do realize 99% of roblox users would

  1. Never touch it
  2. Cant even use it

Raytracing is a joke nowadays in most games😭

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it isn’t much to me but when i turned PrioritizeLightingQuality on, it had this weird grid lighting




getting closer to that way makes it disappear

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this is unfortunately not true, changing lighting technology at runtime has always only ever been possible inside of a studio playtest because no properties related to the lighting technology have ever been scriptable.

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no, not happening, not now not ever

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Agreed, thats what makes this update worse, it’s problems stand out more than what ever it aims to achieve. Wish they’d spend more time making things better.

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Any updates on future/realistic lighting for Meta Quests?

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This is amazing, but i feel like also being able to choose the harshness of the lighting would go a long way. Harshness as in the same way you can choose sun shadow softness but for lights if that makes sense.

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personally, this would make it more customizable for the users preference as well, as long as you’ve made a settings menu in game at least.

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Just tried it, and all i can say, AMAZING

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I have tried the beta version now. Really disappointed in this update because nothing really has changed or improved. Enabling PrioritizeLightingQuality only increases the shadows radius field by about 50 studs. The distance range is way too short.

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Will we see the ability to have large-scale lights that operate similar to how the sun and moon do? I realize that this is mainly only an issue for space themed games, but it would be great to be able to support more than one “sun”.

Additionally, I’d like to see lights work better at a distance in general. I don’t expect to see detailed shadowing on objects far away from the camera, but objects closer to the camera can still have higher detail, even if the light source is far away. I believe this would be doable with the right balance of optimizations.

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