Always felt lighting, fog and sky haze were the most tricky parts to balance, specially when it comes to a day night cycle. The distant horizon easily gets washed out or too bright and near objects get too dark to see what the heck you are looking at or even where you are going. Actually took me about three days to get this the way I wanted it since you got to view it from all over the scene and at different elevations. Unity standard global fog and three volumetric fog layers.
Updating entire project from Unity 2018.4.28f1 to Unity 2019.4.17f1. As I wanted to mainly update the TPC and animal controllers, this has meant updating many other assets as well. This all afforded me the opportunity to polish...well.... everything, as I brought it all in. Lighting improvements with light and reflection probe placements, baked lightmapping and GI. Terrain and environment texture improvements. A lot of post processing tweaks and some I have discarded as they weren't really needed. I have done a lot with plenty still to do but getting there.
Learned a lot since I first started with Unity so things go a lot quicker now, nice to have the opportunity to put it to use and bring everything up a level.
Been checking out HDRP, I've stayed awasy from it due to all the issues I saw others having with it (particularly grass shaders) and the fact that most atmospheric assets like Overcloud etc just don't go there.So being a highly visual project I am struggling with whether or not to bring the whole project into this pipeline. This would mean at least checking out something like Enviro which has a beta HDRP version, but don't feel like splashing out on yet another asset that may or may not be functional. Has anyone got any info on Enviro's HDRP beta? There are other issues with trying to lightmap some objects which I would need to sort but right now thinking about it , might not be worth the extra cost and effort but it sure does look purdy with the right tweaks.
@hobbycoder, yes it is Loredenfel, just using the default scene with some tweaks to see whats going on with HDRP since there is a version of this.
I solved the lightmapping issues which were in fact mentioned in a readme I had missed. Author had disabled generate lightmap uv's to reduce import size for some reason.
Here's another screenshot with lightmapping and GI, though I really do like the result I am still a little confused by the set up for HDRP and still unsure if I would want to move the entire project into this pipeline, I do have reasonable results using the built in so not sure it is worth the effort, I will continue to take a look at it for now.
Meh! sometimes I do feel like starting from scratch, I have all those built town,city,village and other points of interest scenes I could simply drop in. All that would take is a project material conversion for the pipeline and the terrain is easily ported too. It is all the dynamic stuff like foliage and atmospherics that would be the show stopper, since at this time there is a limited amount of these to choose from, this is all aside from the fact I am not being too impressed by Unity HDRP, it looks great in mid ranges and really not right in high/low.
When you got daylight coming in there is a lot of bouncing around and even the darkest area will recieve a little, those shadows are black and shouldn't be, I don't see any properties to adjust shadow colour and intensity, but maybe I need to spend more time digging into it. Or even try a more recent Unity version which may be far improved but that isn't something I want to be updating the project to....again. It isn't too bad but I guarantee if I go outside now the sky will be overblown and eye adaptation won't help much.
The Lordenfel default scene lighting isn't awful but it did need a fair of bit moving the fill lights and changing the range and intensity to get it looking the way I think it should look, subjectively of course. The default built in version is 'flat' and HDRP is too high contrast for my tastes so it may be the materials needing a look at. Will try the Unity default HDRP scene and see if that is the problem but I am probably missing something obvious to put some simple global ambience into it without having to use fill lights at all.
Started to port over some of the others assets for the project and I think I will likely be able to switch to HDRP for most of this easily. It's probably going to involve a lot of lighting and PP changes etc and I may change up the entire level design to suit, but since I am not on any kind of deadline then I can suck it up and just get on with it.
Also been modeling some new statues to scatter around.