there are multiple forms of lighting:
directional (gives light everywhere but casts shadows in one direction)
spot (as in spotlight)
area (needs to be static and can only be baked)
point
it's better to delete a skybox altogether when a scene is entirely inside, as it can tint the scene regardless
a good way to gain full control of lighting is to turn the skybox off, change the background black and environmental lighting to 'color', then switch it to black as well.
the difference between real-time and baked lighting is that the latter bakes the lighting info into the textures, and is more optimal for efficiency. Realtime is better for when the light moves or changes.
if you try to mix blue, red and green lights you will end up with a white (works best with spotlights)
before baking lighting, the objects that do not move need to be set to 'static'
doing this with the GPU rather than the CPU is faster
anything that is not static will render as black
new lights, such as spotlights, will still work normally
always generate lighting for every scene because it ensures that the lighting info for each scene is not transferred over
only bake when you're happy with the scene and textures - can clear bake data if things need changing
3D URP is better for post-processing than the regular 3D core template in Unity
[ref for types of lighting]
For the end of this week:
Fix scene issue
Post-mortem reflection
Final reflection
Q: what is the word count/limit for the final reflection?
A: No wordcount.
Q: Is SpeedTree available at home/on campus?
A: No
Q: When does campus close over the holidays?
A: December 23 - January 15