#Lights
12 messages · Page 1 of 1 (latest)
Interference of light is the phenomena of multiple light waves interacting with one another under certain circumstances, causing the combined amplitudes of the waves to either increase or decrease.
Proof > The Double Slit Experiment
Depends if you have deferred or forward rendering. You can change that.
If that doesn't work, it's BRP problem and you can't do anything about it. Only fix is light mapping to get your desired results.
Or if you have experience with shaders, you can make a light shader that works its way around this problem.
Light Intensity and Range: The problem might be caused by one point light being in the range of the other point light. For lag issues, Unity only renders one of these lights. This can be fixed by increasing the intensity of the light and decreasing the range of it.
Shadow Settings: You might need to enable shadows for your light sources. To do this, select your gameObject “Point Light”, then in the window “Inspector”: Light>Shadows>Shadow Map>Enable Toggle to true.
Lighting Settings: Check your Lighting Settings window; maybe a default skybox probe got baked there. You can setup the material used for the default reflection probe there, or disable the default probe.
Light Intensity to Zero: If you want a scene to be completely dark, you might need to set the intensity of all lights in the scene to 0, instead of disabling them.
If that doesn't work, create a custom lightshader with shaderforge using the Light Attenuation node.
It would be greater if you shown screenshots and broaden up the question.
Why is it so complicated?
light is a really complex problem to solve in a a computationally light way which is why we have to deal with all of this