#lighting is set to mixed
1 messages · Page 1 of 1 (latest)
Mixed light can be both baked and realtime, depending if you've baked lighting or not
Lighting Mode is shadowmask, per chance?
It's 100% some sort of distance thing because the light leaks go away when I get close.
let me check
Also, check the scale of your scene
Is it made so that one unit corresponds to one meter
scale has been dealt with. had to redo everything because of that.
lighting mode is baked indrect
I'm sure it has to be some sort of range thing because all the light leaks go away when I get close to them.
I'm quite sure it can be fixed by increasing shadow distance in quality settings
yes yes, that's exactly what I thought too
there're so many shadow settings though, idk which one to play with.
Find the correct quality settings first and foremost
Quality "Tier" if using built-in render pipeline, "asset" if using URP
Then tweak shadow distance only
Try to verify that it has an effect, such as by disabling all shadows when dragging it near zero
You shouldn't need to mess with other settings besides that at this point
Yes, but I'm having trouble finding which volume I'm using.
oh, I found it.
issue is that, it goes down correctly.
as in, all shadows dissapear and whatnot, but it does not increase.
Which render pipeline are you using
Ah, try increaseing the Split 1 to see if that has an effect
Well it does say "directional light" which is not what we're using
HDRP settings are really scattered all around the place
huh... would that be the issue then?
because setting it to 0 gets rid of the shadows
I'm sure it's the shadow distance and/or cascades fading out too early
yes
But we could be tweaking the wrong settings
well, do you know what settings would affect point lights