#but it is casting shadows but the
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^
I mean in Quality tab of project settings
send screenshots also showing the shadows at different bias levels
on project settings?
I want to see if the bias is even having an affect at all, and if it isn't then its something else
its a point light so shadow distance wouldn't really affect it
adjust the near plane offset perhaps
yes it has
when i increase the bias it reduces the shadows more
You could see if reducing shadow distance from 150 to something much smaller has a positive impact
And verify that the objects are in real-world scale
nope
https://docs.unity3d.com/Manual/ShadowPerformance.html It's usually best to avoid extreme light bias values like 0, but even in that case the "peter-panning" issue should occur with high bias values
and yet the bias is at 0, there should even be shadow acne but there isnt
set the shadows to hard shadows
So this is pretty puzzling to me
The shadow filtering looks really strange to me which is why I asked if custom lighting is in use
i dont even know wath custom lighting is
how does it look with hard shadows?
Really? I can't seem to recreate the wobbly filtering
nor this problem in general
with the directional light happens the same thing
is that so?
are you absolutely positive that the object is not floating off the ground?
can I see the objects intersecting?
Ah, now I see what you mean
With a point light I can reproduce it
could be perhaps its too low to the ground
This is with 0 biases in supposedly ideal conditions
yes
I use URP and HDRP mostly so I don't actually know the solution to this, or that it was this significant of a problem
😐 so what do i do?
point light shadows in the built in pipeline have always been a bit funky
so my advice
use a different light type
orrrrrrr
you could just bake it as well
since lightmapping doesn't have issues like that
but that is a whole other can of worms
if you absolutely have to use a point light, either make it so you don't have any thin objects that would make a problem like that prevelant, or use light baking to get around it
hm
the point light is for this light
I would probably use a spot for that actually
i think using spotlight will not fit
how so?
i will try
if you wanted the light bleed on the actual wall you could have another point light to act as the "bleed" but at a smaller scale
spotlight doesnt iluminate the wall
.
m
your spot angle is WAY too high
spot fares significantly better
yep as it should
using urp or hdrp would fix it?
at this point its just about being artistic and creative with how you make the light
This is a good technique
Shadowless point or spotlights can be used to fill in the light
potentially but I wouldn't jump ship right away
They're better regarding this but not perfect
You'll have to use the same strategies as here, though you have more leeway
And in case of HDRP more tools overall
But changing render pipelines can be a huge undertaking both for converting assets and for learning new workflows so I don't recommend it mid-project
alright I'll show what I mean real quick
wall mounted light, with a point like as you had, obviously there are issues
but you can be creative with it and use a spot light instead like so
notice the bleeding is fixed
but of course as you said
you want light bleed on the wall
you can bring that back with another SHADOWLESS pointlight
and it should do the trick
lower the radius/intensity
if you wanted a wide spread you can sort of get close to it by using multiple spots
but of course depending on what look your going for, it may not suffice
but its all up to you
baking solve a litle bit
yep baking is a way around it
though you'd have to increase the resolution of the lightmap to get a better resolve
through different means, not always just simply increasing the atlas size
unity rocks💀 👌
meh its more like welcome to realtime rendering where you will run into these kinds of issues
But thanks for the help and the patience.❤️
Baking is powerful but there's a lot of potential challenges with it
Try to find issues here once they crop up
ye exactly which is why I said its a whole other can of worms if one wanted to get into it lol
it'll fix some issues your having, but you'll run into some other issues as well down the road
welcome to realtime rendering 😛
follow this when you run into trouble, it pretty much goes over every problem that you might run into when lightmapping @candid orbit
of course you can always ask here if there is something your trying to fix as well