#before in builtin was completely right

1 messages · Page 1 of 1 (latest)

zinc grove
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What was your pixel light limit in built-in

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I think I'm seeing the light limit in action at least

robust fractal
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but you can see that the lights enable from a really tight distance

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idk why

zinc grove
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You can increase the light limit from default 4 to 8 in URP asset which, if it improves the situation, proves that it's the correct problem to solve

robust fractal
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settings the light limit to 8 helps a little bit but it is still darker and the thing of the "flicker" light from distance persists

zinc grove
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Yes, it looks like you have much, much more than 8 lights affecting your meshes

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Built-in let you increase the light limit extremely high, while URP doesn't
Though in both Render Pipelines stacking the lights incurs the same cost which I assume is why URP limits it

robust fractal
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so what can i do to fix it the most?

zinc grove
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There is no single solution to it, except maybe limit meshes affected by each light's range, such as by slicing them
But it's not always an acceptable option either

robust fractal
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so urp cannot render more than 8 lights but builtin can?

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or did i just understood wrong

zinc grove
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But in that scenario you shouldn't have more than that anyway

hearty crescent
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That being said, you should try to reduce the amount of light. Maybe use baked light instead of dynamic.

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And forward should be better for low end devices.