#before in builtin was completely right
1 messages · Page 1 of 1 (latest)
What was your pixel light limit in built-in
I think I'm seeing the light limit in action at least
idk
but you can see that the lights enable from a really tight distance
idk why
If it's the light limit like I assume, proximity is one deciding factor for prioritizing lights to show when there are too many affecting a mesh
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
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
Yes, it looks like you have much, much more than 8 lights affecting your meshes
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
so what can i do to fix it the most?
#archived-lighting message
You can check some notes about it here
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
so urp cannot render more than 8 lights but builtin can?
or did i just understood wrong
Correct, not more than 8 affecting the same mesh using realtime lights in the forward rendering path
But in that scenario you shouldn't have more than that anyway
It is possible to switch to Deferred to have unlimited amount of light. https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/urp-universal-renderer.html#rendering-path-comparison
That being said, you should try to reduce the amount of light. Maybe use baked light instead of dynamic.
And forward should be better for low end devices.