#So I turned teh global light to 0 and
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What "global light" precisely?
There's directional lights and environmental light
Both of them could be considered global, more or less
Ah, I meant teh Environmenl light
and i did change those point light shadow settings.. still no shadows though.. and yes, checked it for the object..
I suggest to make a new test scene
With two default cubes next to each other and a point light with shadows enabled
One should verifiably cast shadows onto the other
...let me try something.. I'm going to change teh point light to
If not, check project quality settings to ensure that additional pixel lights and shadows are not disabled
Nope.. for shits n giggle I changed to directional light and still no shadow light the global light
Yea.. spot lights don't work at all actually!
Next in the same test scene using the Lighting window set Environment Lighting Source to "color" and set the color to pure black
(You may need to hit the generate lighting button but ensure that baked lightmapping is disabled from the Lighting window for now)
Now verifiably the faces of the cubes facing away from your test light should be fully dark
@neat mural Your additional lights are not per pixel, but per vertex
That's one of the quality settings to save performance, and it doesn't support shadowing
Going to try what you asked
You'll need to increase pixel light limit and/or make sure additional pixel lights aren't disabled in quality settings to get shadows
And that shadows aren't disabled in quality settings as well
Environmental lighting problem is not related to that, however
Sorry, where do I find the quality settings?
"Project" window
I did as you suggested.. and I do see the far side fo teh cubs as full dark...
That confirms that we can tweak environmental lighting as needed
However, it cannot be occluded by area normally
I'm in there, but don't see quality settings
"Quality" tab
If you are using URP, Quality tab will contain references to URP assets rather than the plainly the quality settings alone
Clicking on the URP asset reference will take you to its location in Project window and let you edit it in Inspector
There you find the rest of the quality settings
"Lighting" tab is minimized

Let me see if it looks better in my working file
Now, this fix probably doesn't stop your level's interior from being lit by outside ambient lighting
Right...
and we have shadows.. but now it seems random, lol... and some spot lights aren't working.. lol.. will play more..
And there isn't really a simple or versatile way to "occlude" a volume in the scene from ambient lighting
ah
Pixel lights are limited per mesh, which is what the "light limit" you saw in the URP asset refers to
The simplest way to get around it is to increase the light limit, slice meshes into smaller parts and limit light ranges, to not hit the limit
But there's also deferred rendering path and forward+ rendering path that give you basically unlimited pixel lights, with their own drawbacks
Well, the Spatial SDK doesn't deal with shadows apparently!!
Light limits aren't for shadows but pixel (non vertex) lights as a whole
As for occluding interiors from outside ambient lighting, you need reflection probes and light probes, or just set the ambient lighting to black/dark color and get by with the whole scene using that ambient color
Unfortunately light probes require baked lightmapping which is a whole workflow
I don't know why they could not implement simple probes or volumes that don't need baking for occluding ambient lighting
For Sptaial perforamce I do have to bake lighting... but want to make sure it looks good before hand:-)
At least that's ahead of you in any case
Baking lightmaps will significantly change the appearance of the lighting
Well, you certainly got me ahead of where i was, thank you so very much @safe agate !
For when you get started with it, I personally think these are the most valuable resources
https://docs.unity3d.com/Manual/Lightmapping.html
docs
https://youtu.be/KJ4fl-KBDR8
Official tutorial
https://youtu.be/okYhs6kQ0xw
Unofficial tutorial
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
List of nearly every possible issue and their fixes
Good luck! I must leave for now