#help with directional lighting

1 messages · Page 1 of 1 (latest)

halcyon ginkgo
halcyon ginkgo
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I am experiencing a weird jitter in the lighting near the end of my rotation

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Anyone knows why and how to fix it

frosty pawn
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why do you have 2 directional lights?

halcyon ginkgo
frosty pawn
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you can easly make the shados lighter

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check your lighting tab there is color gradient

halcyon ginkgo
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the thing is , moon is not even casting shadows (for now) and it happens

halcyon ginkgo
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wait for shadows?

frosty pawn
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and this:

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annd finally you got the post processing volume which makes everything perfect.

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so as you can see no need for a second directional light, hope that solves it for you

halcyon ginkgo
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ouuu this is nice
question how do people make moons then? like sun and moon cycle

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thanks a lot btw, imma check it out fs
TYSM!

frosty pawn
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well they just change the directional lights i would say, enable one and disable the other. in urp you got the built in day night cycle which is really cool. you simply change the sun axis

halcyon ginkgo
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ouuuu okay ,progress progress
TYSM

frosty pawn
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my pleasure

halcyon ginkgo
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bruh i hate unity lol what is this

halcyon ginkgo
# frosty pawn

so i happen to come across that these gradient can be changed in run time and if they do they offer better lighting results?
is this a good idea? or should i just set gradient and call it a day?
alas i have to ditch switching to gamma in color space , too bright XD
post processing still haven't looked into it but watching more vids to get a idea of it ,thanks in advance
also i fixed the whole my lighting not rotating properly issue , turns out code was solid ,it was just unity 's internal calculation messing it up for my case

frosty pawn
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i don´t think that is even possible to change the gradient colors at runtime but i also see absolutely no reaosn for that.pp will make your game look so much nicer. definitely test it out