#Spot light not working / No cone shown on scene
1 messages · Page 1 of 1 (latest)
Maybe it has something to do with the environment lighting?
Yeah...there is something I'm not understanding about lighting. Here is another scene. I want to make the lack of light to appear as hex color #231F20. The settings I thought would do it are doing nothing.
My expectation is the scene would be gray not black.
I would appreciate any help
You've disabled gizmos in the scene view :
As well as scene lighting :
From what I see in the first screenshot, the spot is pointing down.
Thank you for pointing that out. I still can't get a shadow to display for some reason. I put a cube in the scene to make it easier.
Are the background flat objects actually using lit materials and not unlit ?
The gray background is a quad using URP/Lit. The cube is using the same. The LogoMesh is using a custom lit shader.
First image has the cube inspector info
You might need to check your URP Asset (Mobile-RPAsset).
For spot lights, "Assitional Lights" needs to be set to "Per Pixel", with "Cast Shadows" enabled :
Thanks for the screenshot. Additional lifhts was not checked for cast shadows but there seems to be another thing that is preventing shadows
Here is the spot light
I just noticed my scene "Global Volume" object has no volume profile assigned. When I choose Mobile Volume, it autoselects everything as enabled. I went through everything and I don't see anything I want so I switched it back to "None" figured I would mention it.
Your ambient light is a pure white color, so everything's evenly lit
Also check that the cube's shader is URP Lit
Cube shader is URP Lit
So, the ambient light color is white...if I make it a darker color everything gets dark/destroys the color I picked for my backgroundQuad and the logo colors. No shadows appear either 😭
or maybe I can't see the shadows?
Sorry...this is my first time learning about lights. The spot light doesn't seem to be working how I would expect but I don't know what is wrong
You don't have to worry about that now
To test the light components effectively you need the scene to be dark enough for their light to be apparent
makes sense
I believe the spot light I posted at the very top of this thread should provide lighting to do so
At that distance Intensity of 1 is not nearly enough
And Range should extend past enough the object you're illuminating
Awww yeah!
Thank you so very much! I really appreciate both of your help.
I really makes a big difference for me.
Can I ask one more question? Is it possible to make the black of no light a dark gray?
Forget the background quad and use the camera background color
(if don't want to see the spot affecting the background)
If you want your background or another object to be unaffected by lighting, you can use the Unlit shader
Or the Lit shader but compensate using Emission color to have it partially affected by lighting
The color of shadows is the color of materials + intensity (and color) of your ambient lighting
@Remy : I made that change but I lost my shadows. I'm assuming I need the quad to have something to cast the shadows upon. Am I missing something?
Only Lit materials receive shadows
And some actual geometry there
My shadows are working...but they are appearing on the quad
And since shadows are an absence of light, ambient light and material emission can wash out casted shadows
if I take away the quad they disappear
@snow laurel : Can I start a new question here or is it protocol to open a new thread? I have a scene that has an ambient color of gray. No lighting enabled and its completely black. My goal is to start with complete gray and then turn on the lights slowly and reveal a scene...do you think this is possible?
You can use a fullscreen animated UI panel for example to fade from solid color to whatever's in front of the camera
Sounds like a plan. It sounds like there is no setting to make the absence of light anything but black. I tried googling for a long time and couldn't find anything.