#Mixed lighting issues for indoor scene

1 messages · Page 1 of 1 (latest)

viral yarrow
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i have a indoor scene with a lot of lights and have some issues when setting the lights to mixed mode.

when all my lights are set to realtime the scene looks just how i want it to but i get some weird shadow bleeding type artifacts on some of my objects(you can see this on the urinal). when lighting is mixed mode it fixes this issue.

i have the world objects set to static and i expect that setting all my lights to mixed will bake the shadows but when i have players walking around the bar i can have the benefit of realtime light shadows. when i bake my lights the scene also gets much darker than i expect and some of the lights say "light mode is currently overridden to baked because too many lights overlap in the scene. shadowmask only supports 4 overlapping". this screws up my bar light(you can see the middle light appears turned off, along with the rest of the big bar lights).

I included a lot of the lighting, urp, and light prefab settings. bar lights quality is set to high, other square lights are set to medium shadow resolution

any tips or fixes for this sort of indoor lighting along with a fix for the weird realtime shadow lines on corners.

nova wedge
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  1. shadowmasked mixed lighting can't have more than 4 light bounds overlapping because shadowmask texture only has 4 channels
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  1. the mixed lighting behaviour you're describing is not how shadowmasking works, but more how subtractive mixed lighting works
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Or more precisely shadowmask does store baked shadows for static objects, but with different limitations

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You can't make this many lights in the same area work with shadowmasking
And possibly not get accurate realtime shadows from spots with such a wide angle

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An alternative is to use shadow casting point lights with cookies, which are really expensive
Or in this case because the shadows are very general and filling in each others' shadows, you could get by with baked lights

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Or baked lights mostly but with shadowcasting mixed (point) lights lining the walls
That may keep the cost reasonable and even allow you to use shadowmasking

viral yarrow
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do you think its okay for me to keep the spot light shape angles as wide as i had it? im trying what you mentioned by lining walls with mixed and the other lights all baked to maintain the shadowmasking. im finding it pretty difficult to achieve that realtime look i had

nova wedge
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The quality will always suck pretty much because the edges of the shadow render target will stretch even with very high shadow resolutions
Frame debugger can show you how it occurs

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Point lights with 3D cookies would be the best option for quality, but very expensive
6 shadow maps instead of 1 compared to spot light
And 3D cookies are a bit involved to learn to produce