#Strange artifacting with spot light.
1 messages · Page 1 of 1 (latest)
They seem to line up with screen tiles which are used by forward+ rendering and HDRP to manage light limits per tile rather than per mesh
Typically you get those jaggies when a tiles are exceeding their light limits, but can also be caused by various bugs
I'd first try to tally up how many light ranges are intersecting at that point
There may be a light overlap debug view for that purpose
Not the baked light overlap, but in the rendering debugger if I remember correctly
With forward+ the light limit per tile is 256 on desktop, 32 or 16 on mobile platforms
thanks for the info, i'll see what the rendering overlays tell me and see if messing around with the URP lighting settings helps at all
If you clearly don't have hundreds or even dozens overlapping light ranges, I'd look into bugs