#HDRP How to properly light a lamp
1 messages · Page 1 of 1 (latest)
Give the lamp an emission map for the yellow parts
Make sure the light is not occluded by the lamp itself, so disable shadows on the light or if you do have shadows, disable shadows on the lamp or increase the shadow near plane of the light so it exceeds the lamp size
Additionally you can increase the light size to make shadows and specular softer to correspond to the large emissive area, and also you can give it a light cookie so the shadows of the lantern frame can be included in the light
Is it intended to have a different UV map than the base textures?
Supposedly it works together
But I'm not too familiar
I changed the world lighting a bit
And got this, but I guess it's not aligned?
Because it has a different UV map specified in the material, as seen in your screenshot
If I change the tiling and offset it doesn't go on the yellow part, so yeah different uv map