#Shadow or idk what is this
1 messages · Page 1 of 1 (latest)
This is called "banding"
That looks pretty severe. You usually get slight color banding in dark areas, since there just aren't that many colors to pick from
What render pipeline are you using?
URP
just max everything out that related to colors and it should be fixed
This is an english only server so you'd have to continue in DMs if you want to use other languages
Is this baked lighting we're looking at or realtime?
Do the materials use custom shaders?
Is there custom post processing or post processing overrides in use generally?
Are the project's settings from a template or somewhere else?
- Baked lighting
- No
- 2(if you mean that I changed the post-processing somehow, then yes)
- somewhere else
- Then you should try to confirm if the issue is limited to either baked lightmaps or if it affects everything, as baked lightmaps can suffer from banding if the textures are short on color depth
That could be done by looking at an area with no baked lightmapping at all, and/or looking at the baked lightmaps directly with scene window debug views - Meaning which ones exactly? Did the issue seem to relate to changing post-processing and how did you change it?
- From where exactly, or how was it created? If the rendering and quality settings are not defaults, it's hard for us to guess if settings that affect color banding are either
Settings like project color space and HDR
- Clear baked date and it's still the same problem
- here
Gamma color space and lack of HDR rendering are the main causes of color banding, but getting this much of it in my experience happens only when rendering to a Render Texture that has a low bit depth
Or when using a post processing effect that deliberately posterizes color
There isn't at least any post processing override active there that could cause it
Lack of an override isn't proof that there isn't such an effect
In theory it's possible that a posterizing effect, or a Color Lookup with a low resolution LUT is enabled in another Volume or in the default volume profile
I changed some parameters in HDR rendering
only there
Well did that seem to cause the issue originally?
maybe???
So try reversing those changes and compare
Looks like I found it
Does changing that have any effect
if I change the granding mode to high
It looks like the problem has been solved! Thank you for helping!!!