#Unity 2022 URP lighting issues
1 messages · Page 1 of 1 (latest)
What kind of shadows
Realtime or baked?
And what type of "static", as there are several different varieties under the dropdown
I use a mix of realtime and baked. I was using just realtime but this was happening to almost all my objects including probuilder built buildings with inside lighting.
So I marked the inanimate objects as static with the checkbox which is defaulted to everything. Then baked the scene hoping that would help.
But I still get this unaffected look of my objects in where shadows themselves don't seem to appear on them. I've also noticed oddities in the corners of probuilder built buildings with light bleeding through in ways it shouldn't.
It only does it to objects not checked as Static with nothing selected under dropdown.
Okay, after noticing your explanation in another post it's helped me quite a bit understanding what I'm doing wrong.
I've never been focus on lighting, so this part's all new to me. I've been playing with the drop down per object and I think I got it working with some of the shadowing.
Now I just need to figure out more of the realtime stuff so my character's are affected and not doing this. And also the lighting settings because I noticed Important and not important isn't a thing anymore and some lights flicker on and off occlusion style.
Assuming you are calculating baked lightmaps for your static geometry, it means that they can be occluded from outside light
For non-lightmapped and dynamic meshes you need light probes to capture the change in lighting, as lightmaps can't practically be applied to dynamic meshes
Additionally you need reflection probes, usually one per room at least