#Unity 2022 URP lighting issues

1 messages · Page 1 of 1 (latest)

vital nimbus
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What causes non-static URP lit materials to not get dark in scenes by shadows? This is a fresh project, fresh materials and for some reason nothing I do seems to work on making the objects that will be moving receive shadows.

stiff sail
vital nimbus
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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.

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It only does it to objects not checked as Static with nothing selected under dropdown.

vital nimbus
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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.

stiff sail
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Additionally you need reflection probes, usually one per room at least