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@tdmowrer Hey, can we get a word on the following scenario?
I recently ran into this problem. Has anyone found any other solutions because the ones posted above do not seem to work.
Realtime shadows are best avoided under most circumstances. There are solutions on the asset store to project cheap approximate shadows though.
Have you tried generating lightmap UVs in Unity?
Lightmap size will influence the appearance of fine details. Sharp shadow edges would appear blurry on a small lightmap.
Direct and indirect...
If the light is set to dynamic, check Project Settings > Quality > Pixel Light Count and perhaps bump the limit up.
If the light is set to baked...
Have you tried increasing number of bounces? What Unity version is that?
Is the lighting baked?
Can you share your reflection probe settings?
Assuming you are aiming for photorealism, I'm afraid Unitys Built-in RP does not have a satisfying solution for your case.
I'd recommend sticking...
I use a similar trick quite often for VR projects - increase emissive material strength of lights and bake reflection probes. Specular highlights...
If you want soft point light shadows, you'll need something like NGSS. Unitys built-in pipeline does not have a comparable solution. Do note that...
Here's something I made using the same hallway model using Unity 2018.3 and the built-in pipeline:
Here are some pointers:
Color Space is Linear.
Lights using linear light intensity.
Firstly, I'd like to thank for a fantastic product. My team is already using it in production.
I am running into an issue and was wondering if...
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I fundamentally disagree with this assertion. If anything Unity's progressive light baker is superior to Unreal's Lightmass, but I digress - don't...