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[Built-in] Strange lighting behavior for big scene

Discussion in 'World Building' started by SunnySunshine, May 24, 2021.

  1. SunnySunshine

    SunnySunshine

    Joined:
    May 18, 2009
    Posts:
    744
    Not used to working on this scale and noticed some really strange effects in regards to shadows.

    I have this relatively simple scene:


    The lighting is baked and lighting mode is shadow mask. The directional light is mixed.

    But when going closer to the bottom of this large box, this starts to happen:
    https://i.gyazo.com/3dcb424c1938122b6679fc78ef63acae.gif
    https://i.gyazo.com/097a782b58d2c9e954f8dbf666d35256.gif

    Any idea what's going on here and what can be done about it?

    The lighting bias settings are all default and don't seem to help rectify it anyway (tried playing with those).
     
  2. warthos3399

    warthos3399

    Joined:
    May 11, 2019
    Posts:
    1,036
    Ok, i see the terrain, and then the scale of the wall, have you tried looking at shadows at a realistic scale? (meaning from a controller perspective), to see if it does the same at that scale?.

    That wall, compared to the terrain, is way too big to judge a prob at correct scale.
     
  3. SunnySunshine

    SunnySunshine

    Joined:
    May 18, 2009
    Posts:
    744
    You can see the tiling pattern at the wall. Each cell is 1x1 unit.

    Seems to be somekind of limitation in Unity's lighting implementation. When using a smaller wall, this doesn't happen.

    Still curious to know what's going on.
     
  4. warthos3399

    warthos3399

    Joined:
    May 11, 2019
    Posts:
    1,036
    Exactly bro. You may be curious, but an object/wall that big, your going to have conflicts, due to the sheer scale.
     
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