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Resolved Difference in the areas covered by shadows using real the and baked light

Discussion in 'Global Illumination' started by OmarGC, May 21, 2022.

  1. OmarGC

    OmarGC

    Joined:
    Apr 18, 2021
    Posts:
    11
    Hello,

    I'm lighting a cave scene using a single direct light.

    (I'm not expert so bear with me "^^)

    I'm relying on openings in the cave to create areas of light and shadow.

    My approach is to set up which areas are shadowed by looking at the real time light in the scene, then baking and checking the result.

    The problem is that the real time view shows some areas are not shadowed, but after baking they are completely shadowed.

    I'm using URP, and my scene is a bit large (1000x1000x1000 roughly). So in the URP settings I increased the shadow max distance and shadow resolution which allowed me to see more of the real timeshadows, but not all.

    What could I be missing?
     
  2. OmarGC

    OmarGC

    Joined:
    Apr 18, 2021
    Posts:
    11
    Turns out I had to enable "two sided" shadows on some objects to see all the shadows.
     
    kristijonas_unity likes this.