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Question Emissive Lights Shadow Resolution or How to have more than 8 Lights in URP

Discussion in 'Global Illumination' started by demegeamontes, May 25, 2023.

  1. demegeamontes

    demegeamontes

    Joined:
    Jan 10, 2019
    Posts:
    4
    I have a Scene that consists in a school, im doing a day/night cycle that works perfect by rotating the sunt etc.
    The thing is that i want to add street lights to light the campus so when the night aproaches those lights will be activated and at day time they will be deactivated.

    I started adding lights and around 8 lights they stop working at all...

    If i use emissive materials with bloom it works but the shadows that they make are really bad...

    I cant change to HDRP because all the project is build around URP and materials will broke.

    If i use deferred rendering the performance is the half...

    Is there any way to make emissive lights cast better shadows?


     

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  2. psykedelius

    psykedelius

    Joined:
    Apr 3, 2013
    Posts:
    3
    Without deferred rendering a mesh can only be affected by 8 lights simultaneously (URP limitation).
    The usual workaround is to split your ground mesh in multiple parts so that each part wil be affected by less than 8 lights.
    You will also have a better resolution lightmaps this way as each ground mesh will have his own lightmap.