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Lantern Point Light Bleeding Issue

Discussion in 'General Graphics' started by JoRangers, May 2, 2019.

  1. JoRangers

    JoRangers

    Joined:
    Nov 7, 2017
    Posts:
    26
    Hi, I need some help to understand the unity lighting bug and how can I resolve it.

    Here is my app :
    The player is inside a cave, he has a lantern in his hand and he is inside a mine cart.
    The app is in VR.
    All are realtime because I want to have dynamics shadows for the lantern.
    I need to have a realistic rendering.
    I use only one point light inside the lantern.
    I use SRP cause LWRP hasn't point light shadow.
    The mine cart is a unique mesh.
    I use Unity 2018.3.9f1

    I played with the value of the point light and I got something that I want, but there is one last problem : the light of my point light goes through the mine cart.

    For my test, I use this asset (thanks to Astire Games) https://assetstore.unity.com/packages/3d/characters/purple-crystal-mine-113576

    See attachment :
    - 01_LightingIssue to view the issue
    - 02_LightingDeactivate to view the mesh with all the "lighting" disabled
    - The others are about the value used

    For me, this is a big problem for a realistic result.
    I played with a lot of unity variable inside Graphics, Quality, Point Light, Material, Lighting Window and others.
    The only variable that change something is the "Bias" on the point light but, I am already at 0.

    So actually, I can't rid of this line of light.

    1) Is it the model ? The model must be modelled in a way to avoid this ? Avoid closest planes ? Normals issues ?
    During my test, I saw that the bug only appears on the front & back side of the cart. The left and right isn't affecting.

    2) Is it the point light ? I know point light is a bad light inside unity, but how do you do if you want to create a lantern ? Perhaps there are hidden settings inside unity that I didn't see ?

    3) Is it the material ?
    I tested all default materials available inside unity. So perhaps, a custom shader can resolve it ?

    4) Is it Unity and I can't improve easily this issue.
    In this case, what can I do ?
    Have you any assets to change this ?
    Have you any tips, workaround to achieve my goal ?

    Thank you for the help and your advices.
     

    Attached Files:

    Last edited: May 2, 2019
  2. ankurrastogi

    ankurrastogi

    Joined:
    Dec 24, 2018
    Posts:
    7
    It looks like a shadow issue only.
    Suggestion :
    1. Change "Near plane" value to 0 (this is the distance from the light, when it starts casting shadow)
    2. Change light shadow "Resolution" to Custom and try a value like 2048

    Hope this helps
     
  3. JoRangers

    JoRangers

    Joined:
    Nov 7, 2017
    Posts:
    26
    Hi ankurrastogi,
    Thank you for the answer, but the bleeding still there

    I use Unity 2018.3.9f1

    1. I can't set the near plane to 0, it is only minimum 1% of the range
    https://docs.unity3d.com/2018.3/Documentation/Manual/class-Light.html

    2. I don't find where to change the shadow resolution by value. I only have Low, Medium, High, Very High Resolution.
     
  4. ankurrastogi

    ankurrastogi

    Joined:
    Dec 24, 2018
    Posts:
    7
    Something has changed here
    Try setting shadows to "From Quality Settings" > Then go to light Inspector debug mode and you would find "Custom Shadow Resolution" > Change that to 2048 or 4096 and lets see if it works