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Resolved Light attenuation

Discussion in 'SRP Dev Blitz Day 2022 - Q&A' started by Lowscope, Sep 29, 2022.

  1. Lowscope

    Lowscope

    Joined:
    Jun 4, 2015
    Posts:
    11
    Right now there is noticeable change going from Build-in to URP when it comes to light attenuation.
    Will there ever be options for tweaking this instead of having to change the package manually?

    The change in light falloff can be the most destructive for a project, in terms of transitioning time.
    Having to switch the light radius/intensity of all lights in the project.

    Or even, not being able to reach the same kind of results, for instance for top-down dungeon crawlers you might want to have a light above the player. But it isn't really possible to make it work with the new lighting

    Example thread from when it still was called LWRP:
    https://forum.unity.com/threads/light-attenuation-ability-to-have-less-realistic-lighting.755870/
     
  2. phil_lira

    phil_lira

    Unity Technologies

    Joined:
    Dec 17, 2014
    Posts:
    584
    There are no plans in our short term roadmap to customize lighting loop in URP.
    If you want to achieve custom lighting you can still do so with custom shaders.