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Light / textures disappearing from mesh at certain viewing angles

Discussion in 'Global Illumination' started by guru20, Aug 5, 2017.

  1. guru20

    guru20

    Joined:
    Jul 30, 2013
    Posts:
    238
    Anybody know why viewing a mesh from a slightly different camera angle would make a material flicker on or off?

    Example:

    upload_2017-8-5_1-6-31.png

    upload_2017-8-5_1-5-47.png

    (yes, this is Scene view in editor, but the same thing happens in the game at runtime)

    Another example (same room) it will flicker between lighting effects (shadows/highlights) and no highlighting effects (flat/albedo only):
     
    Last edited: Aug 5, 2017
  2. guru20

    guru20

    Joined:
    Jul 30, 2013
    Posts:
    238
    Another example (same room... flickers/wavers between highlight/shadow effects, vs. flat albedo-only style):
    upload_2017-8-5_1-18-8.png

    upload_2017-8-5_1-18-31.png
    (notice shadow on floor and, especially, the light highlighting the wall ... very jarring when these things are suddenly turning on and off in rapid succession)


    PS. This is currently all real-time (not baked) lighting
     
  3. kemalakay

    kemalakay

    Unity Technologies

    Joined:
    Jul 12, 2016
    Posts:
    224
    Hey @guru20

    Are you using forward rendering path? If so, then you may need to increase pixel light count in Edit > Project Settings > Quality tab
     
    boommers likes this.
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