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Overexposed rendering in LWRP on iOS

Discussion in 'Universal Render Pipeline' started by L2GX, Jun 1, 2019.

  1. L2GX

    L2GX

    Joined:
    Aug 19, 2016
    Posts:
    42
    I’m posting a video to demonstrate the issue. The big hexagonal towers are 300 units across, the shadow distance in LWRP settings is 2000 units.
    Does anyone have any idea what is causing this?
     
  2. L2GX

    L2GX

    Joined:
    Aug 19, 2016
    Posts:
    42
    I've upgraded to 2019.1.5 but still had the issue.
    I then added the following line to my link file:
    Code (CSharp):
    1. <assembly fullname="Unity.Render-pipelines.Lightweight" preserve="all" />
    Still no improvement.

    I'm attaching the LWRP asset settings below

    LWRPsettings.png
     
  3. L2GX

    L2GX

    Joined:
    Aug 19, 2016
    Posts:
    42
    A few more screens

    I've tried the LWRP>LIT Light shader:

    LitLight.jpg

    I've also tried using a material from the LWRP example project:
    In ios:

    LWRPstandard.jpg

    and in the editor:

    LWRPstandardEditor.jpg

    Mark that this doesn't have the 'sphere' distance issue, the overexposure happens at every distance.

    Another thing is that I see the sphere effect (but differently) in the LWRP example project. This when enlarging the room 100 times. I'll post an image later...