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Bug Point Lights and Occlusion Culling

Discussion in 'General Graphics' started by WildStyle69, May 30, 2020.

  1. WildStyle69

    WildStyle69

    Joined:
    Jul 20, 2016
    Posts:
    291
    The same issue as this old thread, amazingly still exists in Unity 2019.2.21f1 (64-bit).
    https://forum.unity.com/threads/uni...-occlusion-problem.358661/page-3#post-5920154

    Pretty frustrating as I'm already working around other lighting limitations and then hit this issue, which is pretty much a brick wall for what I'm trying to do right now.

    I was using a mixed lighting setup to get specular, as Unity does not give that baked and the scene looks flat otherwise. Unfortunately the performance cost was just too high, so I've gone 100% baked for now. However now of course the scene looks pretty dull, even with reflection probes and light-probes setup correctly.

    So the idea - to have a dynamic point light follow the player (at a fixed distance / interval, so not always moving), with a low light emission, just enough to give specular in the local area to the player. For what I'm trying to do the concept works great, however due to the bug above, Unity culls the light depending on what angle you look at certain meshes.

    Disabling occlusion culling on the camera, the issue immediately goes away, however then my scene is useless anyway, as I then have no culling and tris / verts go up exponentially.

    I've just spent the last 4 hours, trying every light setting and trick in the book to get around the issue, with no luck at all. So it's pretty much dead in the water right now. Posting this in the hope that someone at Unity actually notices and picks up on the issue.

    FWIW - right now trying to launch my project, so don't have time to spend creating a repro for such a simple case, that should have been fixed long ago.

    // Wildstyle
     
  2. WildStyle69

    WildStyle69

    Joined:
    Jul 20, 2016
    Posts:
    291
    Spent more time working on my materials and lighting setup today - do have things in a fairly decent place now. Although it would still be nice to have the option of using real-time points with mixed lighting setup, without the occlusion culling bug.

    // Wildstyle
     
    Last edited: Jun 2, 2020
  3. rmon222

    rmon222

    Joined:
    Oct 24, 2018
    Posts:
    72
    I too got frustrated by this long standing bug in occlusion culling and mixed point lights. Fortunately, in my case, we didn't absolutely need occlusion culling. S/W culling did a good enough job.
     
    WildStyle69 likes this.
  4. ADufay

    ADufay

    Unity Technologies

    Joined:
    Jan 2, 2020
    Posts:
    30
    Hello, this looks like a realtime lighting issue, which unfortunately is not really relevant to this forum. We mostly deal with GI and baked solutions here.
    Can you tell us which rendering pipeline (Legacy, URP, HDRP) you are using in your project so we can redirect you to the appropriate forum please ?

    Cheers
     
  5. rmon222

    rmon222

    Joined:
    Oct 24, 2018
    Posts:
    72
    A possible fix is a flag "Don't cull any lights". I can do my own light culling.

    The details are:
    1) Legacy render pipeline
    2) Mixed point lights
    3) Occlusion culling
    4) 2019.3
    Which Unity department / forum does this belong to?
     
    WildStyle69 likes this.
  6. WildStyle69

    WildStyle69

    Joined:
    Jul 20, 2016
    Posts:
    291
    I'm running the same setup as @rmon222 on Unity 2019.2.21f1 - strange that the issue does no belong in this forum.

    // Wildstyle
     
  7. Kuba

    Kuba

    Unity Technologies

    Joined:
    Jan 13, 2009
    Posts:
    412
    Hey all, I moved the thread to the General Graphics subforum, as it fits better here. Poked the Graphics Foundation team to take a look.
     
    WildStyle69 likes this.
  8. Unityraptor81

    Unityraptor81

    Joined:
    Nov 28, 2016
    Posts:
    26
    Hey guys

    @rmon222 @WildStyle69

    Same issue for me on unity 2019.4.13 LTS with a realtime light and legacy render pipeline. Depending on the angle i'm looking at a wall for exemple, the light is culled. I'm in VR

    One of you ever found a solution ?

    @Kuba : is this a normal behavior ?

    Small exemple :
     
    Last edited: Dec 16, 2020
  9. AGaming

    AGaming

    Joined:
    Dec 26, 2013
    Posts:
    89
    Same problem in Unity 2018.2.21f in VR. And this is very annoying ... Have you found how to fix the problem?
     
  10. AGaming

    AGaming

    Joined:
    Dec 26, 2013
    Posts:
    89
    I'm just frustrated by how the Unity engine works with real light. And I think no one cares about that on the Unity team. I lose real light in all scenes - depending on the turn of the head. I have been buying a subscription for many years. And I can say the last stable version of Unity was 4. No words, just anger ...

    And the only solution for me is to disable Occlusion at all levels ...
     
  11. gksto323

    gksto323

    Joined:
    Jan 27, 2020
    Posts:
    1

    I completely agree with you.
     
  12. germanban

    germanban

    Joined:
    Jul 8, 2018
    Posts:
    11
    This is unbelievable. Getting this issue on 2019.1.8f1, also using VR (it seems the bug gets triggered by camera angles that are more easily achieved in VR). I thought I was doing something wrong, I would have never guessed this was a bug reported as early as 2015.

    There surely must be a solution because "turning off occlussion culling" is not acceptable.
     
  13. germanban

    germanban

    Joined:
    Jul 8, 2018
    Posts:
    11
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