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Unity renders Particle System light as square blocks on tiles

Discussion in 'General Graphics' started by MakerDavid, Apr 28, 2018.

  1. MakerDavid

    MakerDavid

    Joined:
    Feb 5, 2016
    Posts:
    19
  2. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I have moved this to graphics forum. You will have to explain more how you make your geometry.
     
  3. MakerDavid

    MakerDavid

    Joined:
    Feb 5, 2016
    Posts:
    19
    Here are some more pictures explaining the situation:

    It is really just a gameobject with a spriterenderer floor constisting of these components:
    https://gyazo.com/c859b9ad627c0eb85f5ebd9e9c3fd97e

    Where the sprite looks like this (The sprite is called blackbackground):
    https://gyazo.com/acf1c81a5ff3910f87dd491c9cac84f0

    The light source hovering over the ground:
    https://gyazo.com/8415e9a2d17d3324d91d8edb0b12067a

    A gif showing the lightsource in action:
    https://gyazo.com/63c485dc40f4f967b59f35284b30ced7

    I realized that the whole blackbackground sprite lights up. The independent blackboard sprites lights up in different colors/brightness.

    Edit:

    I am assuming it has to do with this https://docs.unity3d.com/Manual/LightPerformance.html
     
    Last edited: Apr 28, 2018
  4. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,235
    My guess is this: https://docs.unity3d.com/Manual/RenderTech-ForwardRendering.html

    See the bit about only 4 lights being able to accurately affect a single renderer. The rest are calculated using an approximation. Otherwise performance gets really bad.

    If you want to use many realtime lights, try switching to Deferred Rendering instead.
     
  5. MakerDavid

    MakerDavid

    Joined:
    Feb 5, 2016
    Posts:
    19
    I am assuming it has to do with
    I only have 8 point lights inserted into 8 different particle systems. Is that really, many?

    I have thought about some work arounds which might, and might not work.. Would any of these work? Stretch a transparent picture across all of the map tiles, or enable the lights only when the player is withing distance, or find a program that collages all my tiles into one huge one.

    I have put the pixel count to 10000 (I am not even sure if that is many or not)? Switched to deferred rendering mode, and put all the lights on important, but it is still there.
     
    Last edited: Apr 28, 2018