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Inconsistent realtime emission on static objects
Hi,
I'm having an issue with realtime emission on static objects. The emission itself works, but the result are inconsistent (there are dark spots alongside the lit object - please see the picture). There is a long plane with emissive material alongside the aircraft wall, which is supposed to lit the wall in it's entire length.
The problem does not seem to be with lightmap UV-s, because directional light bakes onto the wall perfectly. I've tried to play around with light parameter settings (precomp. GI - resolution, cluster resolution etc - please see attached pic), lightmap resolution, lightmap size, but nothing seems to fix the issue. Do any of you know, what setting affects the area, that can be lit using emission - seems like something to do with too low resolution? Lighting settings - Realtime GI enabled, indirect resolution 2, lightmap resolution 80, padding 2, size 1024.
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In a simple sample scene with less complex geometry, everything works fine. I just have to get it to work with this specific geometry.
Edit: Unity version: 2017.3.0f3
Thank you!
If you have the object at transform at x,y,z position 3000>. it will 100% have lighting problem due to floating-point precision.
If not then it just simply because baked lighting mix with realtime lighting.
You should disable the scene lighting entirely to see how baked lighting look(increase lightmap resolution a little but). In most case, the realtime lighting was just too intense that it overlap with emission lighting.