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Question by andresp · Feb 13, 2012 at 01:11 PM · lightinglightshadowdeferred

Light artifacts

I'm using several point lights in my scene in an effort to try to simulate global illumination (I'm modelling a dynamic scene so I can't use Beast lightmap baking). This introduced some strange artifacts that I don't know how to fix.

Here are some screenshots:

I'm using deferred lighting rendering and soft shadows.

Shadow and light artifacts Light pixelization

Do you know what is causing this and how can I fix it?

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avatar image Jessy · Feb 13, 2012 at 02:07 PM 0
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"deferral lighting renderring"??

avatar image andresp · Feb 13, 2012 at 02:33 PM 0
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*deferred lighting rendering. somehow I thought that the name was deferral. it's strange because in the tags I used deferred... thanks

avatar image andresp · Feb 13, 2012 at 05:39 PM 0
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ok I have fixed the shadow pixelization issue: - increased shadow resolution. - removed shadow projection from the "artificial lights" responsible for simulating GI.

I still get the circular light artifacts on the walls though... do you have any suggestion?

avatar image andresp · Feb 17, 2012 at 03:27 PM 0
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the pixelization issue returned with 3.5

avatar image andresp · Feb 20, 2012 at 11:02 AM 0
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it was caused by the Unity resetting the Shadow Quality settings to Stable Fit again ins$$anonymous$$d of Close Fit, during the project update process. The circular light artifacts on the walls still occur.

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