- Home /
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.
Do you know what is causing this and how can I fix it?
*deferred lighting rendering. somehow I thought that the name was deferral. it's strange because in the tags I used deferred... thanks
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?
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.