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Question by guilhermelpmeneses · May 14, 2020 at 10:47 AM · lightinglightglobal illumination

So what's wrong with my lighting here?

I am new to Unity and I am having problems with some lights on my map, the map is completely indoors.

So, the walls are lit but the ceiling and floor aren't? why? alt text

But the thing is that it doesn't happen with every light, even tho the lights are supposedly the same and the geometry of the ceiling and floor is the same for the whole map(Yes I will change it to be different for the different rooms later on) alt text

6e9e9bdb82a3e72f83e2806d59fc710f.png (112.4 kB)
8bf83c3397f27514e963009b1e887f5e.png (255.9 kB)
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Answer by Namey5 · May 15, 2020 at 03:11 AM

the geometry of the ceiling and floor is the same for the whole map

And herein lies the problem - forward rendering supports a limited number of pixel lights per object. As such, when you reach that limit, the remaining lights are drawn as vertex lights, which probably wouldn't do anything here as I'm assuming the planes are very low poly. The fix for this is to either increase the maximum number of pixel lights in the quality settings or switch to deferred rendering.

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avatar image guilhermelpmeneses · May 15, 2020 at 08:34 AM 0
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I am using the Universal Render Pipeline and it seems to not show the option to change to deferred rendering?(and neither to increase the maximum number of pixel lights)

avatar image Namey5 guilhermelpmeneses · May 15, 2020 at 09:34 AM 0
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URP has a fixed maximum number of lights, meaning the only real way to avoid this would be to use room-specific geometry/decrease the range of lights.

avatar image JedBeryll · May 15, 2020 at 09:57 AM 0
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$$anonymous$$aybe changing the lights' mode to mixed and baking the lightmap would also get around this issue, so if you plan on doing that, you may not need to change anything else in the scene.

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