Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Octopoid · Aug 27, 2015 at 12:08 AM · lightingpoint lightdeferred

Deferred point lights disappear at distance

I've also posted this question on StackOverflow, but I thought it would be best to post it here as well.


Summary including updates:

  • Unity3D 5 scene using deferred lighting, containing approximately 200 lights spread along 800 units of space.

  • Most of the lights are point lights, some are spots - the spots work fine.

  • The point lights cut instantly to dark at around 150-200 units away from the camera.

  • If large numbers of point lights are moved inside this range they work without issue.

  • Switching the Render Priority between Auto and Important makes no difference.

  • If I play a different scene in the editor which allows me to load this scene, it displays correctly! It still does not display correctly when played directly or when running the build.


I've got a basic scene together, which consists of 5 cloned sections of corridor, each with 12 lights, so 60 total.

However, only the first couple of sections show properly, the others are almost completely dark:

Deferred light problem (please be kind, I only started this one today :P)

And from the editor, with the end section highlighted to show the distance better:

Deferred light problem - editor

As you can faintly see, the lights are actually there, just very, very dim:

Deferred light problem - zoomed

When you walk down the corridor, they snap to full brightness as you approach.

This is on a build with deferred lighting set, and the pixel light count turned right up, just in case.

I' guessed this might relate to LOD or camera range in some way, but I can't seem to get anything to effect the issue currently.

(This scene is actually based around the lights cutting out and switching to emergency lighting so I really do need to be able to control them!)

Anyone?


UPDATE

The lights you can see are spot lights. The lights that are disappearing are all point lights.

Point light disappear

You can just see the spot lights uplighting onto the ceiling in the distance, but the main ceiling lights just go completely dark.


UPDATE 2

I've added a frankly silly number of lights into the scene and extended the corridor, to run some tests.

There are now 24 lights per section, and a total of 8 sections, making 192 lights in all:

Lights - too many lights

I wanted to check if more lights would cut out, and they don't. It seems to be entirely based around range - around 150-200 units in my scene.

To confirm this, I also walked to the center of the tunnel to see if the number of lights visible would effectively double, including ones behind - they do.

I also moved all of the sections close to the camera to confirmed that all the lights can be displayed at once without problems, and this works as well.


UPDATE 3

I have found a situation where the scene displays correctly!

Lights working in strange situation

If I press play in the editor on my main menu scene, then press the UI button that loads this scene, it displays correctly!

It still does not display correctly either when playing the scene directly, or when running the final build.

Anyone?!

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image shepsaus000 · Apr 25, 2016 at 03:52 PM 0
Share

I'm having a very similar issue with a much more simply made level of $$anonymous$$e. If I figure anything out, I'll let you know.

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by PRINCESAHIL57 · Jul 05, 2019 at 02:50 PM

Well, Go to Edit>Project Settings> Quality. Under Rendering Section increase your Pixel light count. This might help you. Thank you.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

28 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Point/spot lights dont bake 0 Answers

Overlapping Point Light Halos 0 Answers

My lights looks strange... How to solve this? 0 Answers

If I wanted to render scene world normals to a buffer, and then access that buffer from a shader, would I need to use deferred rendering, or can this be done in forward rendering also? 1 Answer

Bake point light in mesh into lightmap 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges