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Question by
musselmc · Mar 09, 2013 at 08:39 PM ·
shadowforward renderingpixel-lightingpoint-light
Point Lights and fullforwardshadows
Hello,
I'd really like to use forward rendering instead of deferred lighting, but at the same time want my point lights to cast shadows (so the light doesn't leak through the walls). I have my pixel light count set extremely high, but when I add #pragma surface surf Lambert fullforwardshadows
it seems like its defaulting to one pixel light.
Heres an image: http://postimage.org/image/5yieo1le5/
Comment
I'm adding '#pragma surface surf Lambert fullforwardshadows' to the diffuse shader.
All of my lights are set to Important
Your answer
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