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Question by PandawanFr · Jul 07, 2016 at 03:29 AM · cameralightinglightrenderview

Light glitch when not in camera's view

Hello!

I'm having some difficulties with Unity's Point Lights rendering weirdly when the base object is not seen by the camera. This gif might help you understand.

I'm pretty sure this has to do with the Light's render mode as it doesn't happen when I am using Not Important / ForceVertex. But the problem with using this mode is that it doesn't light the background as you can see right here.

Anyways, this is what it should look like.

I thought of making 1 light with LightRenderMode.ForceVertex (Not Important) and another one with ForcePixel so the better of both worlds, but I was worried about performances and, also if there's a better/cleaner way to do it...

Thanks!

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avatar image Whiteleaf · Jul 07, 2016 at 03:49 AM 0
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I don't know the answer to this however if I were you I'd use sprites for lights in 2D, additive/transparent light sprites would be a lot faster than point lights.

avatar image PandawanFr Whiteleaf · Jul 07, 2016 at 04:01 AM 0
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So making a sprite that looks like a point light and has the additive transparent shader would somewhat work like a light? Interesting, I might try it out!

avatar image PandawanFr Whiteleaf · Jul 08, 2016 at 02:41 AM 0
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@Whiteleaf Ok, so I did what you suggested, and used the ForceVertex so that I keep the lighting for the tiles (background is using a separate additive texture like you told me). The problem is that whenever no light is rendered, something weird happens...

I have no idea why this is happening. BTW, I decided to keep using the Unity Lights because it looked better than using a texture...

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