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Question by LyanApps · Apr 09, 2013 at 02:05 AM · lightinglimitations

Limit to number of lights?

Is there a limit to the number of lights you can have in a single scene?

I have 4 spotlights and two point lights and I'm trying to add them to create a more dramatic effect. When I try to add another light, It does not illuminate anything. However, when I move the lights in different proximities to each other they seem to add and diminish each other. Am I overlooking something that prevents me from having multiple lights?

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avatar image LyanApps · Apr 09, 2013 at 02:29 AM 0
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Yes, that is exactly what I'm looking for. Thanks! Do you have any experience with performance lag and at what threshold? I'm assu$$anonymous$$g a mobile phone is worst case scenario. (If you make this an answer I can select it)

avatar image EliteMossy · Apr 09, 2013 at 02:30 AM 0
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@OP_toss convert to answer

avatar image OP_toss · Apr 09, 2013 at 05:06 PM 0
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Thanks for the conversion! Sorry, a bit new to the forums... Glad this helped!

As for the performance threshhold, Unity talks about this a bit in documentation. Basically, 1 pixel light max for mobile, if I remember correctly. And I can see why. Ins$$anonymous$$d of calculating per vertex and interpolating, you're calculating lighting per pixel in the surface/frag shader. This enables bumpmapping and some other nice effects though, so you may need it.

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Answer by OP_toss · Apr 09, 2013 at 02:16 AM

I believe there is a Pixel Light Count, which is settable in Edit->ProjectSettings->Quality.

Also there is a "priority" variable on the lights which determines which show and which hide. The highest priority also become Pixel-shaded lights. And I'm assuming the closest get higher priority if they match.

That help?

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avatar image jahames · Dec 23, 2016 at 04:54 AM 0
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Is it bad if I have a really high pixel light count? Say, 4,000.

avatar image tanoshimi jahames · Dec 23, 2016 at 07:34 AM 1
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If you're using forward rendering, performance is described by:

 O(num_geometry_fragments * num_lights)

For deferred rendering, complexity is

 O(screen_resolution * num_lights)

Performance with either gets worse with the number of lights, although deferred scales better if you have a small number of pixel lights affecting many objects.

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