Camera / lighting issue

Hi,

I’ve made a scene with multiple cameras, so that when the player walks around in the environment, the camera angles change (as the player exit bespoke Triggers). I only have one Directional Light in the scene, but depending on the camera’s Y value and rotation, the scene will appear brighter or darker; essentially depending on how close or far the camera is to an object. Is there anything I can do with the cameras or rendering to make the lighting appear consistent throughout? Ideally I don’t want the cameras to affect the lighting at all.

Can you post screenshots of your issue? and perhaps a description of the relative setup of the camera, object and lights? Perhaps this is a combo screenshot of your scene and game view?

Thanks for your reply.

So first of all, I’m using a tool called Adventure Creator, and when I asked them about this same issue they didn’t know what to suggest as they believe it has more to do with Unity or my scene. To be honest, I had the same suspicion.

The basic setup is this:
There is a Main Camera that contains various effects, but there are multiple other static cameras in the scene, all of which borrows the main camera’s properties - or at least that’s how I understand it. In any case, if you add effects to any other camera than the Main Camera, it won’t work - the Main Camera is the master camera, but the other cameras acts as positions. Put simply - Main Camera: Effects, all other cameras: Position and rotation.
There are two triggers connected to each camera - one trigger that jumps to next camera, and another trigger which returns to the previous camera. So basically whenever the player exits a trigger box, the camera angle will change accordingly. However, after testing, the triggers doesn’t seem to affect the issue I’m having. The issue appears to be related to either the camera(s), or some kind of rendering setup.

Issue:
Depending on the camera’s position and rotation, the scene will appear brighter or darker; depending on how close it is to an object. Generally speaking, the closer the camera is to an object the brighter the object appears. The further away the camera is from an object, the darker the object appears.

Current set up details

Camera properties:
http://www.azurebot.com/trs/cam01.jpg

(1) Main Camera - This is the master camera in my scene. It’s just a standard camera with a LookAt.
(2) Game Cameras - There are quite a few of these, and these basically determines the Main Camera’s position throughout the level.
(3) Main Camera details - These are the details and effects used on the Main Camera. Note that the position and rotation is not set in this camera, but instead defined by all the other multiple cameras.
(4) Game Camera(s) details - This is an example of what one of the multiple cameras look like. This camera cannot contain effects, but its sole purpose is to define the position and rotation of the camera.

Camera angle comparison:
http://www.azurebot.com/trs/cam02.jpg

(5) In-game with effects - A is the camera at its ideal position, B is an example of the camera moved higher up and looking down on the scene. Notice how the ground appears darker in B.
(6) In-game without effects - This is essentially the same as (5), but with the effects disabled. Notice how the ground in D appears darker than in C.
(7) Game window in Unity - This is another example similar to the above, only not during play but in Unity’s Game window. Once again F appears darker than E.

Lighting:
http://www.azurebot.com/trs/light.jpg

(8) Light parameters - Here you can see the light being used; that is, one Directional Light, with its properties, as well as the global Lighting settings.

Hopefully this make some sense, but if there is anything else I can share that might give you some more clues, please let me know, and thanks for helping!

[edited to show images in-line - Mod]

Moving thread to Graphics.

Sorry, just thought I’d give a wave… I’m still battling this. If anyone have any clue whatsoever, I’d love to hear it! :slight_smile:

Have you found any more information that you could add? (Sadly, I’m not the person who can answer your question…)

My first guess is you’re using the standard shader, which will change in brightness based on the camera’s position due to fresnel. Try using a legacy diffuse shader instead.

1 Like

Ahhhh, yeah, it was the material! Thank you so much!! Much appreciated.