Can I cast shadows from a point light without it shining onto surfaces?(URP)

I’ve been trying to make the shadows on my game more visible by increasing the intensity of the light but, I was wondering if I can remove/decrease the “glow” that the light makes when close to the ground.


Is there an easy way to disable this or do I need to look into Shader Graph? I tried messing with the material settings but couldn’t find a way to do it.

If you have a metallic floor then it will reflect the light!
Try a different floor material or adjust it’s materials reflect etc options.
All the best!!

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Sounds like what you want is a custom light falloff. As shadows are visible because everything else is brightened by the light, not because they themselves are darkened, you can’t really reduce the light itself without weakening the shadows. So, what you’ll want is a more evenly lit area that is less bright in the center but brighter in areas that are further away. Unfortunately I am not aware of any way to change the default real-time point light falloff, but maybe these links could be useful:

Custom Light Fall-off URP - Unity Engine - Unity Discussions
Fake Point Light (URP/Built-In) | VFX Shaders | Unity Asset Store

A very simple, efficient and faster solution without increasing the intensity would be to just use an override for tonemapping on ACES and/or Shadows, Midtones, Hightlighs:

Without Tonemapping

With Tonemapping

Tonemapping + Shadows, Midtones, Hightlighs (override just for shadows)

And then you can try to compensate the diferent on your dark materials if you don’t like the changes, also, contrast is pretty useful too

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Knowing about those overrides will be very helpful Thank you.

I would also like to add that I found a workaround that kinda works for me because the design of game is very basic:

  • I added an URP Decal Projector bellow the point light to decrease the intensity of the “shine”. It only reduces it it one plane though.


I'll mess with the Volume overrides to see if I can make it look good now. Thanks again for the help :D

Decal projectors can work in a triplanar way.

Check out the production ready assets package.

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You don’t need a decal for that. There is an option to disable the specular highlights of a material, select the floor’s material and scroll down until you see the “advance options” there is an option there called “specular highlights” try disabling that. When is disabled it would not reflects the shine from lighting.

wefw

Edit:
You can also change the specular map color on the floor’s material (Select Specular on “Workflow mode” on surface options, those options are at the top):

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