Dark squares are appearing around point lights (as shown in screenshots).
This is only a problem since I have such a large number of lights, but it is a runway, I need them. Should I just bake the lighting?
Please help! Thanks.
Dark squares are appearing around point lights (as shown in screenshots).
This is only a problem since I have such a large number of lights, but it is a runway, I need them. Should I just bake the lighting?
Please help! Thanks.
Are those dark pixels just shards of shadow cast from the light shining over the edge of the little circular lighter-colored pad? It looks slightly-raised to me. Have you tried making it flush to the ground, or else bevelled outwards a bit so each light doesn’t cast a shadow over that lip?
Cool displaced threshold lighting btw… love it!
Thanks!
I’m not sure what you’re talking about. The issue persists when shadows are turned off. Do you see the large dark squares that surround 1. the large red approach light and 2. just generally around the green light?
The HDRP render pipeline uses tile based Light culling and has by default a limit of 24 lights per tile.
You can disable that limit but it will come with a additional performance coats attached.
maybe you can limit the light influence range to get under that limit
Oh duh, now I see them. My “look at this!” filter was targeted tightly around each light.
I’m guessing the answer is what @fffMalzbier identified above, or at least that’s fairly easy to test for.
I have seen this in HDRP, it was when I had a ton of units (each with their own point light) all bunched together, I am guessing it is the 24 light per tile limit @ffMalzbier is talking about. My guess would be to turn your light range down and your intensity up, and you’d harldy see the difference, but way less light overlap.
I cant use light baking in my project, but if I could, I would use it every chance I got.