I tried tweaking all kinds of lighting and graphics settings, but nothing seems to help. The only thing is to increase the light intensity - this improves the situation, but the scene needs to be low lit.
Disable “Compression” option from the rendering settings window
Don’t forget that all indirect lights (sky light, area light, emissive materials) has much more noise compare to the direct lights(directional, spot, point) so you must increase the Indirect Samples from the rendering settings window
Also you can use fake indirect lighting simulation:
I edited the original post to upload a new screenshot that makes it a bit easier to see the problem.
This is an indoor scene - inside a white cube. There’s only one light source - a spot light, pointed at the center of the floor.
I tried increasing the direct and indirect samples to 1024, but I don’t think I see much of a difference.
Also I don’t have a compression checkbox in the rendering settings (I’m using Unity 2020.3), I have that in the lighting settings and it’s turned off. These are my rendering settings:
This problem is 100% related to the compressing and the lightmap size
Now you have disabled the compressing so your problem is the lightmap size
Also don’t forget that the white surface is not a good place for testing. Also you can use post processing (gamma and contrast) to hide these problem
So the “max lightmap size” is not the correct setting? I can’t find another lightmap size setting though, tried increasing the “lightmap resolution” from 40 to 80, but still the same.
I did, it’s currently set to Auto, I tried tweaking the settings in “Advanced”, but it didn’t help.
What helped the most is enabling “Post processing” and then “Dithering” on the camera. This caused like 50% improvement and it’s almost ok, but I still wish I could improve it a bit more.
I see. I’m building for PC (for VR) and the problem becomes more visible in VR and in low lighting conditions.
At least I found the name of this phenomenon - color banding and there’s a lot of info on the topic.
Basically the way to improve it is with dithering, enabling HDR, playing with the grading mode and LUT size - these helped a lot, but it’s still not good enough.
So I guess I’ll have to redesign the scene to not be low-lit.
Thanks for the tip. The “Lightmap encoding” is set to high quality and with dithering and HDR, I think it looks the way it’s supposed to look. I guess you can’t completely eliminate these lines, at least in URP (I may be wrong though). I think the problem now comes mostly from the colors that are used - black and white. In another scene that uses different, more realistic colors, the banding is still there, but it’s not noticeable.
So I decided to redesign it a bit and put more light in there - it looks ok now.