Hello!
I am currently working using URP for the first time, on Unity 2020.3.16f1, URP 10.6.0
Multiple of our meshes are affected by light bleeding, but the behaviour of it puzzles me, and I can’t figure out how to fix it.
Below is a gif of our mesh’s lighting, and an Unity cube that isn’t affected by the bleeding.
Removing shadow cascades seems to fix the issue fully, but we intend to use this feature for higher quality rendering.
Changing Directional light’s near plane to a high value seems to help, but considering we don’t understand the issue to begin with, we fear that it comes back later with much bigger meshes.
Switching back to Built-In removes the issue completely.
What we’ve tried, without any changes in the issue :
Importing and exporting the FBX file in another software (the mesh is from 3DS Max, we reimport/reexported using Blender)
Changing the ground to use a unity primitive
Setting all the meshes to use the default Lit material
If you have a solution, or, even better, an explanation for how this is happening, and what is wrong with the mesh (again, Unity’s primitives are completely unaffected), I would be very thankful.
Two sided shadows @sergiusz308
We’ve tried it already, but just to be sure I tried again.
This GIF shows the result with ALL the mesh renderers of the scene set to two-sided.
Then, the difference between two-sided and only front-faced shadows.
Note that the outside of the blue wall does have a full face that should cast shadows.
(Also, the shader is “Universal Renderer Pipeline/Lit”, we didn’t change this part. Setting all the meshes to use the default material has the same result)
Mesh Compression and Optimization off @Kadae
I forgot to mention that we’ve done this, mesh optimization and compression are off.
@VincentPaquin Well, this is all strange. In this case I’d recommend create a blank, new URP project, with the default scene, import your model there and see how it renders there.
Thank you @sergiusz308
Unfortunately, we’ve tried this already as well, to no avail. I’ve personally tried modeling a similar model in a different program, the same issue appeared.
But when it’s a less complex model, such as simply a wall, the shading works.
Never bumped over this - the only problem with shadowing on meshes I ever experienced was realated to wrong face orientation. But hey, this is Unity, everthing is possible…
Try to report this as a bug with a starter project, your settings and a mesh.
You can always post your mesh file here (if you can of corse) - I can take a look at it, maybe I’d spot something.
Hello, and thank you for checking!
I don’t think the case is fully reproduced. you’ve been doing all the efforts and I keep forgetting things it seems; So instead, here’s a complete reproduction project, the one I sent in the Bug Report. Just press play in the scene and the issue SHOULD reoccur.
I think what is missing is :
Scale up the object (so that someone could fit in it, for instance? Sorry I Should’ve mentioned the scale of the FBX) either in the scene or even directly in the FBX Importer