Hello, I’ve encountered a strange problem with lighting. Distant (or more accurately relatively small) light sources seem to flicker in and out of existence or at least have very differing brightness when camera moves and especially when camera rotates.
- Using Unity 2019.3.13f1, URP project.
Details:
- The light sources themselves are
simple mesh material (cylinder) with high
intensity emission - the bloom simply
makes them and this issue to be visible at a distance. - If camera does not move, rotate
and/or if objects themselves do not
move - light does not flicker. - It is not the fault of bloom or HDR -
I’ve disabled both and zoomed out and
still the barely visible 1 pixel
light sources behave in same way -
flicker in and out of existence. - It is also very noticeable that even
range indicating rings don’t have
uniform blur, seems to be a sine or
sinc function pattern (Horizontally along the green one). - If camera moves towards the source:
flickering occurs in
sin(distance_to_source) pattern,
fairly high sensitivity. - It is not a scale issue, exactly same
behavior occurs when scale is 100
times smaller at relatively same distance - it is a relative size
issue. - In the example pictures the camera is
in the same position and is rotated
very slightly to the right side. Small movements are enough to change which ships in a distance are brighter. The expected/desired behavior for all ships to be uniformly bright all the time, without a dependence on camera rotation.
What am I trying to achieve:
- I’m trying to make distant spaceships
to be visible in The expanse style:
the drives of ships emit light and
ideally create lens flare. More importantly be visible from the front side, this is where simple point light and reflections off the ship aren’t enough. And since URP
does not support lens flares (Nothing
free at least), I’ve found out that
highly emissive material and blur
makes a satisfactory result. - Personally I don’t have enough
experience and wouldn’t know where to
start in order to make the desired
lens flare or bright light source
effect. I was in fact quite surprised
that camera cannot directly see point
light sources, those light sources
only create light (so also shadows)
on materials. So maybe there are
vastly better way to achieve what I
aim for.