Light that don't show

Hello only some light near me render, other wait me to be near to be show. That not good, how to show all light ? I have set all light to IMPORTANT. And i use URP, i didn’t have this issue with built in render.


for example the light on the barrel show very late and i don’t have the choice the light need to be show or it is ugly.

There is a max amount of lights in the forward rendering.
You can try the experimental forward+ renderer OR use the deferred renderer (supports a lot of lights!). Try both and see what works best for your use case

Oh :frowning:
So deferred rendering is the best compared to forward rendering

For having a lot of lights, yes

What else can we do?

What do you mean? Try switching the renderer

What other option we have if we don’t want to go to deferred rendering ?

Might I ask why not? Is it a VR project?
You can also use the forward+ renderer. Don’t have experience with it myself but should work

Hi, you can try baked lighting if scene objects are static.

Or you can use URP decal projector to fake spot lights (without shadow support).

I think there’s a decal example in URP’s package samples:

I don’t know what is the better choice. And not it isn’t VR, why ?

I have static and not static objets on my scene, i have both, so i need a solution for both.

I think it’s because VR platforms render the scene twice (two eyes), and will double the memory bandwidth usage.

Forward+ can also solve your problem, but it’s in Unity 2022.2 (still alpha now).

So I suggest:

Deferred rendering path.

It is available in your URP version, but it does not support MSAA (a kind of anti-aliasing method).

You can try other anti-aliasing (FXAA, SMAA, …).

Too many real-time shadow can be slow. (Lower the shadow quality or reduce lights with shadows)

By the way, dynamic objects can still receive baked lighting from Light Probes. (no shadow)

Baked lighting can be faster and provide indirect lighting (e.g. emission as light source).

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