Lighting Issue : layered look

So i am still new to the engine its self . i mainly do 3d modeling but that is besides the point . i know there is something i am not doing but when i throw my point light( or any light at the matter) it dose this shutter - layered look . the light it self is not blending in and it is bugging me because i am going for a realistic feel for the project. any help from this awesome community would be greatly appreciated .
thank you .

It could be that you need to turn up the number of pixel lights in the quality settings of your project. However, the more lights the slower it’ll go but it’s easy to see if that’s your issue.

Edit → Project Settings → Quality

it was a good idea , but unfortunately it did not solve my issue and i only have 2 light. to one out of the scene and cranks the rez up on pixel but however it did not solve the problem .

Hmm I’m not sure I understand what your problem is. Your screenshots are pretty dark, it’s kind of hard to tell exactly what the issue is you’re referring too…

well thanks for trying . but i still hope to receive some help

Crank up your light intensity and retake your screenshots so it’s easier for us to see what’s going on.

hope thats a bit better .

What you’ve circled is what I’d expect to see from a point light. What are you trying to achieve? I don’t understand what you mean by “shutter - layered look” that you don’t like.

Do you mean banding?

yes . i didn’t know the proper term . and i have seem picks of a smooth fade transition . but its not just a point light . like i mention before . my spot light even dose it

this is from the spot light but its not so dramatic

Is it possible that your monitor is also contributing to the problem? The screenshots you are posting don’t look that bad to me, there is some slight banding there but nothing major. I think once your walls are textured and all your lights are setup with proper ambient lighting etc, i think you’ll find it won’t be noticeable.

At least now you know the standard term for what you’re seeing, if it continues to be an issue you’ll more easily be able to investigate a solution searching the forums and google.

You can also use the new post processing stack and turn on dithering.

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If you open up those images in a graphics program and check the color values I suspect you’ll find each “step” is 1 different from the next. What you’re saying is the limitation of LDR / 24 bits per pixel / 8 bits per color channel displays. As it turns out you run out of 16.7 million colors surprisingly fast.

Enabling HDR and using a post process that uses dithering can help a ton. Here’s an example using an artificially limited color palette: Shader - Shadertoy BETA