Low-quality light with distance

I placed the point light on my map.

By the way, when I take the camera close to the scene window, the light and the surrounding material are clearly visible,

Beyond a certain distance, the representation of the material becomes very crushed. (It becomes soft)
2024-08-19 02 33 43

Is this a matter of light setting? Or range, brightness. Or do I need to adjust my rendering options?

It looks like it is swapping from pixel lighting to vertex lighting. If that’s the case it would be due to your render settings. When rendering with a Forward rendering path you have a fixed number of supported pixel lights due to how expensive they are to render. You can bump this number higher (how exactly depends on which rendering pipeline you are using) to allow for more per-pixel lights.

If you absolutely require all lights to work per-pixel then your next best bet is to use the Deferred or Forward+ (the latter of which is only supported on newer pipelines) which allows for an arbitrarily high number of per-pixel lights at the cost of some additional overhead for rendering in general.

If you’re planning to release on a mobile or VR platform however it’s advisable to stick with Forward since (afaik, I haven’t worked with these platforms in years) it usually runs much better due to their specific GPU architectures.

Hello
But I’m using URP now.
So I’m not sure how to increase the number of pixels. What should I adjust on this project setting screen?

Since you are using URP you can follow the link to your Pipeline asst from that screen. In you case it is called Ultra_PipelineAsset. From there you can adjust the number of pixel lights when using Forward rendering. It supports up to 8 pixel lights per object.

Alternatively, you can also review the individual renderers from the pipeline asset’s renderer list and change the rendering path to either Forward+ or Deferred.

Both Forward+ and Deferred should have a max lights per camera limit but no limit per object. Frankly you should almost never hit that limit. If you do, there are probably optimizations you should be making anyway.

Be aware that not all shaders designed for Forward will work for Forward+ or Deferred out of the box and may require additional adjustments. They also have certain properties about them: For example, deferred rendering doesn’t support certain kinds of anti-aliasing and can’t render alpha-blended semi-transparent objects (it falls back to Forward rendering when such things happen). My general opinion is that if your platform supports it then there is no reason not to use Forward+ since it provides the best of both worlds between Deferred and Forward.

You can learn more here:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/urp-universal-renderer.html