Having trouble getting multiple directional lights to work with the LWRP.
It seems that feature was supposed to be supported once the LWRP came out of preview and the settings assets that the LWRP template generated do indeed appear to have options for additional lights.
I also found LWRP directional lights , which seems to be the only thread on this since the package came out of preview? I really don’t understand the suggestion in there, though. (Also I need the second light to be realtime.)
I have shadows turned off on the second directional light, and both are set to “realtime”.
All the LWRP settings are set to “per-pixel” and support 4 additional lights.
The second light doesn’t impact the scene unless the intensity is set so high it overrides the primary light so that only it is rendered…
Any idea what I might be doing wrong? I can post the full settings if necessary. Most things are the defaults, but Fog is off, I have a custom skybox, and SMAA is on.
Ok, I can confirm that with the default LWRP template this issue is also present. Adding another directional light there does nothing, form any angle, unless it’s settings are so strong that it overrides the first.
My project is based off of the LWRP template. And also this is very to confirm as working in the default renderer.
Dot product in shader with normal and a direction (for the fake-light) gives you basic directional lighting for free, for as many lights as you want. Obviously no shadows, but this is a very common way games would shade in the past when lacking lights.
Still there. Feature is needed to emulate shadows different by stength for close and far (ambient) objects. Idea was to separate such objects by layers and use different culling mask for each directional light.