Hi all!
I’ve got a scene set up but I’m running into an interesting issue. My character placeholder is a sphere, and when I move it into shade, only the top half seems to get shaded, but the bottom half is still illuminated, example A: Upload and share screenshots and images - print screen online | Snipboard.io
Obviously, this is not the expected result, and I’m not familiar with Unity’s lighting system to figure out what’s going on. I don’t even know what information I need to provide to get help on this.
So… assistance requested!
You mean the ambient light?
That was my initial guess, but when I was messing with sliders, it made everything darker, yes, but the issue was still there; the bottom of the sphere is still the brightest part.
Edit: I did some fiddling with the Ambient Source and while I could almost fix it using Gradient, there was still a bit at the very bottom of the sphere that was illuminated
Does it go away if you put Ambient intensity and Reflection intensity both to 0 in the lighting->scene panel?
Yes, but it looks like there’s no light mapping. When you have lighting set to realtime and you change scenes? That’s what it looks like.
I’m confused
What do you want to happen?
Place some light probes and reflection probes near where you have the character-sphere.
That’s with Ambient and Reflection intensity at 0. It’s too dark. If I lighten the shadows, then I get the effect in the first link.
If I have Ambient and Reflection at 1 (the default) and leave light baking at auto/realtime, and load the game and change scenes, it looks the same as if Ambient and Reflection were set to 0
auto != realtime
Disable auto and do a proper bake.
Also place some light probes and reflection probes around there as I said before.
I must be doing the light probes wrong, because after I put them in and bake lighting, most of the shadows disappear.