I took the plunge today and upgraded to unity 6 to start a new project, but am finding that having two objects close together is creating a weird grainy shadow:
That is SSAO (Screen Space Ambient Occlusion). It’s a post processing effect which basically adds in some dark areas between objects to simulate the lack of exposure to ambient light. I agree it’s way overdone by default.
Assuming you’re using URP, you can tweak it or turn it off in your URP Renderer settings asset, found at Assets/Settings/PC_Renderer by default in a new project)
As for why it didn’t happen in your 2022 project, I’m assuming 2022 defaulted to the Built-in Render Pipeline which doesn’t come with the SSAO effect turned on by default. Unity 6 has made URP the new default with BiRP slated for complete removal very soon (sadly, might I add as a personal opinion).
Yup, it’s definitely tuned up waaaaay too high given the blue noise method… it’s going to be annoying changing that every time I start a new project .-.
On the bright side, playing with the settings for it (turning them even more waaaaay too high) I’ve found a great style for a horror game haha!