Why light fall-off looks so bad in URP on PC

Here is a slightly high contrast screenshot. It is in a relatively dark room with a couple of point lights.

Although I’ve increased the contrast to make it more obvious, it does actually look this poor in-game.

Without hacking the ShaderLibrary/RealtimeLights.hlsl code, is there any other way of improving how real-time lights work in URP?

Why don’t they gradually blend out rather than creating these concentric rings?

Ok, for others, in URP the camera has a Dithering option which can reduce the effect of this banding in low light conditions. It doesn’t fix it but it certainly helps.

Try your scene without post processing effects and see what it looks like. It could be that you have very low light levels and the post processing is stretching a very limited color space to unreasonable extremes.

That was without any post-processing.

If you can create banding consistently with URP’s template, I would suggest filing a bug report for it

While dithering is good for reducing colour banding on low power systems, you could also try increasing the colour precision. Shaders will take longer to render though.

Select your URP asset. Under Quality, make sure HDR is enabled and set HDR Precision to 64 bits.
Then go to Post-processing and set Grading Mode to High Dynamic Range. You may also need to increase LUT size to 32 or 64. Try disabling Fast sRGB/Linear conversions if you see that making a difference.

It’s in VR so HDR probably isn’t that helpful.

Here are some methods for handling banding used in INSIDE, which have yielded excellent results in our actual projects.

Beat Saber also handled the banding issue very well.