All Lights disappear when looking in certain directions - unity3d

We're making VR Scenes in Unity 2019.4.17f1 HDRP and in one of our scenes all our real-time spot lights seem to disappear when looking at certain directions.
Here's a video to show the issue:
https://www.youtube.com/watch?v=2LiDWQW_ui4
I tried my best to search for a solution but I don't know how to fix it.
The number of lights and shadows that are allowed to be on screen are already very high.
All of the spot lights are set to important
there are no flare components on any light or camera.
In every other scene there seems to be no problem with similar lights
The settings are almost identical in every scene so there shouldn't be an issue.
If anyone has any solutions or can suggest things I could try to fix the issue, it would be a great help :)

Related

Experiencing a strange tile rendering bug in Unity's Scene view

This issue only affects the Scene view, and it is not present in the Game view or when it is running.
Basically my map looks like this.
https://i.imgur.com/BBrKA5f.png
Zoomed Out
https://i.imgur.com/G8BuG8d.png
As you can see there are horizontal lines everywhere. The grid is turned off. They are mostly blue because underneath the grass tile on the sheet is the water tile. You can see under the left of the rock there is a yellowish line, this is because there is a sandy tile below it. The individual images from the Sprite editor look fine. No lines in them. As mentioned, this is only present in the scene view and doesn't affect the game so its not major. I would really like to see if this is possible to fix though as it is quite a pain to look at and design maps with. This issue is present on my PC, and both laptops so I don't think it's hardware related.
Tile palette images:
https://i.imgur.com/huNDlHy.png
https://i.imgur.com/uLwUpUM.png
I've tried adding them to an Atlas, checked for Point (no filter) and no compression. I'm at a loss. No one seems to know how to fix the issue and all my googling points me to bleed or tears in the actual game which is not the issue I am having.
Any help would be greatly appreciated and I will provide any additional information that is needed.
Thank you.
So after a few days of frustration and help from the Unity discord, I finally found an answer.
It turns out you want to disable Pixel Snap in your Shader component on your tilemap object. As soon as I did that all the lines in Scene View were gone.
Setting to change:

How can I use baked lighting on sprites? / How to light up a large area in 2D?

I'm having trouble figuring out how to light up large area(s) of sprites in Unity 2D. My previous knowledge on Unity's lighting is zero.
I first tried using a large amount of point lights and using the "Sprites/Diffuse" material, but about only five would actually render at a time, so I guess there's a limit on that.
Then I tried putting in an area light. That didn't do anything, so that's when I started doing research about baked lighting on sprites (and baked lighting in general). I found stuff like this but I couldn't get it to work either because it's outdated or because I don't know what I'm doing. Other answers I've come across seem to assume that the reader knows anything about lighting in Unity in the first place which, to be honest, I don't. Unity's documentation website had some information on it, but no tutorials that go into how to set up baked lighting.
I've tried a bunch of different combinations of materials (like using the "Standard" shader for the sprites instead of "Sprites/Diffuse", emission, ect.) and I enabled "Baked Global Illumination" in Lighting>Settings.
If baked lighting isn't possible on sprites (or isn't worth the trouble), what are the alternatives?
Edit: I made sure not to have the lights pointing the wrong direction, and I do realise that Unity2D is just like painting onto a piece of paper in Unity3D. I was able to get point lights to work, but only a few at a time. I don't need to do the entire screen at once, I need to do a large specific area at once.
some tips...
working with sprites your in 2d... when you add a light, switch to 3d mode, and rotate to make sure your light is pointed at your objects, and oriented so as not to be on the same plane, or level with them, as this will cast all the light behind them.
if your trying to light up everything on the screen(in camera) attach an area light to the camera at the cameras position, point it where the camera points, and then in the inspector on the right, you can change its variables. intensity, range, width, height etc.
Emissive Texture:
https://www.youtube.com/watch?v=oa6kW5HhRd4
For some reason, I never even thought about going into the asset store. I found this for free, and it looks like it will work: Light2D.

Unity 5 - Lightmapping looks very different than realtime

This is probably a noob question, but I am playing with lightmaps in unity and I am finding that with baked lights and the same lighting settings (intensity etc) the scene looks much darker.
This means that for me to test how it will actually look realtime is not a good indicator and baking every time I change a color or increase light intensity would be an extremely time consuming process.
Is this normal? Is there a good workflow for this that someone can share?
I also have the issue of character which needs to have realtime lights. If I increase the light intensity to compensate for the above, the character appears very bright (as it's using realtime).
Hope this makes sense and somebody can help me out!
Cheers,
You need to think that Lightmapping is a pre setup of the scene in the same way you make any prefab or character with their textures and uvmap, the only difference is that you have prerender in the texture the light and shadows to skip realtime light and shadow calculations.
In addition, you can add some realtime lightning effect without modify your lightmapping and some GI to got your desire illumination in all scene including your characters.

Shadows going through objects

I'm new to Lighting in 3D. Just started working with Unity3D. I was creating a sample for myself to test shadows and there is a problem.
As you can see that i have created two simple walls with two cubes. Also I have setup a directional light. Let's go the backside of the walls to view the problem
Technically the front wall should be blocking the shadow of the back wall. But it is not. I have painted a read line to show that where the shadow of front wall is overlapping the shadow of the other, meaning going all the was through the wall. Why is that happening. Help please...
set your shader to DIFFUSE. i have the same problem and solved this. my spotlight is passing thor
that is interesting indeed, i have used unity3d for 5 plus years and never seen or noticed this. however, this might seem like a weird request, could you set the ground and the two cubes to bumped diffuse and make sure the cubes are touching the ground.
Since the shader that is used might allow shadows to pass, secondly, could you go to player settings and check if you are using forward of differed rendering, since their lighting techniques are very different they might have different results.
but all in all, best guess is that the shader you are using allows shadows to pass.

Night Shader effects Unity

What i'm trying to do is, with and augmented reality app with vuforia, i want to obscure the whole scene to give a "night effect"(The real camera texture has to be obscure too).I been trying this for a couple days now.
I searched for it and only found help in night vision effects, wich give me the idea on how to approach this problem.I'm been trying it with a shader linked to the camera.
How can i do a night effect(Just obscure the whole scene, it would be better if i could obscure only desired objects) with a shader?
Any other idea on how to do this would be great too.
An obvious approach would be to use a dark-colored and thick fog. And turn the lights down, of course. Beyond that, your query is a bit vague. But try the fog.