How to avoid glares in Unity directional light? - unity3d

I have a quad with a texture filled in on top a camera. When I added directional light, it shows a glare in the center. Earlier, I had it right, but now not sure why it comes. Below is my unity camera game with center glare & scene

It seems like a point light to me. Try to enable 3d view and move on the z Axis. See if that helps.

Check if you have DrawHalo on the DirectionalLight enabled. Otherwise you might need to adjust the specular/metallic settings on your quads material.

Related

URP Lit Shader on 2D sprite delayed reaction to directional light - Unity 2021.3.11f1

So I have a HD2D Setup in Unity, meaning a 3D world containing 2D sprites (billboards). I am using URP and created a Lit Shader with the following configuration:
This Shader is attached to a material and this material is attached to my sprite. My problem is, when I rotate the global directional light, the sprite with this shader attached has sort of a delay in adjusting its darkness to the global light (in the video, the environment is bright (morning) but the sprite is still very dark in color (see next picture) and vice versa). This behavior can be seen in the video I uplaoded here:
https://www.youtube.com/watch?v=uAm71ftfy2Y
Desired outcome:
The sprite gets darker as the sun fades (similar to the white Quad that can be seen in the video scene).
Does anyone have an idea which setting I need to tweak here? Thanks for any advice.
I figured it out. For some reason, URP Pipeline was not set under Edit-->ProjectSettings-->Graphics. Once set, I was able to set [X] Will be affected by shadows in shader graph. This solved the problem

Unity 2d - How can I make particles inherit rotation from parent

I have a particle system attached to a bullet and the particles being emitted are just rectangles. The problem is that when rotating the bullet, the particles don't rotate to face the same direction as the bullet.
What could I do to fix this?
Okay, I've looked around at some tutorials and I found that my problem fixes itself when I give the particle a texture. I had assumed I could do it without one given that I only wanted a yellow rectangle. To fix it, I went to the particle system and checked "Texture Sheet Animation" and switched Mode to sprites and assigned a texture. Then I went to "Renderer" and set Render Mode to Billboard and set Render Alignment to Local. Shoutout to Martin for linking that thread!

Unity2d why I don't see game tab, it's blue only

I have sought for the answer for so long (15 minutes :D), please help me! Thanks!
The blue you are seeing is the default color for the camera when you set The clear flags variable to SolidColor, so your camera is probably okay..
Its most likely behind your sprites. Check the camera's Z position, and place it front of them, unity's 2D is actually 3D, you can switch to 3D mode and see what's ur camera's position in the z axis.
edit: Just switch to 3D mode and see it, your camera is a child GameObject, so the coordinates are in local Space,it'll be hard to tell wether or not the camera is in front of anything.

Unity3D - Light deactivated when facing opposite direction

I placed a light in my scene.
It is lighting the ground when i'm facing that light but when I turn the opposite direction, the light on the ground vanishes.
I think this might be some Unity's default behaviour.
Is there a way I can solve this issue?
Unity uses frustum culling to save performance, so it only draws items that are within the camera's viewing area. As a result of this, the particles behind you are not drawn, and any lights attached to them aren't either.
Scene-crucial lights aren't normally attached to particles, so it's normally not a concern if they're hidden along with their particles.
For conventional lights (not attached to particles), Unity should render the light as long as it affects objects within the camera frustum. If you use a conventional light, you should see better results.
Looks like you may have to disable occlusion culling. Unity3D Manual

Unity3D: I want my moving 3D objects to have a consistent shading

I have 2 directional lights in the scene, light 1 is parallel to the Y axis (I want it to make a shadow underneath the sphere), light 2 is parallel to the x axis.
I have some barriers(3d cube objects) that are moving to the left side of the screen( velocity = (-20,0,0) ).
I want the barriers to have a consistent color/shade while moving through the scene. When the object is on the right side of the screen it is darker and as it moves to the left, right before it moves off the screen, it gets brighter. I can't figure out why!
What I've done:
I found if I remove all lights from the scene the effect doesn't happen.
I've removed all other objects from the scene.
In the lighting options I've turned off RealtimeGI and Baked GI.
I've removed the Skybox and turned Ambient Intensity, Reflection Intensity to 0.
Here is the effect to help understand it more:
Barrier
Barrier moved
Thanks if you can help me out!
It looks like it had more to do with the orthogonal camera. I noticed that if I move the camera source point further away, the effect disappeared. My guess is the angle of my camera and how close it was to my main scene intensified the color so it showed it as brighter.
That is my guess anyways, If someone has a better answer please let me know!