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Have you checked the documentation to resolve your problem?
I have read the linked documentation and could not resolve my issue.
Current Behavior
If you create a second directional light and turn everything off (culling mask, shadows) and adjust the intensity it will affect the underwater lighting. You can also observe this by changing the existing light culling.
You will see the surface lighting is different then the underwater lighting.
Expected Behavior
The underwater lighting should only be affected by the main directional light when enabled / not culled
Steps To Reproduce
Open main.unity
Create a second directional light
Change the settings so that the light isn't really on
Go underwater
Observer red screen
Or
Change the culling mask of the main light to Nothing
This is not very important. More of an FYI. You can work around this by changing the intensity of the light to 0 if you want it off. It does not seem intentional and it is weird that a second directional light can also cause it. I noticed this happened with intensity 1, for the steps it is much higher to make it apparent for reproducing the problem.
The text was updated successfully, but these errors were encountered:
We use RenderSettings.sun without any further checking. Not sure if this will change but will mark as enhancement. I should document this somewhere at the very least.
Hopefully this would not change some of the current behavior in this area. HDRP - I have a disabled (not checked) Directional light on a different light layer that I'm feeding in as the Primary Light on Crest Ocean. It nicely colors water without illuminating the scene any extra, and provides a bit of a different look than the underwater fog.
Is there an existing issue for this?
Have you checked the documentation to resolve your problem?
Current Behavior
If you create a second directional light and turn everything off (culling mask, shadows) and adjust the intensity it will affect the underwater lighting. You can also observe this by changing the existing light culling.
You will see the surface lighting is different then the underwater lighting.
Expected Behavior
The underwater lighting should only be affected by the main directional light when enabled / not culled
Steps To Reproduce
Or
Nothing
Unity Version
2021.3.26f1
Crest Version
4.19
Render Pipeline
Built-In
Editor or Standalone
Editor (Edit Mode), Editor (Play Mode), Standalone
Environment
No response
Anything else?
This is not very important. More of an FYI. You can work around this by changing the intensity of the light to 0 if you want it off. It does not seem intentional and it is weird that a second directional light can also cause it. I noticed this happened with intensity 1, for the steps it is much higher to make it apparent for reproducing the problem.
The text was updated successfully, but these errors were encountered: