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Author Topic: Vertex lighting  (Read 3631 times)

Neeko

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Vertex lighting
« on: January 06, 2016, 04:22:14 pm »
My tk2dSprites are using the provided LitBlendVertexColor shader. When I place a point light in my scene that's using vertex lighting (rendering mode set to Not Important), I often get these hard lines (notice on the window)



I was just curious if there was anything that could be done about this, besides switching to per-pixel lighting?

Edit: Probably worth nothing those hard lines are were the tile map is partitioned. The light affects only one of the partitioned chunks.

« Last Edit: January 06, 2016, 11:53:24 pm by Neeko »

unikronsoftware

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Re: Vertex lighting
« Reply #1 on: January 07, 2016, 11:42:10 pm »
You've probably got too many lights affecting that chunk. Unity only allows a fixed number of lights per object and it looks like one chunk is getting a light the other isn't.

Neeko

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Re: Vertex lighting
« Reply #2 on: January 08, 2016, 02:03:21 pm »
Yep, that seems to be it. I'm guessing there's no way to increase the number of lights that can affect a chunk?