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Weird Lighting

Discussion in 'Shaders' started by deram_scholzara, Nov 10, 2005.

  1. deram_scholzara

    deram_scholzara

    Joined:
    Aug 26, 2005
    Posts:
    1,043
    Why is it that I can set a light's range to not include a surface, yet that surface still becomes lighter or darker depending upon whether I have the light turned on or off. The shader type on the surface doesn't matter, and whether the light is set to vertex or pixel also makes no difference in the occurrence of this event. Could it be that the range of a light is not actually its range, but is rather a marking point for an inverse square falloff? If it is the latter, is there a way to make the range definite?
     
  2. Joachim_Ante

    Joachim_Ante

    Unity Technologies

    Joined:
    Mar 16, 2005
    Posts:
    5,203
    For vertex lights the range is not definate but very close to it.
    For pixel lights it is exact.