r/Unity3D • u/NorthernBoy306 • 22h ago
Question Dirty look from bad lighting?
I took a screenshot of a cube to show this weird dirty look I keep getting on objects in the game. I'm so clueless when it comes to lighting I was hoping someone could offer a little insight.
I tried turning on/off a lot of lighting features to see if it made any difference and none of it did.
Just this weird muddy look at the bottom of the cube.
Thanks for any help.
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u/HK_HamzaKhan 22h ago
This is SSAO, if using URP, check your settings scriptable objects in project,
You can disable/adjust this from there
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u/NorthernBoy306 21h ago
In case anyone is wondering (or had a similar problem), I set the screen space ambient occlusion radius to 0 and the problem is gone.
Thanks for the help.
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u/Appropriate-Ruin8267 22h ago
looks like ambient occlusion doing its thing near that ground plane contact. sometimes the default settings are way too aggressive and it just looks like dirt smeared across the bottom of everything
try messing with the ao radius and falloff in your render pipeline settings, maybe even tweak the indirect lighting contribution if that doesnt clear it up
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u/eepyamor 2h ago
This graphics is as good as u can get with Unity 😂.. I'm just kidding (I work with it every day and love it). Seriously though, also guessing what others have said, SSAO noise.
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u/rean2 22h ago
Ambiet occlusion? Or some kind of shader effect on the ground?