[PointLight] Non-Uniform Scaling Breaks 2.5D Visuals
Under Audit
Unity 2022.3.x - Unity 6.1.x
Published Fri, Mar 20
It is not possible to individually scale the dimensions of a 3D Point Light using Transform properties or Light.range, as these apply uniformly. This limitation affects specific rendering needs like achieving non-uniform light appearance for skewed camera perspectives.
The issue centers on the inability to individually scale the dimensions of a 3D point light. Modifying the Transform's scale values does not influence the point light's emission shape, and increasing the Light.range uniformly expands the light in all dimensions. This limitation presents challenges for specific rendering requirements, such as achieving a stretched or compressed light appearance to complement a skewed camera perspective in a 2.5D game environment. For example, when vertical images are adjusted to appear flat using an orthographic Camera angle and stretching, the standard point light emission appears disproportionately wide along specific axes, which can disrupt the visual illusion. The inability to non-uniformly scale a point light prevents accurate visual alignment with such custom perspectives.
- Implement a custom shader for the light source to define a non-uniform light falloff or shape.
- Combine multiple
Spot LightsorArea Lightsto simulate a custom-shaped light emission that cannot be achieved with a single point light. - Utilize light cookies (a texture mask applied to lights) to alter the projected shape of the light, potentially mimicking a stretched effect.
Editor's Note:
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Content inspired by a Unity discussion post.