Lights with radius overlapping with mesh result in sharp specular cutoff #13318
Labels
A-Rendering
Drawing game state to the screen
C-Bug
An unexpected or incorrect behavior
D-Modest
A "normal" level of difficulty; suitable for simple features or challenging fixes
S-Needs-Investigation
This issue requires detective work to figure out what's going wrong
X-Uncontroversial
This work is generally agreed upon
Bevy version Main dcb8a13, 0.13
This isn't a new issue. I checked and the same issue occurs in bevy 0.6.
When the radius of a point or spot light intersects with a mesh, it creates a sharp cutoff in the specular reflection. This sharp cutoff is also not aligned with the intersection between the mesh and the light radius.
Point light with radius of 3 at Y=2: (Example code below)
Sphere with same radius and location as point light
The same scene in Blender (4.1 eevee):
With sphere:
Blender also has a "Soft Falloff" setting that is enabled by default for point/spot lights:
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