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This high-grade binocular compound microscope is designed for clinical examination and teaching demonstrations in the biological field, laboratorie...

I just managed to fix this issue. In my universal renderer data, which is assigned to URP asset’s renderer list I had Screen Space Ambient Occlusion added as a renderer feature. Now the thing is that it was disabled as I wasn’t using it at all but somehow that was causing this issue in the build. The moment I removed it altogether from my renderer data and created build, the lights were fixed.

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Teknalighting

Thank you for this. This is what solves my dark scene build too. when SSAO was removed from the renderer feature everything worked flawlessly.

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Delta light

does. The intended purpose of this function ( Unity - Scripting API: DynamicGI.UpdateEnvironment ) suggests that unity was not applying the the skybox or has an “invalid” cached result which is why my shadows are too dark. Maybe won’t help anybody but since it’s a single line fix I figured I would share.

Am having the same issue What’s fixed it was enabling Screen Space Ambient Occlusion Although the solution works, I still need other suggestions because SSAO can be too much for mobile

Hello. I am using 2021.2.14f with URP 12.1.5. I tune my lighting in the editor but standalone player produces noticeably darker lighting like so:

The cell phone camera lens is made of 5 pcs quality FMC optic glass lens instead of a cheap resinous lens. Each lens has 3-5 layers of coating to i...

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Edit 2: when i try to compensate the darkness by increasing gamma for example in the post effect, it just gets immensely darker again to the point where the image is almost black.

Apparently it’s not just disabled SSAO. For me it was caused by a disabled decal renderer! Looks like you shouldn’t have any disabled components in the render pipeline asset!

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Brightlighting

The  SMZ stereo is a serious piece of of precise optical engineering suitable for both education and industry. The standard zoom range is 7X - 45X ...

Edit: It’s triggered when the camera has PostProcessing enabled. Even with no volume or not effects in the scene, if it’s enabled, the scene becomes darker.In my case, disabling PostFX is not a practical workaround as some effects are necessary.

Modularlighting

I was experiencing this issue as well but I noticed that some of my scenes didn’t have this problem. I realized that I had to use the lighting settings of the working scenes or create new lighting settings.

I was experiencing this issue as well but I noticed that some of my scenes didn’t have this problem. I realized that I had to use the lighting settings of the working scenes or create new lighting settings.

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Dark light light fashion

I also experience this issue, only without having disabled renderpipeline features. Adding/removing the SSAO feature also doesn’t change anything. other workarounds are appreciated.

I was also having the same issue. I was using URP and I migrated my project from Unity 2020.3 LTS to 2021.3 LTS and suddenly my builds were coming out with darker lighting.

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I can confirm that this change worked for us too. I posted a similar observation in the other thread but forgot to update this one.

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200X Mobile Phone Microscope and polarised filter which effectively eliminates reflections and restores the true colour of the objects. Great for o...

The SMZ stereo is a serious piece of of precise optical engineering equipment suitable for both education and industry. The standard zoom range is ...

Darklighting

This head loupe comes with 5 changeable lenses that gives you magnification between 1x and 6x. The loupe has built-in LED illumination (1W), which ...

I was also having the same issue. I was using URP and I migrated my project from Unity 2020.3 LTS to 2021.3 LTS and suddenly my builds were coming out with darker lighting.

I just managed to fix this issue. In my universal renderer data, which is assigned to URP asset’s renderer list I had Screen Space Ambient Occlusion added as a renderer feature. Now the thing is that it was disabled as I wasn’t using it at all but somehow that was causing this issue in the build. The moment I removed it altogether from my renderer data and created build, the lights were fixed.

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Elsewhere in this forum, it was suggested that disabling post-process shader stripping in URP global settings would solve the darkening effect. It didn’t do it for us, but maybe you’ll have better luck?

Does somebody know why would this happen? I initially thought it was because of lightmap compression but it’s not. Settings->Player->Lightmap Encoding is also set to High Quality as with lighting settings. Please help.

Experience the wonders of nature like never before with our innovative close-focus monocular. With an internal focusing mechanism, it allows you to...

Image

Darklightingbackground

I was also having the same issue. I was using URP and I migrated my project from Unity 2020.3 LTS to 2021.3 LTS and suddenly my builds were coming out with darker lighting.

Exceptional Clarity and Comfort for Low Vision Users Product Overview: One of our best-selling magnifiers, this Handheld Magnifier offers exception...

A high-quality professional pocket folding inspection magnifier commonly used in agriculture, horticulture, geological sciences and antique and jew...

I just managed to fix this issue. In my universal renderer data, which is assigned to URP asset’s renderer list I had Screen Space Ambient Occlusion added as a renderer feature. Now the thing is that it was disabled as I wasn’t using it at all but somehow that was causing this issue in the build. The moment I removed it altogether from my renderer data and created build, the lights were fixed.

Am having the same issue What’s fixed it was enabling Screen Space Ambient Occlusion Although the solution works, I still need other suggestions because SSAO can be too much for mobile

Dimlighting

A revolutionary autofocus binocular with cutting edge technology designed for bird watching, wildlife watching, photography and racing. It requires...

The scene contains 1 mixed directional light. Lightmaps are up to date on the build as well. Heres my lighting settings:

Am having the same issue What’s fixed it was enabling Screen Space Ambient Occlusion Although the solution works, I still need other suggestions because SSAO can be too much for mobile

Stereo microscope model MZST40L is a robust microscope that is distinguished by its ease of operation and excellent mechanical and optical quality....

Edit 3: interestingly it then stays that way (extremely dark) even when the postfx volume is deleted. Only disabling ‘Post-Processing’ on the camera helps. Edit4: But even then the image is still slightly darker, it’s only fully normal if all post processing is disabled.

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I had the same problem with Webgl build, and the idea of removing unused post processing data solved it, I had both Motion blur and panini projection added but disabled, removing them fixed the issue for me.

The 20-40X Zoom telephoto lens with the newest design that has dual adjustments to get clear photos from miles away. Rotating the focus ring allows...