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User Manual: Lighting Behavior

This page describes what lighting usually looks like on splats and which controls give the safest, fastest results.

Diagram of the recommended lighting-tuning order from direct light through indirect fill and shadow strength

Lighting work should move from direct light to indirect fill to shadow strength; if those three do not stabilize the scene, use the troubleshooting and reference pages next.

What You Should Expect Visually

  • Splats react to direct lights, but shading is not identical to mesh materials.
  • Shadowed areas should read clearly, with strength controlled by project lighting settings.
  • Scene readability depends on both direct lighting and indirect/environment contribution.
  • Lighting changes should be visible after adjusting light intensity, direction, or shadow strength.

Common Confusion Points

  • "Everything looks flat": usually too little direct light or no meaningful light direction.
  • "Shadows are too harsh": shadow strength is likely too high for the scene style.
  • "Shadows seem missing": the light may not cast shadows, or receiver settings are too weak.
  • "One level looks correct, another does not": each scene can have different environment and post-processing setup.

Which Setting Knobs Are Safe to Tweak First

  1. direct_light_scale (first control for stronger/weaker light response)
  2. indirect_sh_scale (ambient fill amount)
  3. shadow_strength (how heavy shadows read)
  4. Keep bias controls for later fine-tuning

Reference: - Project settings reference

When to Use Troubleshooting Docs

Use troubleshooting docs when lighting remains broken after initial adjustments:

  • persistent incorrect shadow behavior
  • severe flicker or unstable lighting from frame to frame
  • startup/runtime shader errors affecting light or shadow output

Start here: - Recurring issues

Deeper Architecture (Engineers)

For shader/path internals and constraints: - Lighting system architecture - Render pipeline architecture