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but I also think creating custom lighting objects would be nice. perhaps some extra lightsource without polygons could be added, so one could add a single lightsource to some self designed lamp 'prefab' no matter how many illuminating blocks are in it.
perhaps a point-sized object that represents by an icon that could be attached to any block. (its creation could cost a bunch of lightbulbs)
there still would be the problem to define wich blocks belong to the prefab so they cast no shadow.
so perhaps creating such objects should rather belong into the some external / the steam workshop instead of into the survival mode.
Unity has limitations about how many lights can be rendered. The HDRP (the render pipeline we're using) can only render up to 64 lights per screen tile - this limit is quickly reached in RW. Once the limit is exceeded, you will notice visual artifacts ("blocky" rendering). The game tries to avoid that though by only rendering nearby lights.
But even if there was no such limitation in Unitys HDRP, having a light source per block would still quickly kill performance (considering complex buildings often consists of thousands or even hundreds of thousands of elements).
The real solution for this would be realtime "Global Illumination" - this would take indirect lights and emissive surfaces into account, so even a luminous block would illuminate the environment. Unfortunately there is still no realtime GI solution available in Unity (except Raytracing). They announced a realtime GI solution a few years ago, but then stopped working on it. Other engines like Godot and Unreal provide a good GI solution instead (e.g. "Lumen" in Unreal)...
However, we will add support for Raytracing in the future - this will also provide GI (but right now Raytracing still has a considerable performance overhead in Unity - and it would still require a Raytracing-compatible graphics card).
Thank you for your detailed response on this. I was going to mention that the game Satisfactory has an interesting implementation for allowing signs to illuminate the world and other objects via Lumen and Global Illumination and not have a extreme negative impact of performance, but that game is built in UE. Hopefully Unity's tech will progress over time and offer more options for you around all this. Cheers!