Solve common issues with camerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary, such as flickering lights and shadows.
Objects, lights, and shadows might flicker if they’re far away. The flickering occurs because distances are too large to calculate positions precisely with floating point math. In each frame, the object, light, or shadow is at a slightly different position, so it moves in and out of the view frustum.
Minimise flickering using one of the following approaches:
Unity calculates lights and shadows with the world space position as the reference point, for example 0, 0, 0
in a 3D scene. Flickering occurs when lights and shadows are far away from the world space position. To minimise flickering, you can enable camera-relative culling, so Unity uses the camera position as the relative position for shadow calculations. See Culling settings in Graphics settings.