Ambient lighting is just a general boost to brightness of everything on the screen. There's no source or direction associated with it. It's like raising the gamma value on your monitor. If you need very dark areas, then you can't use ambient scene lighting, since they won't be black, they'll be boosted to some shade of grey.
So I definitely want ambient lights. Maybe I will want to add truly black areas, but in far future. For now ambient should be sufficient.
I will retry adding realtime ambient light. (EDIT: I failed - for now) (EDIT2: solved, problem was caused by Unity Skybox having insanely low max intensity value - switching to Source: color helped) (EDIT3 - lighting of my mesh is still broken, but that requires new debugging session - flat sections are not actually flat somehow - broken normals or something)
Looks like you already have some ambient light, though. Otherwise the shadows would be full black.
No, that is done with reduction of "strength" property in "realtime shadow" section of light settings. It reduces strength of shadows, but back side of objects is still 100% dark.
Here it is with shadow strength set to 100%. Thanks for pointing it out, it was highly confusing here. I should reset it to default before posting here as it obscures situation.
These are the different types of lighting:
Ooo, great find! I was unaware that ambient and diffuse is a separate thing.
Your main problem is the strong highlight in front and the darkness in the back, right? In which case try either decreasing the specular lighting component of the material or decreasing its shininess value.
I will look at it, but by this terminology I have diffuse, with distance set to infinity. ("directional" in unity terminology)
https://docs.unity3d.com/Manual/Lighting.htmlSpecular-like display seems to be caused by diffuse directional light shining on a sphere, as cuboids are without that effect.
NOTE: For more information: Ambient light is light that is constant across the whole object. Diffuse light depends on how far apart the normal vector and the light vector are -- it depends on position and arrangement of the object, but not on camera position. Specular light depends on how far apart the view vector and the reflection vector are -- it depends on the arrangement of the object and the camera arrangement. Each of these kinds of light have a coefficient that determines how much weight they have (the coefficient is the product of the corresponding coefficient of the material and coefficient of the light source), and specular light additionally is affected by the "shininess" value of the material.
So I want to add ambient and currently have special case of diffuse (infinite distance).