Search Issue Tracker
Fixed
Votes
0
Found in [Package]
Issue ID
1288761
Regression
No
Open Surface Lightmap is not baked properly when Generating Lighting with progressive GPU more than once
How to reproduce:
1. Open attached "GPULightmapperRepro.zip" and Scenes/SampleScene scene
2. In the Hierarchy, select Ford_environment Game Object
3. Change Scene view to Texel Validity
4. Select Window/Rendering/Lighting Settings and Generate Lighting
5. Change Environment Samples to 64(or make other changes) and Generate Lighting
6. Observe the Scene view
Expected result: The Texel validity view is green
Actual result: The Texel validity view is half red
Reproducible with: 7.3.1-7.5.1(2019.4.14f1), 8.2.0(2020.1.13f1)
Not reproducible with: 8.2.0(2020.1.14f1, 2020.1.15f1), 10.1.0(2020.2.0b11, 2021.1.0a6, 2021.1.0a7)
Could not test with: 2018.4.29f1(URP not supported)
Notes:
1. Not reproducible when Generating Lighting with progressive CPU
2. Lightmap is baked properly if baked data is cleared before Generating Lighting
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Player Settings] [Common] [Shader Settings] - Shader Precision Model should be changed per profile and not globally
- Resources.Load() fails to load assets created in the same frame when called from a function with the InitializeOnLoadMethod attribute
- Crash when loading RenderDoc in a specific Scene
- [AMD] Crash on D3D12Fence::Wait when rendering a specific scene
- R 16 bit textures have banding effect when packed into a Sprite Atlas
Add comment