Search Issue Tracker
Fixed in 2020.2.X
Votes
0
Found in
2020.2.0a5
Issue ID
1230210
Regression
No
[2D][Sprite Atlas] Normal map renders differently with 2D lights when packed in sprite atlas
[2D][Sprite Atlas] Normal map renders differently with 2D lights when packed in sprite atlas
Both primary and secondary texture in packed atlas uses the same sRGB setting, resulting in lighting issues of packed normal map when "Color Space" is set to "Linear"
Repro steps:
1. Open SampleScene in attached project
2. Go to Edit > Project Settings > Player, Observe "Color Space" is set to "Linear"
3. Observe lighting of both point lights look the same in gameview
4. Enter playmode
5. Observe lighting of right point light changes in gameview
Expected result: Lighting of normal maps should not change if packed in an atlas
Actual result: Lighting of normal maps change if packed in an atlas
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2020.2):
A fix for this issue will be available on Unity 2020.2.0a12 and above