Search Issue Tracker
By Design
By Design in 2020.3.X
Votes
0
Found in
2020.3.47f1
Issue ID
UUM-34371
Regression
No
Adaptive probe volumes are leaking light when using Contribute Global illumination
How to reproduce:
1. Download and open the attached project
2. Open the "apv light leaking" scene
3. Enter "Play" mode
4. Observe the cube in the Game view
Expected outcome: The cube is not surrounded by a light-leaking quare
Actual outcome: the cube is surrounded by a light-leaking square
Reproducible with: 2020.3.47f1, 2021.3.24f1, 2022.2.17f1, 2023.1.0b14, 2023.2.0a13
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
- Shader Graph Node information is briefly displayed in Graph Inspector when clicking on Category in the Blackboard
- Module installation fails with "Download failed: Validation Failed" errors when using beta.2 Hub version
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Shader Graph Category dropdown cannot be expanded/collapsed when clicking on the text
- Different text alignment in the column header in Entities "System" window
Resolution Note:
This is not light leaking but a fallback to the ambient probe when a pixel tries to sample APV outside of the APV structure. This behavior is expected.
To remove the artifact (a square here), the ambient probe and the lightbaking settings should match. You can do so by setting 'static' for the ambient mode, in a Visual Environment volume override.
Resolution Note (2020.3.X):
This is not light leaking but a fallback to the ambient probe when a pixel tries to sample APV outside of the APV structure. This behavior is expected.
To remove the artifact (a square here), the ambient probe and the lightbaking settings should match. You can do so by setting 'static' for the ambient mode, in a Visual Environment volume override.