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Ambient Light Occlusion is not baked properly in a grid based scene

Global Illumination


How to reproduce:

1. Open attached project
2. Open scene OcclusionBug.unity
- Notice how some of the squares are darker in the Shaded view. Switching to Directionality or Irradiance makes those squares more pronounced.
- Editing Ambient Intensity (in Lighting -> Scene), and setting it to zero makes the shading seamless (but without any Ambient Lighting)

Here is what the issue looks like:

Ambient Intensity set to 0:
Ambient Intensity set to 1:

Comments (1)

  1. 3f04670a91f009460f8d23c83574df54?d=mm


    Aug 21, 2015 08:14

    The reason you get the dark squares is that the cube (the ground) sees a lot of backfacing polygons (the trees). You can fix this by assigning a custom Lightmap Parameters and setting a lower Backface Tolerance.

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