Search Issue Tracker
By Design
Votes
13
Found in
5.0.0b22
Issue ID
670054
Regression
No
Ambient Light Occlusion is not baked properly in a grid based scene
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: http://screencast.com/t/hFmfZaNFaqq0
Ambient Intensity set to 1: http://screencast.com/t/Ys35LVi9aG
Comments (1)
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
- Crash on ResizeScriptingList<ScriptingObjectPtr> when passing an undeclared variable to the results parameter for GameObject.FindGameObjectsWithTag
- [Android] "Screen.safeArea.y" always returns values outside of the Safe Area when the device is in Portrait orientation
- Frame spike due to many TreeRenderer.TreeUpdated calls when repositioning terrains in large Scenes
- Crash on GameObject::RemoveComponentFromGameObjectInternal when reparenting Text GameObjects
- [IL2CPP-GarbageCollector] Changing GCMode might permanently disable GC in a multithreaded context
KEngelstoft
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.