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Fixed in 7.2.1
Votes
5
Found in [Package]
2019.1.0a10
Issue ID
1104468
Regression
No
[UniversalRP|LWRP] Detail Meshes are not getting 'LIGHTMAP_ON' set when built to device
The terrain system is failing to set 'LIGHTMAP_ON' keyword on detail meshes in Universal RP/LWRP
1) https://github.com/Verasl/BoatAttack - clone this repository (Release/2019.3 branch)
2) Open project in Unity
4) Build and run Island scene on device(iOS Metal, Android Gles3 or Vulkan)
Observe: Detail Mesh terrain rocks will be completely black in shadowed area
Expected result: rocks should have ambient lighting from lightmap
Actual result: detail mesh rocks are not sampling lightmap
Reproduced with:
2019.3.0a11
Devices under testing:
Reproduced with:
VLNQA00216 Razer Phone 2*, OS:8.1.0, CPU:arm64-v8a, GPU:Adreno (TM) 630
VLNQA00202 Samsung Galaxy Note9, OS:8.1.0, CPU:arm64-v8a, GPU:Adreno (TM) 630
VLNQA00175 Samsung Samsung Galaxy Note9, OS:8.1.0, CPU:arm64-v8a, GPU:Mali-G72
Comments (3)
-
lmartellmc
Sep 10, 2019 20:21
Same problem. Took forever to figure out. SRP batching off for now.
-
pikatch
Jul 06, 2019 13:37
Reproduced on my project with a Pixel 3 with LWRP and SRP Batcher
-
Reekdeb
May 30, 2019 22:21
Reproduced on OnePlus 6. Wrong lightmaps on Android when SRP is on.
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Resolution Note (fix version 7.2.1):
Objects use wrong lightmaps texture. Rebaking lighting fixes the issue.