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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

Package: Scriptable Render Pipeline Universal

-

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

  1. Resolution Note (fix version 7.2.1):

    Objects use wrong lightmaps texture. Rebaking lighting fixes the issue.

Comments (3)

  1. lmartellmc

    Sep 10, 2019 20:21

    Same problem. Took forever to figure out. SRP batching off for now.

  2. pikatch

    Jul 06, 2019 13:37

    Reproduced on my project with a Pixel 3 with LWRP and SRP Batcher

  3. Reekdeb

    May 30, 2019 22:21

    Reproduced on OnePlus 6. Wrong lightmaps on Android when SRP is on.

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