Search Issue Tracker
By Design
By Design in 2023.1.X
Votes
0
Found in
2020.3.43f1
2021.3.17f1
2022.2.5f1
2023.1.0b1
Issue ID
UUM-25472
Regression
No
Baked Ambient Occlusion strength does not change when the alpha value is changed in the custom MetaPass file
Steps to reproduce:
1. Open the attached project “AlphaIssue“
2. Open the “Assets/Scenes/SampleScene.unity“ Scene
3. Open Window > Rendering > Lighting > Generate Lighting
4. Observe the transparency of the “Transparent Color alpha“ GameObjects in the Scene view
5. Open the “Assets/CustomSetup/LitMetaPass.hlsl“ file
6. Change the alpha value from 0.0 to 0.5 (“col.a = 0.0” to “col.a = 0.5“)
7. Repeat the 3-4 steps
Expected result: Ambient Occlusion strength changes thus making the GameObjects more or less transparent
Actual result: Ambient Occlusion strength stays the same
Reproducible with: 2020.3.43f1, 2021.3.17f1, 2022.2.5f1, 2023.1.0b1
Reproducible on: Windows 10
Note: In the URP/Lit Shader decreasing the alpha channel in the base map color decreases the Ambient Occlusion power when Baked
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
- Addressables content build fails but the Player build is successful when building a development build
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Resolution Note:
The alpha used in the lightmapper never comes from the MetaPass but is taken out of the alpha channel of Material.MainTexture.
That said there is a way to customize the transparency just for the lightmapper by adding property named TransparencyLM to a material's shader.
Resolution Note (2023.1.X):
The alpha used in the lightmapper never comes from the MetaPass but is taken out of the alpha channel of Material.MainTexture.
That said there is a way to customize the transparency just for the lightmapper by adding property named TransparencyLM to a material's shader.