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By Design
Votes
1
Found in
2019.4
2019.4.4f1
2020.2
Issue ID
1264759
Regression
No
[Encoding/compression] Baked lighting results in bright blocky artifacts when Target Platform is set to Android or iOS
How to reproduce:
1. Open the attached 'URPDirectionalLightmapZeroDir.zip' project
2. Make sure that your Target Platform is set to Android in Build Settings
3. Press 'Generate Lighting' in the Window -> Rendering -> Lighting Settings
4. Observe the 'ZhuCheng_XinShanShi_08_wys' GameObject in the Game View
Expected result: 'ZhuCheng_XinShanShi_08_wys' GameObject does not contain white blocky artifacts
Actual result: 'ZhuCheng_XinShanShi_08_wys' GameObject contains white blocky artifacts
Reproducible with: 2019.4.6f1, 2020.1.0f1, 2020.2.0a19
Couldn't test: 2018.4.26f1 (Meshes are not present in the Scene View after downgrading)
Notes:
1. Reproducible using URP and built-in pipeline
2. Reproducible when GI cache and baked lighting data are cleared
3. Reproducible on macOS and Windows
4. Reproducible on Metal, DX11
5. Reproducible CPU Progressive Lightmapper; Can't test GPU Lightmapper because of the warnings thrown in the Console: 'OpenCL Error. Falling back to CPU lightmapper. Error callback from context: CL_INVALID_KERNEL_ARGS'
6. Couldn't reproduce using built-in primitives
7. Artifacts are not present on lightmaps in Baked Lightmaps section of the Lighting Settings
8. Reproduces with None and Auto Filtering
9. Screenshot of the issue are attached in Edit
10. Reproducible when Target Platform is set to iOS/ Android; Not reproducible when Target Platform is set to Standalone
11. Reproducible with only Albedo map assigned
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Resolution Note:
The user had incorrectly assigned a normal map to the metallic texture slot of the material; this resulted in a large multiplier being applied in the Android build case but not the PC due to differences in texture encoding used. The fix is to remove this texture from the metallic slot (and optionally assign to the normal map input instead) to prevent this from happening.