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By Design in 6000.6.X

Votes

3

Found in

6000.0.67f1

6000.3.8f1

6000.4.0b8

6000.5.0a7

6000.6.0a1

Issue ID

UUM-135192

Regression

No

Dark patches are present when using APV and GI

Lighting

-

Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Observe the Scene view

Expected result: Solid green is present
Actual result: Black patches are present

Reproducible with: 6000.0.68f1, 6000.3.8f1, 6000.4.0b8, 6000.5.0a7

Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested

Notes:
- Discussions thread: https://discussions.unity.com/t/how-to-remove-dark-patches-in-urp-apv-global-illumination/1703402
- Youtube description: https://youtu.be/LvPlo0i6vCo?si=2Ja0lbjxDlfxrxUi&t=611
- To reproduce, object has to do both contribute and accept GI

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    After reviewing the behavior, we've confirmed it aligns with the current design and intended use of the feature. The core problem here is that baking with emissive objects will always require significantly more samples for a clean bake. There are 2 possible ways to go about it:

    a) Increase indirect sample counts significantly and enable APV dilation. For the scene attached this could mean up to 8k Indirect samples. Bakes will take significantly longer.
    b) Make sure emissive objects are not static, effectively not participating in the bake. Place baked point lights in their locations to imitate the lighting. Faster bake times with fewer samples, but will require some re-authoring.

  2. Resolution Note (6000.6.X):

    Thank you for reporting a bug to Unity.

    After reviewing the behavior, we've confirmed it aligns with the current design and intended use of the feature. The core problem here is that baking with emissive objects will always require significantly more samples for a clean bake. There are 2 possible ways to go about it:

    a) Increase indirect sample counts significantly and enable APV dilation. For the scene attached this could mean up to 8k Indirect samples. Bakes will take significantly longer.
    b) Make sure emissive objects are not static, effectively not participating in the bake. Place baked point lights in their locations to imitate the lighting. Faster bake times with fewer samples, but will require some re-authoring.

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