Search Issue Tracker
By Design
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
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
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
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.
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.