Search Issue Tracker
By Design
Votes
1
Found in [Package]
9.0.0-preview.33
Issue ID
1261949
Regression
No
Decal Projector that uses Emissive Material bleeds over other Mesh edges when Texture's "Generate Mip Maps" option is enabled
How to reproduce:
1. Open the attached project's Scene labeled "SampleScene"
2. In Scene View, observe the Decal Projectors
Expected result: Decal Projector that uses Emissive Material with Texture's "Generate Mip Maps" option enabled don't bleeds over other Meshe edges
Actual result: Decal Projector that uses Emissive Material with Texture's "Generate Mip Maps" option enabled bleeds over other Mesh edges
Reproducible with: 2019.4.4f1 (7.3.1, 7.4.1), 2020.1.0b16, 2020.2.0a16 (8.1.0, 9.0.0-preview.33)
Couldn't test with: 2018.4.25f1, 2020.2.0a17, 2020.2.0a18 (Crash when opening the "SampleScene", related to Case 1261599)
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
- Error “Shader error in 'YSCloudCover': call to 'tex3D' is ambiguous at Assets/YSCloudCoverText.shader(606) (on d3d11)“ is present when compiling tex3D shader with DXC
- Placeholder asset is not loaded with Advertisement Legacy sample when using the latest version of the package
- 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
Resolution Note:
After investigating the issue, the world space position is used to compute the texcoord sampling positions for the emissive map, which leads to high derivatives and thus reading from a "lower" mip. Given the high difference in intensity even a very light gray value maps to a high intensity. If it was a normal or a base color it wouldn't be that bad. So the solution here is to simply disable the mips in these kind of cases.