Search Issue Tracker
Won't Fix
Votes
0
Found in
2019.1.0b10
Issue ID
1143642
Regression
No
Disabling lighting in Scene View does not clear baked lighting resulting in broken view when using Mixed modes
Repro:
01 - Ensure Auto is enabled (Lighting Settings >)
02 - Create a Scene with a cube and a plane.
03 - Make these objects Static.
04 - Set the default directional light to be `mixed` mode.
05 - Wait for lighting precompute to complete.
06 - Disable Scene View lighting using the `sun` icon in the Editor UI.
Note:
Baked components of lighting are retained. In Mixed mode this creates an effect which is very hard to read as this is just indirect. This can be seen in the attached screenshot.
Expected:
The original purpose of this feature, if im not mistaken, was to enable the user to disable distracting / dark lighting so that they could more easily work in the Scene. It's supposed to enable a light locked to the camera as a "headlamp" which then enables easier visibility in such cases.
I'd argue that the current behaviour is undesirable. we should be able to see the Scene with no lighting at all. Im not sure of the benefit of disabling just the realtime lights when we retain their baked output.
Notes:
- Reproducible in 2019.2.0a11, 2018.3.12.f1, 2019.1.0f1, 2017.4.25f1.
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
This issue has been identified as having low priority and has been closed without a fix. If the bug has no workaround and is blocking your production, please feel free to reopen it with any additional information you might have. Sorry for the inconvenience this might cause.