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Fixed in 2017.3.0f3
Votes
0
Found in
2017.1.0b7
Issue ID
917094
Regression
No
[Forward] Realtime lights set to Not Important do not work with Shadowmask
Realtime lights set to "Not Important" in Render Mode are not computed correctly in Shadowmask/Distance Shadowmask mode.
Steps for reproduction:
1) Download the project "VertexLightingBug.zip" and open the scene "Bug"
2) Generate the lighting in "Subtractive" mode
3) Observe that realtime point light contribute lighting to dynamic object (i.e. Sphere)
4) Change the light mode to "Shadowmask"
5) Observe that realtime point light does not contribute lighting to dynamic object
Notes:
- Lights that have their Render Mode set to Not Important are always per-vertex or SH. Vertex/SH light should be handled in shadowmask/distance shadowmask mode (i.e. occlusion should be computed on the CPU)
- In the reproduction scene, there is one mixed directional light, one realtime point light and there no light probes.
- On the image attached below, plane is light map static, sphere is dynamic
- It works correctly in deferred rendering path, but works incorrectly in forward rendering path.
- Not a regression, realtime lights set to “Not Important” never worked since the introduction of light modes
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The issue with realtime lights set to 'Not Important' not working correctly in Shadowmask mode in Unity is a good reminder of the complexities in both game development and hardware functionality. As a technician specializing in iPhone repair at Fixsquad, I find parallels in how specific settings or modes can impact performance. Just as certain light settings in Unity can affect visual output, specific configurations or software updates in iPhones can influence their functionality. Understanding these intricate details is crucial for both game developers and those of us in the repair industry to ensure optimal performance and user experience.
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