Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.4
2019.4
2020.2
2020.2.2f1
2021.1
Issue ID
1310309
Regression
No
GameObject with Tree Soft Occlusion Leaves or Tree Soft Occlusion Shader is transparent after baking GI
How to reproduce:
1. Open the user's attached "BakedTreeShaderBug" project
2. Open the Scene "BugScene"
3. Bake the lights (Window->Rendering->Lighting->Generate Lighting)
4. Inspect the "Bamboo" GameObject in the Scene/Game view
Expected results: The "Bamboo" GameObject is rendered the same as "Bamboo (1)"
Actual results: The "Bamboo" GameObject is transparent
Reproducible with: 2018.4.31f1, 2019.4.20f1, 2020.2.4f1, 2021.1.0b6, 2021.2.0a4
Notes:
- The issue is not reproducible when setting the Receive Global Illumination option to "Light Probes"
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
- Text Object position shifts when selecting multiple Text Objects and expanding the Extra Settings in the Inspector
- Keywords on Material Variants aren't automatically saved when changed on original Material through Shader Graph
- Light Probes get baked when calling LightProbes.Tetrahedralize
- Shadows flicker and cause visual artifacts when modifying a GameObject's bounds using Swizzle (Y Mask) and Sine Time nodes
- [WebGL] Frame rate drops by 5-20 fps when moving cursor or touch input in the Player
Resolution Note (2021.2.X):
The legacy shader in use (Nature/Tree Soft Occlusion Leaves) does not support lightmapping, and was never intended for use with lightmapped renderers. Thus, when attempting to use lightmaps for a renderer using this shader, it will appear invisible, since the corresponding pass (VertexLM) is missing.
The shader was made for use with trees and foliage, which in general is a bad idea to use lightmaps for. Instead, one should prefer light probe based lighting. To work around the issue, please select the affected renderers and set their "Receive Global Illumination" field to "Light Probes", and make sure there are some light probes to use nearby.
Alternatively, one can use a different shader with support for lightmapping. If this remains and absolute blocker, please reopen the case, it may be considered a feature request.