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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

- The issue is not reproducible when setting the Receive Global Illumination option to "Light Probes"

  1. 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.

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