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Votes

0

Found in

2022.1.0a1

2022.3.60f1

6000.0.43f1

6000.1.0b11

6000.2.0a7

Issue ID

UUM-100556

Regression

No

GameObjects appear in a different shade when changing the Filter Mode of the Skybox texture

-

How to reproduce:
1. Open the attached “IN-96913_My_project“ project
2. Open the “SampleScene“
3. Select “Assets/autumn_field_puresky_4k.hdr“ in the Project window
4. In the Inspector window, change the Filter Mode to Bilinear or Trilinear and apply the changes
5. Go to Window > Rendering > Lighting > Lighting window
6. Press “Generate Lighting“
7. Observe the results in Scene view

Expected result: GameObjects in the Scene appear the same
Actual result: GameObjects in the Scene appear in a different shade

Reproducible with: 2022.1.0a1, 2022.3.60f1, 6000.0.43f1, 6000.1.0b11, 6000.2.0a7

Reproducible on: MacOS 15.3 (M4), Windows 11 (by user)
Not reproducible on: No other environments tested

Notes:
- Reproducible in Player
- When the Filter Mode is set to Bilinear or Trilinear, it gives the same results after generating lighting
- Only reproduces using bright HDR images

  1. Resolution Note:

    Thank you so much for your detailed report! We’ve reviewed and were able to reproduce the issue you described, but we believe this behavior is working as intended. The brightness differences observed in the scene objects are caused by the default baked Global Illumination (GI) process, specifically from indirect diffuse and specular lighting derived from the skybox texture.

    As the skybox texture is HDR, sampling neighboring texels leads to accumulated or interpolated color values. These values can exceed the standard range of [0, 1], which impacts indirect lighting and, in turn, influences the brightness of objects in the scene.

    Point sampling retrieves discrete texel values without accounting for neighboring ones, which can result in fragmented and less natural lighting effects, particularly due to the resolution limitations of sky cubemaps. Bilinear sampling interpolates neighbouring texels to create smoother, more visually pleasing results and more continuous and realistic lighting.

    Thank you again for bringing this to our attention! If you have any further questions or encounter other issues, please don’t hesitate to reach out.

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