Search Issue Tracker
Fixed in 2021.2.X
Fixed in 2020.3.X, 2021.1.X
Votes
1
Found in
2020.1.0a12
2020.2
2021.1
2021.1.0b4
2021.2
Issue ID
1310621
Regression
Yes
[GPUPLM] Gameobject's unlit side has a hard shadow split when Progressive GPU Lightmapper is used
Jira: https://jira.unity3d.com/browse/GFXGI-479
How to reproduce:
1. Open the user's attached "Area_Light_Bug_GPUPLM" project
2. Open the Scene "SampleScene"
3. Open the Lighting window (Window->Rendering->Lighting Settings)
4. Under the Lightmapping Settings set the Lightmapper to "Progressive CPU"
5. Generate Lighting and take note of shadows on the Sphere
6. Change the Lightmapper to "Progressive GPU" and Generate Lighting
Expected results: The shadows look the same
Actual results: With "Progressive GPU" Lightmapper there's a hard split in between of the Sphere where the shadow starts
Reproducible with: 2020.1.0a12, 2020.2.3f1, 2021.1.0b5, 2021.2.0a3
Not reproducible with: 2018.4.31f1, 2019.4.20f1, 2020.1.0a11
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Sprite Atlas remains loaded in memory after scene change or unloading assets
- Decompressing a DeflateStream under IL2CPP misses a few bytes
- Referred style sheet stays dirty after saving when using the UIBuilder
- The Height map Amplitude is not working when using HDRP/LayeredLit
- Infinite inertial tensor rotation values are not discarded (both AB and RB)
Add comment