Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2019.4.X
Votes
0
Found in
2020.1
Issue ID
1198078
Regression
No
[GI - Lightmapper] Invalid texels are not treated the same way in CPU and GPU lightmapper
Invalid texels are not treated the same way in CPU and GPU lightmapper:
When a ray (launched by lightmapper baking) hit a backface we increment a invalid texel counter. In the compositing stage we then try to fix invalid texels.
The bug is that we do not have the same behavior between CPU and GPU lightmappers.
From what I saw in the attached repro project:
-GPULM tries to filter invalid texels with neighboors valid ones hence the distorted shadow.
-CPULM doesn't seem to do anything with it.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [OpenGLES][XR] Zooming in on the camera's URP opaque texture causes "double vision" on Quest in OpenGLES3
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
Add comment