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Status: Active

Votes

44

Found in

5.3.0b5

Issue ID

744804

Regression

No

[Shadows] Shadows on game object intersection are not affected by Blur Radius and Anti-alias when Blur Radius value is larger th

Global Illumination

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Priority: 3Not yet prioritized for a release

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Severity: 3Workaround is possible

Reproduction steps:
1. Open attached Unity project.
2. Open "scene" scene.
3. Open "Assets > CustomLightmapParameters" and change "Blur Radius" value to 10.
4. Go to "Window > lighting" and click "Build".

Actual behavior: shadows, where game object is close(or intersects) to another game object are not affected by increased "Blur Radius" value and anti-aliasing when "Blur Radius" value is larger than 1. (First, second and third cylinder in "Test.png").

Expected behavior: smoothly baked shadows (fourth and fifth cylinders in "Test.png")

Additional notes:
- All cylinders have different distances to the ground.
- Changing the "Pushoff" in the "CustomLightmapParameters" will have influence on this issue, depending on the distance of the cylinder to the ground.
- "Blur Radius" with value 0 looks the same as with value 1.

Comments (2)

  1. 4c28ab2ae198a1446cfc953a8da38cef?d=mm

    blizzzz

    Nov 17, 2016 19:08

    This is a really basic lightmap quality issue. When working in VR we are relying heavily on baked lighting for performance reasons. Without quality lightmaps it leaves us looking to other engines and bake solutions for a more robust solution.

  2. B58164ea1e17f66bc26e0c24e65f02ef?d=mm

    brgishy

    Nov 07, 2016 18:48

    This bug has been around for well over a year and a half. See my coworkers post trying to get this fixed (https://forum.unity3d.com/threads/jagged-shadows-in-baked-lightmaps-unity-5.317150/). I feel like this bug is confusedly named. What it really means is that it creates horribly jagged lightmaps that are unshipable. Is there any way we can increase the Priority/Severity?

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