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By Design
Votes
0
Found in
2018.3.1f1
Issue ID
1117222
Regression
No
GPU Lightmapper bug
1. What happened
High geometry density such as trees and foliage on modified terrain result in unusable lightmap results when using GPU progressive lightmapper.
2. How we can reproduce it using the example you attached
Simply open up the project and switch to "Baked Lightmap" Scene mode. Issue will be immediately obvious. To reproduce, you can clear the lighting data and re-bake using the provided settings.
There are 2 examples: dense foliage on flat terrain, and dense foliage on complex terrain. While the complex terrain one is unusable in any capacity, even the flat terrain example shows some "square-pattern" artifacting from the bake process.
The final issue in the development enviroment is outlined in this Unity Forum thread:
https://forum.unity.com/threads/gpu-lightmapper-bug-corrupts-lightmap-near-the-end-of-bake.612445/
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Resolution Note:
This issue is caused by the lack of Double Sided GI support in GPU lightmapper in Unity 2018.3. Double Sided GI support for GPU PLM will be made available in Unity 2019.1.