Search Issue Tracker
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/
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Location tooltip in the Viewport of UI Builder window does not update when the UI Document Asset is moved to a different location
- Audio Clip Volume and Avoid Repeating Last fields values cannot be changed in Audio Random Container window
- Setting a variable in the root selector via an imported USS file in a theme does not work
- No character limit when creating a new Scene with excessively long name, Editor can be forced to crash
- URP Decal Projector flickers/glitches when added to Cube or Quad GameObjects as a Component
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.