Search Issue Tracker
Fixed in 2020.1.X
Votes
1
Found in
Issue ID
1117671
Regression
No
[GPU PLM] Texel Validity debug view shows wrong data after a bake
Steps to reproduce:
1. Open a new scene and add some static geometry
2. Navigate to Lighting Settings, and make sure that Lightmapper is set to Progressive GPU
3. Bake the lighting
4. Navigate to the Scene viewport and select the Texel Validity debug view
5. Notice that the view is predominantly orange and does not show any relevant info
Notes:
- The issue is mitigated if a user bakes with CPU PLM first
- The issue is also mitigated if Texel Validity view is open while baking using GPU PLM
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "EndLayoutGroup: BeginLayoutGroup must be called first" error is thrown when changing Shader Precision Model from the Build Profiles window
- White artifacts/outlines are visible in the Garden Scene when viewing at meshes from a distance
- Shader warnings "Sprite-Unlit-Default" are thrown after building 2D Platrformer Microgame Template
- [Android] HLSL shader becomes corrupted when running on an Android device
- Missing spaces in "Welcome to VR Mutiplayer Template Project" Welcome Dialog window
Add comment