Search Issue Tracker
By Design
Unknown (hidden) 2021.3.X, 2022.1.X, 2022.2.X, 2023.1.X
Votes
0
Found in
2021.3.11f1
2022.1.18f1
2022.2.0b10
2023.1.0a13
Issue ID
UUM-16409
Regression
No
HDRP Lightmaps turn dark when Generating Lighting
How to reproduce:
1. Open the user-attached project
2. Open the “MainMenuScene” Scene
3. Open the Lighting window (Window → Rendering → Lighting)
4. Generate the scene Lighting (Generate Lighting)
Expected result: GameObjects in the Scene are properly lit
Actual result: Multiple GameObjects are darker than they should be
Reproducible with: 12.1.7 (2021.3.11f1), 13.1.8 (2022.1.18f1), 14.0.3 (2022.2.0b10), 15.0.1 (2023.1.0a13)
Couldn't test with: 2020.3.40f1 (GameObjects disappear and reproduction is not visible)
Reproduced on: macOS Monterey 12.0.1 (Intel)
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
- Shader Graph Swizzle Node Input/Output and Mask Update Incorrectly After Undo
- [URP] Crash on GameObject::QueryComponentByType when baking a Reflection Probe in an unsaved/untitled Scene
- No Icons are used for the Entry and Exit States in the Inspector when selected in an Animator Controller
- Crash on PlayerMain(int, char const**) when exiting Standalone Player with a Particle System in the Scene
- No Icon is used for the Runtime Animator Controller Type in a Search Window when assigning an Animator Controller in the Animator Component
Resolution Note:
The lighting bakes correctly, you can verify this by observing the indirect diffuse output in the rendering debugger (Window -> Analysis -> Rendering Debugger -> Lighting -> Lighting Debug Mode -> Indirect Diffuse Lighting).
The reason why it gets darker is because before baking all the indirect diffuse comes from the ambient probe (i.e. the sky probe) without any kind of occlusion taken into account. As more precise baking is done, areas will be correctly more occluded. You can observe this with the same debug view I mentione above how before baking the indirect diffuse is overly bright (and flat)