Search Issue Tracker
Fixed in 12.0.0
Votes
0
Found in [Package]
12.0.0
Issue ID
1324480
Regression
No
[HDRP] Terrain trees are stuck on Light LayerDefault even when Rendering Layer Mask is set to a different Layer
How to reproduce:
1. Open the user's attached "TerrainTreeLayers.zip" project
2. Open the "Outdoors" Scene
3. Select the "Light (Trees)" GameObject in the Hierarchy window
4. Set the "Light Layer" property to "Light LayerDefault" in the Inspector window
5. Observe the Game view
Expected result: Terrain's trees receive light when the Light's "Light Layer" property is set to "Light Layer 6"
Actual result: Terrain's trees only receive light when the Light's "Light Layer" property is set to "Light LayerDefault"
Reproducible with: 7.5.3 (2019.4.23f1), 10.4.0 (2020.3.3f1), 11.0.0 (2021.1.1f1), 12.0.0 (2021.2.0a11)
Note:
- Terrain tree Prefab's "Rendering Layer Mask" is set to "Light Layer 6", so there shouldn't be a need to set the Light's "Light Layer" to "Light LayerDefault"
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 12.0.0):
Fixed in: 2021.2.0a17
Resolution Note (fix version 12.0.0):
Fixed in 11.0.0 (2021.1.21f1 and above)
Resolution Note:
Fixed in 2020.3.18f1