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Duplicate

Votes

0

Found in

2021.3.27f1

2022.3.1f1

Issue ID

UUM-40320

Regression

Yes

Lighting bake is stuck when a Shader Graph uses the Time node and Scene view is open

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Reproduction steps:
1. Open the attached project
2. Open the Lighting window and make sure the Scene view is still visible
3. Click "Generate Lighting"
4. Open the Background Tasks window

Expected result: Lighting generation completes
Actual result: "Preparing Bake..." task keeps restarting

Reproducible with: 2021.3.27f1, 2022.2.12f1, 2022.3.1f1
Not reproducible with: 2022.2.11f1, 2023.1.0f1
Could not test with: 2023.2.0a19 (crash)

Reproducible on: macOS 13.2.1 (Intel), Windows 11 (user's)

  1. Resolution Note:

    This is already fixed in latest 2022.3 and latest 2021.3
    Duplicate of https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-34887

Comments (2)

  1. Pezito7

    Jul 03, 2023 08:50

    ... Update to my previous comment: the "fix" doesn't work, my bad. What really fixes it is NO FOCUS ON SCENE. You can leave a Time node in your Shader Graph, you can use a Custom Function node like I said – what really matters is to set the UI's focus on another tab than Scene. What I do is make sure I'm in the Shader Graph tab (and the Scene tab isn't visible) when I want to bake. This, at least, works.

  2. Pezito7

    Jun 30, 2023 15:14

    Here's a quick fix for people who cannot switch to a more recent version of Unity (I for one am stuck with 2022.3.0 for now).

    In Shader Graph, do not use a Time node but instead, use a Custom Function that mimics it. The name you give to the custom function doesn't matter, it doesn't need an input value either. All you need is an output float, and the function's code be as follow (i.e. if you name the output "myOutput"):

    myOutput = _Time.y;

    Connect the output just like you would connect a Time node and it should let your shader work without triggering an infinite loop during bake.

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