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Votes

1

Found in

2018.4

2019.2

2019.3

2019.3.0f3

2020.1

Issue ID

1209676

Regression

No

Material's emission is not passed through transparent GameObject when 'Contribute Global Illumination' is enabled

Progressive Lightmapper

-

Material's emission is not passed through transparent GameObject when 'Contribute Global Illumination' is enabled and lighting is baked

How to reproduce;
1. Open the user's attached 'Tinted Glass.zip' project
2. Open 'SampleScene' Scene
3. Notice that 'Emissive' GameObject's material has Emission property Enabled
4. Notice that 'Window' GameObject's material is semi-transparent and Contribute Global Illumination is enabled
5. Select Window -> Rendering -> Lighting Settings -> Generate Lighting

Expected result: 'Emissive' GameObject's emission is passed through 'Window' GameObject and enlights 'Room' GameObject
Actual result: 'Emissive' GameObject's emission is not passed through 'Window' GameObject and 'Room' GameObject is completely black

Reproducible with: 2018.4.15f1, 2019.2.18f1, 2019.3.0f6, 2020.1.0a19
Couldn't test: 2017.4.36f1 because Scene View and Game View are black

Notes:
- Video of reproduction attached in Edit
- Reproducible with the built-in pipeline, URP; Not reproducible with HDRP
- Only Reproducible if 'Window' GameObject has Contribute Global Illumination property enabled
- Reproducible when Baked Data and GI Cache is cleared
- Reproducible with GPU and CPU Lightmappers
- Error is printed to the Console during bake: '[PathTracer] InitializeLightmapData job with hash: 81c6a421a3f6ccb72f16ea83d8108fa3 failed with exit code 2' (with CPU Lightmapper)
- Reproducible on Windows and macOS
- Reproducible with Metal, DirectX 11, OpenGLES2, Vulkan graphics API

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