Search Issue Tracker
Fixed
Fixed in 2023.1.0b1
Votes
0
Found in
2023.1.0a26
Issue ID
UUM-22366
Regression
Yes
Mixed light is both baked and realtime when converted to fully baked
When investigating UUM-14672 Volumetric Fog and Dynamic Shadow disappear on a GameObject when baking a Lightmap with the GameObject disabled, then enabling the GameObject and re-baking the Lightmap - Unity JIRA (unity3d.com) we discovered a regression in 2023.1. A mixed light is both baked into the lightmap and rendering as real-time when falling back to fully baked because we are out of shadow mask channels.
How to reproduce:
1. Open the user project here
2. Open Scene “ISS_LightBakeTest“ (Assets/Scenes)
3. Bake the Lightmap (Window > Rendering > Lighting, 'Generate Lighting')
4. Activate the “TestLight” GameObject
5. Re-bake the Lightmap (Window > Rendering > Lighting, 'Generate Lighting')
Expected result: The directional light and three of the four spot lights have a channel in the shadow mask map and produce dynamic shadows. The last spot light is fully baked.
Actual result: a spot light light is both rendering as real time AND has direct lighting baked into the lightmap.
!image-2023-01-06-15-26-54-059.png!
!image-2023-01-06-15-27-51-147.png!
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Profiler - Taking you to the wrong section when using 'show'
- Draw Renderers custom pass doesn't work with SSGI
- WebCamTexture does not set the requested resolution when used in WebGL
- Editor default Stylesheet/Matching Selector buttons in Debugger don't do anything
- Graphics.DrawMeshNow stops rendering Render Texture after a few frames when viewed in the Player
Add comment