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
- Memory leak when a lot of UI elements are spawned and despawned
- Warnings are not logged in the Console window when using external code analyzers
- Errors “TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations, size 288“ appear constantly when Prefab is open
- Crash on PPtr<Shader>::operator or NullException errors spammed in console when calling Dispose() on null GraphicsBuffer with baked Reflection Probes
- “EndRenderPass: Not inside a Renderpass” and other Render Graph errors in the Player when Render Graph is enabled and Overlay UI is used
Add comment