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Duplicate

Votes

2

Found in

5.6.1p2

Issue ID

925434

Regression

Yes

Mixed lighting does not differentiate between static and non-static objects in playmode

Shadows/Lights

-

Steps to reproduce:
1. Download and open the attached object
Optional: clear and build lighting data
2. Enter Playmode
3. Observe Object lighting

Expected result: gameobjects are lit fairly even (2 objects static, 1 dynamic)
Actual result: either no dynamic objects are lit, or baked objects are over-saturated

Reproduced on 5.6.0b2 5.6.2p1, 2017.1.0f1, 2017.2.0b1
Not reproduced on 5.5.4p1, 5.6.0b1
Regression introduced in 5.6.0b2

Comments (1)

  1. brinca

    Jul 01, 2017 15:06

    My use case is baking light into prefabs, which I do using an editor script to pack all light related data (maps, scene environment, light data, etc), and unpack it in realtime using another script.

    This works wonderfully in 5.5, but because in 5.6 Light.bakedIndex is deprecated, I cannot control whether a specific object is already lightmapped, therefore causing overexposure when placing the light baked prefab into a new scene with dynamic lights.

    A straightforward solution would be to make sure that objects that have their Renderer.lightmapIndex set to anything other than -1 will not be lit by mixed/dynamic lights (perhaps the original intended behaviour?).

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