Search Issue Tracker
By Design
Votes
0
Found in
2017.4.0f1
2018.3.0a1
2019.1.0a1
2019.1.5f1
2019.2.0a1
2019.3.0a1
Issue ID
1161942
Regression
No
Realtime direct contribution is missing when using mixed lights in subtractive lighting mode
How to reproduce:
1. Open the attached project ("MixedLightBug")
2. Click on Directional Light in Hierarchy
3. Change the Shadow Type to Soft Shadows
Notes:
Expected result: realtime direct specular is visible on the sphere
Actual result: direct lighting is baked into the sphere
Reproducible with: 2017.4.29f1, 2018.4.2f1, 2019.1.7f1, 2019.2.0b6, 2019.3.0a6
- Affects all lights (point, spot, and directional)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on memcpy when opening a project that loads TSS files
- Multiple errors appear when compiling a ShaderGraph shader's code in a specific project
- TextMeshPro memory leak occurs when reloading the scene using Addressables
- Vector3 node has no X, Y, Z outputs when adding Vector3 node in the Visual Effect Graph
- [Android] Error "Blitter is already initialized" is present when Adaptive Probe Volumes are used with OpenGLES3
Resolution Note (2019.3.X):
By design : No shadow casting mixed lights in substractive or shadowmask fallback to realtime lights.
Details:
mixed mode (substractive and shadowmask) make no sense for no shadow casting light as the whole point of these mode is to handle shadowing. Thus those lights need to fallback to either fully baked or realtime.
As specular have a huge quality impact on final rendering and realtime lights without shadow are not very expensive it was decided that this would be the fallback. However one can still force the light to be a fully baked light without shadow by selecting this mode explicitely.