Search Issue Tracker
Fixed in 5.6.0
Votes
0
Found in
5.6.0b7
Issue ID
882363
Regression
Yes
[Mobile][SceneView] Baked lighting with GI disabled are causing incorrect shader behaviour
In editor, standard shader and mobile shaders can render incorrect preview results when the platform is switched to iOS or Android. When deployed to platform, it works as expected.
Reproduction steps:
1. Create new project
2. Add Cube and Plane to scene
3. Set Cube and Plane to "Static"
4. Set "Directional light" Mode to Baked
5. Create two materials
6. Set materials' shaders to "Mobile/Unlit (Supports Lightmap)"
7. Add some texture to materials
8. Attach materials to Cube and Plane
9. Open "Lighting" window
10. Disable "Realtime Global Illumination"
11. Disable "Auto Generate"
12. Save scene and Generate Lighting
13. Switch to iOS or Android platform
14. Notice that lighting is misbehaving
Expected results: Identical results on mobile and standalone platforms
Actual results: Mobile platforms show incorrect lighting
Reproduced on versions: Unity 5.6.0b3, 5.6.0b7, 5.6.0b10, 2017.1.0a1
Did not reproduce on 5.5 and 5.4 versions
Comments (1)
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
- 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
Ka-Dmiy
Mar 17, 2017 07:11
v 5.5.2 same issue