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Fixed

Fixed in 6000.2.9f1, 6000.3.0b6, 6000.4.0a2

Votes

10

Found in

6000.0.36f1

6000.1.0b4

6000.2.0a1

6000.3.0a1

6000.4.0a1

7000.0.0a17

Issue ID

UUM-96043

Regression

No

"Non finite value in Temp/LightBakerOutput/lightmapRequest0/*.r2d." errors are thrown when baking a Lightmap

-

Reproduction steps:
1. Open the attached “IN-89617” project
2. Open the “Scenes/Tutorial” Scene
3. Open the Lighting window (Window > Rendering > Lighting)
4. Press the “Generate Lighting”
5. Observe the Console window

Expected result: No errors are printed
Actual result: “Non finite value in Temp/LightBakerOutput/lightmapRequest0/*.r2d.” errors are printed out

Reproducible with: 6000.0.36f1, 6000.1.0b4, 6000.2.0a1
Couldn’t test with: 2022.3.56f1 - Custom packages throw errors

Reproducible on: Windows 10, macOS (user)
Not reproducible on: No other environments tested

Comments (4)

  1. Why485

    Sep 27, 2025 17:12

    Hello, I've run into this issue too, most easily visible when you look at the debug probes with the Adapative Probe Volume. It seems to be related to rotating a Skybox material. I'm using the 6 sided Skybox material, and I can trigger this bug by setting the Rotation on the Skybox material to anything other than 0.

    I was able to work around this bug by setting the skybox rotation in the material back to 0.

    So it seems another way to reproduce this is
    1. Set up adaptive probe volumes
    2. Put some geometry around the level so it has something to work with
    3. Create a 6 sided Skybox material
    4. Bake all the lighting (this works as expected)
    5. Observe the adaptive probes look correct when viewed with the debugs
    6. In the 6 sided Skybox material, set the rotation to anything other than zero
    7. Bake all the lighting (the non-finite errors start to get thrown)
    8 Adaptive probes now have overblown and strange lighting

  2. unity_3uRNO0H9Kz_mIA

    Jul 22, 2025 09:38

    I had this issue too. For me it turned out to be the Adaptive Probe Volume didn't like the exposure values from the skybox. In Lighting > Environment I had Environment Lighting > Source set to Skybox and set the Intensity Multiplier to 2. Defaulting it to 1 and making the sure the Skybox material didn't have too much exposure seemed to have solved the problem.
    I could see the issue in realtime by looking at APVs probes (enabled preview with the Rendering Debugger). The faulty probes looked really strange, with sharp colors in cyan, red, white and black instead of the grey with the soft light from the surrounding.

  3. Etienne-FR

    May 05, 2025 09:28

    Same problem here, any update?

  4. bcreusot

    Mar 28, 2025 10:56

    I have the same issue and I think it interrupts the baking generating weird artefact on my tree (prefab added with Unity base terrain, there leaves moves with a deformation shader made using an old Unity Youtube tutorial on wind).
    My trees look blue and red (red on the right side, blue left side)

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