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Fixed in 5.3.0
Votes
143
Found in
5.0.0f1
Issue ID
672202
Regression
No
Objects lit by light probes appear brighter than static objects with same material in gamma mode
Reproduction steps:
1. Open the attached project "case_672202"
2. Open Scene2 and wait for the the lighting to be built
3. Notice that one cube is significantly brighter, it is using light probes
4. The other cube is darker it is static
5. The only difference between these cubes is that one is static and the other one is not, they use the same material.
I believe that both cubes should be lit similarly.
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Ximo Catala
Aug 27, 2015 14:46
So, KEngelstoft... any news regarding this serious issue?
omegallah
Aug 27, 2015 00:40
Here was my workaround.
Create an empty game object in each scene, and put this script on it:
http://pastebin.com/38Q3hqac
At run-time it will just scale the probes down to a sane amount. It runs unnoticeable quick on every android I've tested with. It's still not the Ideal solution, but it works for us for now.
For the editor, you'd need an editor script to do it once, otherwise you need to reload the scene, or rebake after pressing play once.
PaulFGOL
Aug 26, 2015 10:33
Well thanks once again Unity.
Our tech director found a way around this.
We are a large, successful mobile studio, and will actively be looking for an alternative to Unity for future projects.
We will be reviewing our options, because of your general incompetence in implementation
and disinterest with fundamental problems of your lighting system, among many
other issues in Unity 5.
This is truly the worst release ever.
People are paying for this engine and trying to ship projects, and through a combination
arrogance and plain apathy, you will probably end up going the way of the Flash dinosaur at this rate, when people drop your engine in favour of the next big thing.
SHoe
Aug 25, 2015 02:56
I think we need more votes. Please vote people!
SHoe
Aug 20, 2015 15:14
I don't see it anywhere in the roadmap, guess we are screwed!
Stephen-MF
Aug 12, 2015 08:13
Maybe we can get an answer on where on the road map this is assigned to?
http://unity3d.com/unity/roadmap/
fixgames
Jul 30, 2015 02:13
6-7 ã…¡months since it was reported, and how many versions/patches? Do I seriously have to modify all shaders that use lightprobes and hack it as a temporary fix? Please give us a report on if this is even getting fixed at all or not.
samuelk
Jul 18, 2015 07:00
Would be nice to get the proper fix for this finally. A workaround that works for me, is to create a shader that has a 0.625 multiplier (1.6 gamma) to the final albedo , but obviously this is not ideal.
Shardlow
Jul 14, 2015 12:03
same problem here with our project. Could really do with an update as to when this will be fixed.
vfxStu
Jul 11, 2015 11:21
Yep, huge problem on my project too. Come on dev's - let us know a timeframe for a fix. We've got to make a call on whether to drop this whole broken lighting technique or hold out for the fix.
PS: turned off all directional lights, and I still get the problem. Definitely happening with spotlights in my scene.