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Fixed in 5.4.0



Found in


Issue ID




[Transparency] Transparent shadow caster with baked lightmaps ignore tiling value

Global Illumination


To reproduce:
1) Create new project
2) Create material in project view
3) Change Rendering mode to "Cutout" or "Transparent"
4) Add a texture to Diffuse slot(Default-Particle Texture2D works perfectly)
5) Create plane and cube, pull out cube a bit and make sure it throws good shadow(should be okay in default settings)
6) Add material to cube, notice the shadow changes
7) Change material's tiling to something noticeable like 10x1, notice that the shadow remains same as 1x1

Note: Only happens when light is baked

Comments (1)

  1. munkyfunmatt

    Feb 04, 2015 22:08

    This is still an issue in 5.0.0b21 :C

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