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Fixed in Unity 2017.3.0f3

Votes

0

Found in

2017.1.0f3

Issue ID

949574

Regression

Yes

[PLM] Progressive Lightmapper crashes with transparent shader (render queue = 3000)

Global Illumination

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Priority: 2Necessary for shipping a final release

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Severity: 1Crash, freeze, data loss, work stops

Steps for reproduction:
1) Download project `AreaLightCrash` below
2) Open the scene `Skybox`
3) Generate the lighting
4) Observe the crash

Notes:
- Issue became noticeable when new light modes feature for Progressive Lightmapper is merged (introduced in 2017.3.0a5)
- Before 2017.3.0a5, editor didn't crash but baking process used to get stall for awhile but it always managed to finish baking successfully
- Re-authoring normals of the mesh in a DCC package resolves the issue
- Re-calculating the normals in Unity editor and changing `pushoff` parameter of the custom lightmap parameter resolves the issue (no more crash)
- Crash doesn't occur when standard shader is assigned to GameObject called "NightRoom_Skybox"
- Crash doesn't occur when another type of light is used in place of area light
- Crash only occurs when `Lightmap Resolution` is equal or higher than 19
- Crash is not related to `View Prioritization`, issue occurs regardless of this option
- Crash occurs regardless of supersampling
- Issue is not related to directional lightmaps
- Issue is not related to backface tolerance

- Workaround solution is to change the render queue of a transparent shader from 3000 to another value

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