Search Issue Tracker
Fixed in 2019.1.X
Fixed in 2018.3.X
[PLM] No emissive GI contribution for objects using custom meta pass lighting shaders
Steps to repro:
1. Open the attached project and 'cube' scene;
2. Observe that cubes using custom emissive meta pass shaders contribute emissive lighting to the plane;
3. In the Lighting window change Lightmapper to 'Progressive';
4. Wait until the scene re-bakes.
Cubes using custom emissive meta pass shaders contribute emissive lighting to the plane.
Cubes using custom emissive meta pass shaders don't contribute emissive lighting to the plane after changing lightmapper to PLM. See attached video.
- Reproducible in 2018.3.0a3, 2018.2.0b11, 2018.1.6f1;
- Reproducible on Windows 10;
- Reproducible only for PLM; not reproducible for Enlighten.
It is part bug, part authoring error, as the material is set up to do realtime GI emission:
Adding this in the PropertyBlockTest.cs script:
print("Material.globalIlluminationFlags: " + rendererTest.sharedMaterial.globalIlluminationFlags);
results in `Material.globalIlluminationFlags: RealtimeEmissive`
Adding this line, will make it bake correctly with the progressive lightmapper:
rendererTest.sharedMaterial.globalIlluminationFlags |= MaterialGlobalIlluminationFlags.BakedEmissive;
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Standard Unity Materials and Shaders become corrupted after importing specific Asset Packages
- [Linux][OpenGL][Vulkan] Draw calls are not shown in the Event List when taking a capture of a frame with RenderDoc
- Inaccurate collision detections when Rigidbody Collision Detection is set to "Continuous" or "Continuous Dynamic"
- Crash on Object::IncrementPersistentDirtyIndex when upgrading project version
- [iOS] Multiple Xcode project instances created before opens up when performing Build and Run for iOS Platform