Search Issue Tracker
By Design
Votes
1
Found in
5.6.0f2
Issue ID
893960
Regression
No
[PVR] Baked direct light shadows do not get blurred correctly across UV charts
Baked direct light shadows do not get blurred correctly across UV charts (Direct filtering)
2. How we can reproduce it using the example you attached
1. Open the attached project
2. Open the scene 's6 - no direct filtering across uv charts'
3. Let auto bake the scene (progressive lightmapper) or manual bake
4. In the lighting window under Filtering, increase/decrease Direct Radius
5. Observe baked shadows does not get blurred across uv charts for some tiles along edges
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment