Search Issue Tracker
By Design
Votes
0
Found in
5.4.0b8
Issue ID
776012
Regression
No
[ReflectionProbes] When blending, probe with higher importance doesn't override the result
http://docs.unity3d.com/Manual/UsingReflectionProbes.html
Blending section mentions "When one probe involved in the blend has a higher Importance value than another, the more important probe overrides the other in the usual way.", but it doesn't happen
To reproduce:
1. Open attached project
2. Open scene 1
3. Increase importance of one of the reflection probes
4. Notice that the sphere between them, still uses both equally
By design:
Reflection probe boundaries weren't overlapping
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android][GameActivity] APK built with Development Build enabled gets flagged as having Malware
- Default name of manually created Global Light 2D GameObject differs from the one included in the initial project Scene
- Option for "Acceleration Structure Build Flags" cannot be toggled when Lightmaps have been Generated for a Mesh Renderer
- Lights in Batch keep resetting to 0 in the Light Batching Debugger when a new GameObject is created and the mouse cursor is hovered over the Inspector window
- [macOS] Rendering Debugger Volume's "Component" dropdown is opened with a big offset when "Component" field is set to any "Sample Scene"
Add comment