Search Issue Tracker
By Design
Votes
0
Found in [Package]
10.2.0
Issue ID
1297323
Regression
No
[ShaderGraph] Lightmap texels are improperly invalidated when using custom Shader Graph materials
Steps to reproduce:
1. Download and open the attached project
2. Open GITest scene
3. Navigate to the Lighting window and click on Generate Lighting
4. Notice, how black shadows are bleeding underneath the blocks using custom ShaderGraph materials
Notes:
- Affects both CPU and GPU PLM
- URP lit shader is not affected
- Use the Texel Validity view to verify the issue
Doc ticket: https://unity3d.atlassian.net/browse/DOC-2828
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Multiple errors are thrown in the console while using perforce when moving an asset using shortcuts
- PlayerPropertiesChanged event fires before Player Properties are applied
- Opening Media Pop-out in “Before You Start” Tutorial throws “Styles” and “Styles_Dark” messages in the Console window
- Play Mode Scenario selection/highlight is too long and out of its bounds when the Play Mode Scenario window is opened after maximizing
- Asset name is not shown in the Undo History window when a sprite is modified
Resolution Note:
The difference in lightmap baking in this case is due to the Shader Graph having alpha clipping enabled, but the standard Lit material having it disabled. Starting in Unity 2021.2 there is an "allow material override" option on the Shader Graph to make it easier to switch this from the Material inspector rather than the Graph inspector. Prior versions would need to have it switched on the Shader Graph directly.