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Duplicate

Duplicate in 2019.3.X, 2020.1.X

Votes

0

Found in

2019.3.5f1

2020.1

2020.2

Issue ID

1228642

Regression

Yes

Shadow Mask's compression quality is different from the Lightmap's settings when Lighting is generated

Progressive Lightmapper

-

How to reproduce:
1. Open the attached project's "case_1228642-Project.zip" Scene labeled "test"
2. In Lighting Settings, set the Lightmap Size to 4096 (Window->Rendering->Lighting)
3. Press the "Generate Lighting" button
4. In the Project Window, open the "test" directory
5. In the "test" folder, locate the Lightmap and the Shadow Mask
6. In the Inspector, compare the Lightmap's and Shadow Mask's Compression settings

Expected result: Lightmap's and Shadow Mask's Compression quality is the same
Actual result: Shadow Mask's Compression settings are not dependant on the Lighting settings

Reproducible with: 2019.3.5f1, 2019.3.6f1, 2020.1.0b2, 2020.2.0a4
Not reproducible with: 2017.4.38f1, 2018.4.20f1, 2019.3.4f1

Workaround: Selected Shadow Mask's settings can be changed manually in the Inspector

  1. Resolution Note (2020.2.X):

    The reason why the shadowmask rendering is different from the previous version is that in the previous versions the shadowmask compression didn't work at all, as the texture was using the wrong format and as a result was always uncompressed and was rendered smoothly. This has been fixed within this case: https://issuetracker.unity3d.com/issues/selected-texture-format-argb-16-bit-is-not-valid-error-is-shown-after-manually-baking-shadowmask

    To make the rendering identical or similar to the previous versions you might either disable the lightmap compression on the lightmaps in the Lighting window, disable the compression on the certain shadowmask texture in the Texture Importer UI or switch the compression to the High Quality. 

Comments (2)

  1. Haze-Games

    Mar 25, 2020 18:38

    Additional comment: if it actually kept the current compression setting, it would be OK. What it does, is overrides the compression settings the user has already set manually in the Inspector, or the Player Settings "Encoding Quality" dropdown, and forces to "Normal Quality".

    For me, keeping the user-defined setting of "High Quality" if the user set "Encoding Quality" to "High Quality" is how it should behave in my opinion.

    Thank you.

  2. Haze-Games

    Mar 25, 2020 15:16

    I just posted a bug for this as well; I understand what you explained, but I don't believe resulting in uncompressed shadowmask textures is a good idea: build sizes and memory consumption would be huge for most projects.

    The issue is that it's set to "Normal quality" instead of "High Quality" and makes all shadowmask look ugly after bakes.

    I would imagine they should have same quality compression as selected in the Player Settings "Lightmap Encoding Quality". If a user selects High Quality, we expect all lightmap related textures to be compressed in High Quality, not "Uncompressed" nor "Normal Quality"

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