Search Issue Tracker
Fixed in 5.5.0
Votes
0
Found in
5.3.0f4
Issue ID
752757
Regression
No
Skinned mesh w/ blend shapes and large scale doesn't receive correct lighting values from Point Light
Steps to reproduce:
1. Download attached project "Game.zip"
2. Open scene "level 0"
3. Select Point Light and change its range. Notice that if range below 43, the door is black, if it is above 44 the door is lit (values are approximation, the issue is sudden jump in lighting) (see https://gyazo.com/b806d6e88c55deec890cc5a68f581b9f)
Expected behavior: The door gets lit exactly like every other element in the scene - gradually
Note: Seems to happen only to elements with Skinned Mesh Renderer, that have blend shapes and large scale
Reproducible on Windows 10 with:
Unity 5.1.4f1, 5.2.4f1, 5.3.0p1, 5.4.0a6
Comments (1)
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
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
- Scene view has Y coordinates of the Screen Position node flipped when some of the URP features are disabled
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
ArachnidAnimal
Oct 11, 2016 23:21
This bug report says fixed in Unity 5.5.0.
But the release notes for 5.4.0 say 5.4.0 fixes this issue
[752757] Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly.
Does anyone know if this was fixed in Unity 5.4.0?