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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

0

Found in

2020.3

2022.1

2022.2

2022.2.0a3

Issue ID

1398889

Regression

No

Some GI draw modes aren't rendered after restarting Editor

Progressive Lightmapper

-

Steps to repro:
1. Open the attached project and SampleScene scene;
2. In the Hierarchy select Cube gameobject;
3. In the Lighting window (Window>Rendering>Lighting) press Generate Lighting button;
4. When the GI is baked in the Scene view expand the Editor draw modes dropdown and select Texel Overlap;
5. Observe that the cube is green, meaning that the Texal Validity is rendered correctly;
6. Save the scene;
7. Restart Editor;
8. Expand the Editor draw modes dropdown and select Texel Overlap;
9. Observe the Cube.

Expected result:
Cube is green.

Actual result:
Cube is black. Texel Validity is not rendered after restarting Editor. See attached video.

Workaround is to rebake GI in Editor.

Notes:
- Reproducible in Versions 2022.2.0a3, 2022.1.0b6, 2020.3.27f1;
- Reproducible on Windows;
- Reproducible in built-in RP, URP and HDRP;
- Also reproducible for UV Charts and UV Overlap draw modes.

  1. Resolution Note:

    Postponed against sprint work.

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