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By Design
Votes
0
Found in
6000.0.15f1
Issue ID
UUM-78019
Regression
Yes
Texture type of the Lightmaps is set incorrectly when the lighting is baked
How to reproduce:
1. Open the attached “LightmapDifference“ project
2. Open the “SampleScene”
3. Open the Lighting window (Window → Rendering → Lighting)
4. Press the arrow button near the Generate Lighting button and select "Clear Baked Data"
5. Click on the Generate Lighting button
6. Click on any generated Lightmap in the “SampleScene” folder (Assets → Scenes → SampleScene)
7. Observe its Texture Type in the Inspector window
Expected result: Texture type of the generated Lightmap is set to either “Lightmap” or “Directional Lightmap”
Actual result: Texture type is set to “Default”
Reproducible in: 6000.0.11f1, 6000.0.15f1
Not reproducible in: 2021.3.42f1, 2022.3.42f1, 6000.0.10f1
Reproducible on: Windows 10, Windows 11 (user’s)
Not reproducible on: no other environment tested
Workaround: Deleting the “Presets” folder solves the issue
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Resolution Note:
Historically, texture presets have not been applied to lightmaps even though lightmaps are textures. A user reported this and after discussing the issue internally we decided that this was a real bug, so we fixed it in 6000.0.11f1.
This means that projects which have TextureImporter presets configured in PresetManager without a filter, will now have these presets applied to their generated lightmaps (because they are textures). The attached test repro falls into this category: The presets are applied to the generated lightmaps and this explains why type is set to Default.
If you do not want a particular preset to apply to lightmaps, you can use Preset Manager's Filter column to control which presets are applied to what.
This issue has recently been discussed on our forums as well: https://discussions.unity.com/t/significant-urp-lightmapping-apv-discrepancy-between-6000-0-11f1-vs-6000-0-3f1/1487591/13.