Search Issue Tracker
By Design
Votes
0
Found in
2017.1.0f3
Issue ID
930780
Regression
No
Intensity of decoded directional lightmap vs. realtime light on a normal map do not match
Using real time lighting mode, quad with sphere normal map look the same as the sphere. Changing light angle, quad is properly updated, but using baked lighting mode with baked lighting the quad looks very different from the sphere.
To reproduce:
1. Open users attached project "NormalsTest.zip"
2. Open "Scene.unity" scene
3. Observe in the game view as quad with sphere normal map looks basically the same as the sphere it self
4. Select Directional Light from the hierarchy
5. In Mode select Baked
6. Bake the lighting
7. Observe the game window
Expected result: quad and sphere looks similar
Actual result: quad and sphere looks different as the quad does not have any shadows like the sphere has
Reproduced with: 5.5.4p2 5.6.2p4 2017.1.0f3 2017.1.0p1 2017.2.0b4 2017.3.0a1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Tile Palette selected dropdown text does not update when palette is renamed
- ArgumentException thrown and reference to Template gets unset when opening UXML file after editing referenced Template in Play mode
- [iOS][WebGL] Player freezes when multiple properties of a VisualElement are changed at the same time
- Warning 'GetControlID at event ValidateCommand returns a controlID different from the one in the Layout event' is logged when undoing the deletion of an Edited Freeform 2D Light
- ShadowCaster2D breaks on certain Rotation positions when Casting Source is set to PolygonCollider2D
Add comment