Search Issue Tracker
Fixed in 2019.2.X
Fixed in 2018.3.X, 2019.1.X
Votes
0
Found in
2018.3.0a1
2018.3.3f1
2019.1.0a1
2019.2.0a1
Issue ID
1122595
Regression
No
No indirect light baked on Progressive CPU when setting bounce value to 3 at the start
Steps to reproduce:
1. Open attached project "case_1122595"
2. Make sure that Lighting window-> Lightmapping Setting-> Bounces value is set to 3 or None
3. Generate Lighting
Expected results: Light is Baked with normal shadows
Actual results: When the Light is Baked shadows become darker
Reproducible with: 2018.3.3f1, 2019.1.0b2, 2019.2.0a3
Not Reproducible with: 2017.4.19f1, 2018.2.18f1
Notes: Scenes must be open at the same time, one as single and others as addictive. Also, this bug occurs only when Lightmapper is set to Progressive CPU. If Lighting is baked on any other Bounces value and then baked again on Bounces value 3, the bug will not occur.
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
Resolution Note (fix version 2019.2):
LightmapBakeTechnique::SetBounceCount() did an early out if the value of the parameter was identical to its member m_BounceCount. However, since that member defaults to 3 this means that the first bake of a scene after opening the Editor with a bounce count of 3 never actually sets the bounce count in RLSL, leading to no GI bounces and no environment. Emission and other indirect effects were also ignored.