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By Design

Votes

0

Found in

6000.2.0a8

Issue ID

UUM-100938

Regression

No

VFX Outputs do not account for Lightmap Scaling and Lightmap Resolution settings when using SG BakedGI node

-

Steps to reproduce:

  1. Open the attached project
  2. Open Example Scene
  3. Issue 1: VFX Outputs visually differ from GameObject even though the same shader is applied to both of them
  4. Open Lighting window in Window > Rendering > Lighting
  5. Open Scene tab within Lighting window and set Lightmap Resolution to 4 or 6
  6. Clear baked data and Bake Lighting again
  7. Issue 2: Observe discrepancy between GameObjects and VFX Objects
  8. Open Lit Mat ShaderGraph
  9. Disable 'Apply Lightmap Scaling' in BakedGI node
  10. Issue 3: Observe discrepancy between GameObjects and VFX Objects

Actual results: VFX Outputs do not account for Lightmap Scaling and Lightmap Resolution settings and visually differ from regular gameobjects that contain the same material

Expected results: VFX account for Lightmap Scaling, Lightmap Resolution and look visually the same as regular GameObjects

Reproducible with versions: 6000.2.0a8

Not reproducible with versions: n/a

Can’t test with versions: n/a

Tested on (OS): macOS

Notes:

  •  
  1. Resolution Note:

    In the reproduction scene, GameObjects are using Lightmaps for baked lighting, whereas VFXs cannot, by design have lightmaps. For this reason, the Apply Lightmap scale/resolution settings are not applicable for VFX (or for objects that do not rely on light maps).
    Note : when changing the GameObjects to rely on light probes, we get a more similar look. There will be slight differences because the position from which the light probes are sampled is the origin of the VFX, not the position of each individual output. You can modify the Anchor Override in the VisualEffect>Probes>Anchor Override to modify the position from which the light probe will be sampled.

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