Can you check if it looks OK in Full Lighting? And if it's the cause, can you try the latest patch?Ĭlick to expand.I believe so, yes. There was possibly some bug with the subtractive mode before. would be cool if you could send me some simple test project with these trees + terrain. Terrain trees don't receive lightmaps on their own (Unity doesn't support it, terrain trees are instantiated on the fly), but do affect shadows/GI of the scene around them.Ĭan you show the final baked images of Bakery vs Unity results? Maybe Bakery picks up the wrong LOD as a shadowcaster or something? But if the objects' vertex shader is doing something unusual, it won't work in this mode. "Show checker" mode just overrides scene view shaders. There is no manual way to control lightmap order at the moment. What if you have multiple lightmaps for the active scene?. You can bake on a remote server machine (not parallelize to multiple machines though): Ĭan you check if it happens with the latest patch?Īdditionally, there is a "removeDuplicateLightmaps" in ftRenderLightmap.cs, can you try setting it to true and rebaking? I don't remember exactly why I decided to turn it off. Wild guess: did you enable "tangent-space SH" on your skylight? these two objects, the light and the surrounding walls only) to test?īTW, the object on the left "isn't being affected by light probes" - what lighting does it use then? It doesn't seem to be lightmapped either, as there is no shadow beneath. Possibly the light probe itself is somewhere inside/below some object where it is dark? Can you send me a little test package (e.g. Make sure to match your baked directional light intensity to the real-time one as well. It's because of HDRP's sky/camera exposure: Įither reduce it in HDRP or use a matching bright skylight in Bakery: What is the difference between SH and SH Mono? It looks like Mono makes less lightmaps, but is the quality the same? They are part of the prefabs and use the custom mode so they use a common cubemap.Īre these known issues or is there a way to work around them? I should note that I am not building the reflection maps independently for each scene. Specifically, the specular highlights / reflections in the bottles are different. They difference is subtle, but I wouldn't expect any difference at all. I attached two screenshots to show what I mean. The only way I am able to fix it is to delete all the baked prefabs from the scene and re-add them, which seems like a terrible workflow.ģ) If I bake the prefabs and then create a new scene and add them, they looks slightly different. How can I build the second scene without building all duplicate, unused lightmaps into the scenes folder?Ģ) If I add the prefabs to the second scene and need rebuild the lightmaps for them, I open my original prefabs and do a full rebuild, but then when I go back to the second scene all the prefabs are black. This makes my use of prefabs pointless as the goal was to reduce the build size. Checking the lightmap references, the prefabs in both scene one and scene two are now referencing the newly built textures in scene two's folder. I unchecked the "build prefab" option on the behavior of all the prefabs and it still built lightmaps in the new scene's folder. I am experiencing a few issues.ġ) The second scene has other geometry which is not part of the prefabs and when I build the scene it still seems to build all the lightmaps for the prefabs. Hey, is there currently any known bugs with baking prefabs? I followed the steps in the documentation and it seemed to work, until I tried to use those prefabs in another scene.
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