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I am experiencing a really odd issue where there is a patch of the world where my light probes are black. The Probes on either side of the area...
Just as an addition to the weirdness, I am seeing a huge spike when turning the view, and it appears related to ParticleSystemPrewarm. None of my...
Going to continue this in case anyone is interested. I verified that this WAS the cause by making an alternate version of the standard shader that...
Also I submitted a bug on this: https://fogbugz.unity3d.com/default.asp?763736_153bk3osbmfqdhbl
I am finding that the shadows from my directional light are DARKENING my baked lightmaps, rather than the light just not applying in the shadows....
Still hoping someone who knows how this all works will chime in, but I am guessing the problem lies somewhere in here in...
Some more info here, somehow, the shadows appear to be applied ON TOP OF the baked lighting, so it is present, but the shadows are multiplying it...
EDIT: See follow up post for what appears to be happening, I would love anyone's ideas or help with this. I have a custom lighting model that...
I filed a bug on this issue, can be seen here https://fogbugz.unity3d.com/default.asp?760218_kjl5k60hme9uqdj6
I am seeing this behavior in Unity 4.7, is this still an outstanding issue? I find it happens when using "Best Fit"
@KEngelstoft currently there seems to be a bug that it will ALSO bake its direct contribution so that the light ends up applying twice, any...
I am trying to get my surface shader to emit in the static lightmaps in the scene, but I can't find any info on how you do this. It looks like it...
Hmm, no, not exactly, I DO see information in the Baked Intensity tab, just nothing in the "charting" tab. I don;t know if that is because I have...
@KEngelstoft I don't see any "chart" for my objects when I look in the lighting panel. The charts are blank, does realtime GI need to be turned...
Sorry, mixed , based on the description, that lightmap data is baked into static lightmapped objects, and applied dynamically to dynamic objects....
No, I don't think it is that complicated, a realtime light with precompute off should just apply the light at runtime rendering. GI is not a...
Actually, when I say realtime in a baked scene, what I mean is, I want NO baked contribution from this light, it should only be applied in...
So it is intended behavior that a realtime light has its direct light contribution baked into the lightmaps when only using baked GI? In other...
I really don't want to waste any CPU cycles on something that I am not using at all. It also means I have to make sure all my dynamic lights that...
Just saying that my scene that baked fine in 5.2 is also stalling on baking indirect in 5.3, stuck for 24 hours at 100% CPU.