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I can't reproduce it currently, will report it when I could reproduce again.
I can confirm this issue still exist on 2023.2.15f1.
It works, you save me the day! I found this option is active by default on 2023 but not in 2022.
No, set fragment density map in native rendering plugin also doesn't work, so there is no way to do this in custom RT now.
Also want to know it, can't find any options to strip GPU-only assets.
The baking system is a mess I think, there are many strange design and I already posted some threads here. I do made some suggestions in roadmap...
So you mean the baked light act as a realtime light before the first baking and doesn't need any warning on inspector?
The consistency is very important, in fact, there is a notice in documentation: Note that if you disable Baked Global Illumination in your Scene,...
I think simpily place a realtime light to see the preview will do the work. Also if I already baked the light, then changing instensity won't do...
I don't think realtime light could act as same as the baked light, not only the baked light will reflect many times depends on the lighting...
That's the first time I know it, I just think bake light only take effect for baking progress and won't be realtime at anytime.
[ATTACH] See screenshort above. I have two light, one for realtime and one for baked, then I see the baked light is also treated as realtime...
Thanks for this clear explanation. One last thing is I use single since loading rather than additive scene loading, the problem also happens....
I don't see any warning in 2022.3.10f1, so this feature and default LDA is introduced in newer version?
I found Fixed-Foveated Rendering works well when I don't use any render feature or post process. But if I add any pass requires rendering into a...
I mean if I create a new scene, then the generate button is disabled since no Lighting Settings Asset was set for this scene, so the default...
Thanks the reply! If I understand it correctly, I need bake lighting data for all scenes since the environment lighting is enable in editor mode...
I'm using 2022.3.10f1 and URP 14.0.8. I have two scene, A and B, both don't use lighting data asset and no lightmap used, they have the same...
I'm facing the same problem on 2022.3.10f1. But my problem is even if I load Scene B from A and they have the same lighting settings, the...
Same to me on windows for 2021.3.6.