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DirectX 11 + Android + Lightmapping overexposed

Discussion in 'General Graphics' started by sfaok, Aug 26, 2015.

  1. sfaok

    sfaok

    Joined:
    Nov 27, 2012
    Posts:
    23
    I've struggled with this bug in Unity 4 for a long time but I'm surprised it hasn't been fixed. I've recently needed to work in Direct X11 mode (for Gear VR support on the Oculus 0.6.1.0 SDK) so the old workaround isn't possible anymore.

    Basically when working on an Android project in Unity (Direct X11 mode) the lightmaps are incredibly overexposed (pretty much a white out). The general solution to this is to go to player settings for the PC platform and disable Direct X11, but as I mentioned this is no longer an option for me because the Oculus mobile SDK will only allow for headtracking etc. in Direct X11 mode.

    Anyone know of a solution to the lightmap overexposure issue that doesn't require running in Direct X 9 mode?
     
  2. sfaok

    sfaok

    Joined:
    Nov 27, 2012
    Posts:
    23
    Updated to latest Unity 4.6.9p1, still the same - overexposed light maps when running Android project in Direct X11. Here's an image example: