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Question Inconsistent bounce light with ShaderGraph and Auto Lightmap UV

Discussion in 'Global Illumination' started by alexvector, May 29, 2020.

  1. alexvector

    alexvector

    Joined:
    Oct 9, 2019
    Posts:
    26
    Hello,

    We have an issue with the intensity of the bounce light when using a shader graph material on a mesh with auto generated lightmap UV. The bounced light from the material with the shadergraph appears darker compared to using URP/Lit.

    upload_2020-5-29_13-48-25.png

    In the image above, I have created walls from blocks with alternating URP/Lit and ShaderGraph materials. The bottom most wall shows the issue where the bounced light is inconsistent. The wall just above is correct, it has the same alternating materials but uses custom lightmap UV instead.

    That is the weird part, the bad behavior seems to happen only with the combination of AutoUV and ShaderGraph.

    I have attached a package that shows the issue.

    It really affects the lighting in some areas where most of the light comes from bounced light.

    Anybody else saw this? Is this a known issue?
    Thanks
     

    Attached Files:

  2. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    This looks like a bug. Could you please report it so that we could investigate? Thanks.
     
  3. alexvector

    alexvector

    Joined:
    Oct 9, 2019
    Posts:
    26
  4. kristijonas_unity

    kristijonas_unity

    Unity Technologies

    Joined:
    Feb 8, 2018
    Posts:
    1,080
    I have poked the Shader Graph team about this issue. We'll see how it goes.