Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Lightmaps blowing out

Discussion in 'Unity 5 Pre-order Beta' started by erazerhead, Nov 25, 2014.

  1. erazerhead

    erazerhead

    Joined:
    Nov 7, 2014
    Posts:
    7
    Im having some nagging problems with lightmaps blowing out in my project.

    The lightmaps look good when its finished baking, but if i turn off "continous baking" after its baked and then press play, or restart unity, everything gets completely blown out and way too bright.

    I attached a screenshot to show what im looking at:

    I must be doing something wrong but im kind of stuck at the moment and would be very happy for any advice how to fix it.
     

    Attached Files:

  2. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    Hi @erazerhead! Are you using the new standard shader or a legacy shader? It could be case 627694 you are hitting (legacy diffuse shader applies ambient probe twice (dynamic GI texture + ambient sh probe)).
     
    Last edited: Nov 25, 2014
  3. erazerhead

    erazerhead

    Joined:
    Nov 7, 2014
    Posts:
    7
    Hello KEnglestoft, thanks for replying!
    Im using the standard shader for everything in the scene except for the terrain, which uses a bumped/specular terrain shader.
    I tried rebuilding it from scratch, and rebaking but im still getting the same result.

    Edit: It must be a problem with my hardware because i get the same result in a fresh project with only one object in the scene. When continous is set to off the lightmap will go white when i press play:/
     

    Attached Files:

    Last edited: Nov 25, 2014
  4. kryptopath2

    kryptopath2

    Joined:
    Jul 19, 2013
    Posts:
    104
    i had the same problem yesterday. it was a scene i imported to the beta13. i changend the shader to the new standard with no luck. i will start a new project today and see if the problem is still there..
     
  5. erazerhead

    erazerhead

    Joined:
    Nov 7, 2014
    Posts:
    7
    That would be great, ive not had any luck getting around it yet. If it means anything my graphics card is a gtx 670.
     
  6. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    Hi! The bug about ambient probe getting applied twice only applies to legacy shaders. Please file a bug report with your project and post the case number here.
     
  7. Gokcan

    Gokcan

    Joined:
    Aug 15, 2013
    Posts:
    289
    I have also the same problem. I don't know exactly when it happens but sometimes my scene is completely white. When I rebake the scene, it goes away again.
     
  8. erazerhead

    erazerhead

    Joined:
    Nov 7, 2014
    Posts:
    7
    Submitted a bug report, case is 651470.
    It happens in a new project with no packages imported so I didnt include any project files.
     
  9. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    Thanks, we will investigate.
     
    Roni92 likes this.
  10. mittense

    mittense

    Joined:
    Jul 25, 2013
    Posts:
    168
    This is occurring with me too; I'm using the Mobile Shader set (mobile->diffuse, mobile->bumped specular, etc.). Is that expected?