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Mixed mode broken since 5.6 (AO)

Discussion in 'Global Illumination' started by alexr1221, Apr 29, 2017.

  1. alexr1221

    alexr1221

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    Hi,
    Enlighten and progressive are both concerned. The baked mode is still working properly.

    Before 5.6 mixed mode / 5.6 baked mode / 2017.1 baked mode
    Capture d’écran (50).png


    5.6 mixed mode / 2017.1 mixed mode
    Capture d’écran (49).png

    Edit to be more clear:

    When the light is set to baked:
    View attachment 230341

    When the light is set to mixed:
    View attachment 230340

    - When a light is set to baked mode, the ambiant occlusion part is well done. The narrow parts of the static objects are well darkened but as it is set to baked mode, the dynamic objects are not enlightened (which is normal).

    - When a light is set to mixed mode, the ambiant occlusion part is weirdly done. The narrow parts of the static objects are enlightened instead of being darkened (which is the problem), and the dynamic objects are now enlighten (which is normal).
     
    Last edited: Nov 5, 2017
  2. hippocoder

    hippocoder

    Digital Ape Moderator

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    Hi,

    Not sure what's broken. Have you checked a new project first? it could just be your settings. Do you have a bug report number? Thanks.
     
  3. alexr1221

    alexr1221

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    Thanks for the reply. The mixed mode should include baked mode and realtime right? In my settings I enabled ambiant occlusion. The first picture shows the scene when the lighting mode of the directionnal light is set to baked. The second picture shows the scene when the lighting mode of the directionnal light is set to mixed. In the second picture, you can see that the baked part is weirdly done. Instead of darken the narrow parts, it creates a weak red light.

    I didn't test it in a new project but it surely not comes from my settings. After having installed unity 5.6, I just added a new static element to my scene and clicked on "Generate lignting" in order the rebuild the baked part. Before 5.6, everyhing was perfect with these settings.
    Regards.
     
  4. K_Andrei

    K_Andrei

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    I have similar problem. I created new scene and it appears that dynamic objects do not cast shadows when main directional light is set to "mixed" regardless of lighting settings.

    In the image below purple objects are static and grey objects are dynamic. Directional light mode is set to mix. Regardless of lighting mode dynamic objects DON'T cast shadow on other objects (both static and dynamic). Bug?

    baked light 56.png
     
  5. alexr1221

    alexr1221

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    Another example. I'm just switching the lighting mode of the light between baked and mixed:

    When the light is set to baked:
    Capture d’écran (53).png

    When the light is set to mixed:
    Capture d’écran (54).png
     
  6. minhdaubu2

    minhdaubu2

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    I got the same problem, where I can find a solution or a bug report for it?
     
  7. jmitcheson

    jmitcheson

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    Bump. Is this supposed to work?
     
  8. alexr1221

    alexr1221

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    Still not fixed. It's hard really to understand unity's strategy. They broke something something that was flawless and put a sort of beta that is not working with mixed lighting. Could unity just set back the lighting settings to the same ones as in 5.5 and care of progressive view internally?
     
  9. AcidArrow

    AcidArrow

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    @alexr1221 what are you trying to do? I read this thread a couple of times and I'm still not sure what's not working. When you switch the light from mixed to baked and vice versa, you should rebake the lighting. Are you doing that?

    Also, you say you are using mixed mode, but which mode?
     
  10. pahe

    pahe

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    Yes, mixed mode is broken (again) since 5.6. You should create a bug report with a test scene in it and upload to Unity.
     
  11. AcidArrow

    AcidArrow

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    How is it broken? What are you expecting it to do?
     
  12. jmitcheson

    jmitcheson

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    If it's broken in 5.6 but fixed in 2017, is there even any point in uploading a bug report? My understanding was that there are no longer any releases or patches for 5.6 because the development cycle has finished already. I'm not 100% sure though.
     
  13. AcidArrow

    AcidArrow

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    It's supposed to work with Enlighten in 5.6. If it's broken, that's news to me and to Unity devs themselves.

    I asked multiple times, what's broken about it? I haven't gotten an answer that is more elaborate than "it's broken".
     
  14. pahe

    pahe

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    @AcidArrow Sorry, here's the link. The problem seems to be that, if you're setting a lightmap at runtime, you can't tell lights anymore that they shouldn't light the scene again. There are some workarounds (light probes), but then we don't get any realtime shadows.

    Don't know if that has been fixed in 2017.1f3 though, but I doubt it.
     
  15. alexr1221

    alexr1221

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    Hi and thanks for the reply, here is a post that you seem to have ignored:
    In fact, I don't understand why you have understanding problems concerning this. There is nothing to understand, we just have to compare two pictures and then we realize that:

    - When a light is set to baked mode, the ambiant occlusion part is well done. The narrow parts of the static objects are well darkened but as it is set to baked mode, the dynamic objects are not enlightened (which is normal).

    - When a light is set to mixed mode, the ambiant occlusion part is weirdly done. The narrow parts of the static objects are enlightened instead of being darkened (which is the problem), and the dynamic objects are now enlighten (which is normal).

    Of course
     
    pahe likes this.
  16. RG_Keith

    RG_Keith

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    According to this post, mixed mode won't work with the progressive lightmapper until 2017.3.
     
  17. alexr1221

    alexr1221

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    Thanks for the report concerning progressive view. It was maybe a bit confusing in my first post but I am speaking of enlighten since the start.
     
  18. AcidArrow

    AcidArrow

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    Can you share that scene?

    If anything it sounds like a problem with ambient occlusion instead of a problem with mixed mode.
     
  19. AcidArrow

    AcidArrow

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    So I did some testing on my own and the only thing I could find is:

    Any kind of realtime light, does not respect the Direct Contribution AO value and hides the AO effect completely.

    Not sure if it's a bug or a design choice. In general, there is no AO when something is directly lit.

    Mixed mode is working fine though.

    Edit: Here's an image

    AO.jpg

    I'm in linear space by the way. In gamma, the baked light intensity and the realtime light intensity don't match so the images would look different. That's a whole different issue though and is not related to Mixed mode.
     
    Last edited: Jul 13, 2017
  20. alexr1221

    alexr1221

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    This problem is still there (2017.2). I came back to Unity 5.5 for a long time to get the good old lighting system hoping that it'll be fixed but it wasn't.

    "Any kind of realtime light, does not respect the Direct Contribution AO value and hides the AO effect completely." That wasn't the case before 5.6

    "Not sure if it's a bug or a design choice" I hope it's not a design choice :confused:


    I took your picture again. The red thing is what happens since 5.6. Before 5.6, the mixed mode was looking like the green thing.
     

    Attached Files:

    • AO.jpg
      AO.jpg
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    Last edited: Nov 5, 2017
  21. AcidArrow

    AcidArrow

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    Before 5.6, mixed mode was more or less broken though.
    I'm still not sure, but there's no harm in doing a bug report.
     
  22. alexr1221

    alexr1221

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    Yes, I thought creating a thread would have brought Unity empoyees and would have played the same role as a bug report but this wasn't the case. I'll create one redirecting to this thread