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normal light leak

Discussion in 'Global Illumination' started by lGillot, Jan 25, 2020.

  1. lGillot

    lGillot

    Joined:
    Apr 11, 2013
    Posts:
    16
    Hi everyone,
    Honestly I don't really know where my pb comes from. But as it appears when baking lights, I thought I should post my question here.

    So here it is:
    upload_2020-1-25_15-30-6.png

    As you can guess. The lighter parts are not desired.
    It looks like my lightmaps are correct:
    upload_2020-1-25_15-31-16.png

    And if I delete the normal map in my material, thoses "leaks" disappear.

    The lights coming from the left is a spotlight in mixed mode. The light mode is in shadow mask. I'm using the hdrp in 2019.2.


    I'm reallly not a pro with light baking. I may have missed something really simple. Or it's a bug of hdrp lit shader.
     
  2. lGillot

    lGillot

    Joined:
    Apr 11, 2013
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    I've made some more tests. And I feel more and more lost about how shadow mask work.
    Thoses assets are completely black on the shadow mask map. But mixed lights still affect (badly) their lighting. Does it make sense ?
     
  3. JenniferNordwall

    JenniferNordwall

    Unity Technologies

    Joined:
    Sep 19, 2016
    Posts:
    160
    Can you post a screenshot of your settings for the scene, lights, object and material? Thank you :)
     
  4. lGillot

    lGillot

    Joined:
    Apr 11, 2013
    Posts:
    16
    Hi,
    here are the lighting settings:
    upload_2020-1-27_18-15-34.png


    the light:
    upload_2020-1-27_18-16-22.png

    I've tried with a directional and I get the same result.

    objects are statics (everything) with hdrp/lit materials

    thank you
     
  5. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,756
    How does the normal map look?

    Post the material settings as well. It looks like really strong and smooth specularity to me. What happens if you reduce smoothness?
     
  6. lGillot

    lGillot

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    Apr 11, 2013
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    This appears on most of my rocks. Some materials have triplanar mapping, most are dead simple. I'm using simple normal maps in tangent space though, should i use object space ?

    But yeah, it always comes from the normal map. If i remove it, everythings fine.
     
  7. Bordeaux_Fox

    Bordeaux_Fox

    Joined:
    Nov 14, 2018
    Posts:
    589
    I read a Unity blog post about normal textures and triplanar mapping. You may read that because that could be an issue.
    It was just posted some weeks ago.
     
  8. lGillot

    lGillot

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    Apr 11, 2013
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    I think I see what article you're talking about. But it's not only happening on materials with triplanar mapping.
    And I don't know if it is relevant but it is dependant of the view angle. It pops on and off when I tilt the view.
     
  9. lGillot

    lGillot

    Joined:
    Apr 11, 2013
    Posts:
    16
    And I should add that I have absolutely no issue in "distance shadow mask".