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: As you can guess. The lighter parts are not desired. It looks like my lightmaps are correct: 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.
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 ?
Hi, here are the lighting settings: the light: I've tried with a directional and I get the same result. objects are statics (everything) with hdrp/lit materials thank you
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?
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.
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.
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.