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Self-Shadowing on LightProbe-lit objects

Discussion in 'General Graphics' started by painofangelsf, Apr 20, 2015.

  1. painofangelsf

    painofangelsf

    Joined:
    Jan 23, 2015
    Posts:
    7
    In Unity 4, objects lit by LightProbes were also able to receive real-time shadows from itself or other objects.
    In Unity 5, however, enabling "UseLightProbes" on a renderer automatically disables all shadow-receiving features of the material.
    Does anyone know how to work around this issue? Is this by design or should I file a bug report?
     
  2. Zomby138

    Zomby138

    Joined:
    Nov 3, 2009
    Posts:
    659
    Still works for me in Unity 5. Are you using deferred rendering?
     
  3. Findus

    Findus

    Joined:
    Jun 23, 2012
    Posts:
    111
    Only realtime lights do cast shadows on lightprobe-lit meshes and there is no thing like dual lightsmaps in Unity 5.
    You'll have to work around it with dublicated lightsources.