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Discussion in 'Unity 5 Pre-order Beta' started by LaneFox, Oct 28, 2014.
Can this happen, either baked or realtime?
If realtime or baked GI is enabled emissive materials* will affect the nearby geometry and will be shadowed. The shadowing from emissive materials is inherent in the solution as each output texel knows which parts of the scene it sees.
That currently happens at the precompute resolution for both realtime and baked** lightmaps.
*) E.g. a material that uses the Standard shader and has non-black emission.
**) For baked lightmaps it will be done at baked resolution relatively soon, which will give a much more accurate penumbra and contact shadows from emissive materials, sky light and bounced light.
That's what I thought but had to ask because I'm not getting the expected results. I'll try on a fresh scene and try to narrow it down.. Thanks for the reply.
D'oh figured it out. Static flags were just screwed up...