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Unity 5: Weird Lightmap Edges in Gamma Color Space (solved-ish)

Discussion in 'Global Illumination' started by essimoon2, Jun 26, 2015.

  1. essimoon2

    essimoon2

    Joined:
    Nov 13, 2013
    Posts:
    195
    Hi all,

    it's me again for another ligthmapping issue :D After baking some of our smaller levels we noticed some strange overexposed beveled edges we didn't have in Unity 4.
    It only seems to occur if the project is set to gamma color space. I switched to linear color space, which messed up everything else but fixed this particular problem.
    Is it possible some kind of filtering is not working here properly with gamma color space? I attached two screenshots showing the difference for both gamma and linear. The parts with the black arrows shows the parts with the biggest difference.
    Could anyone give me some assistance for this? Changing the project to linear color mode isn't really an option for us. It would mess up everything else so I'm wondering if there's just something not working correctly and we can expect a fix :)

    Gonna write a bug report now, too and attach it here.
    Thanks in advance
     

    Attached Files:

  2. essimoon2

    essimoon2

    Joined:
    Nov 13, 2013
    Posts:
    195
    Just found out the issue seems to be connected to the one with case number 671433 (which I submitted as well :D). When we try to move these particular assets away from the room the problem doesn't occur. Any update on that issue?
     
  3. essimoon2

    essimoon2

    Joined:
    Nov 13, 2013
    Posts:
    195
    Ok, after spending kittenloads of work time just for this issue I found the problem:
    One of our self-illuminated materials hat the global illumination set on 'Realtime'. Actually, all of our self-illuminated materials xD
    Was 'Realtime' made a default in some Unity 5 update?