+7
Under review

Lightmaps and Mix Mode Direct Lights Broken (Unity 5.5)

Gullie667 8 years ago updated by Jonny10 7 years ago 11

Lightmaps and Mix Mode Direct Lights Broken (Unity 5.5)

It appears that lightmaped surfaces are receiving double light from the "Mixed" Directional light.



Steps to Reproduce:

1) Create a new scene.

2) Set the Directional Light to "Mixed"

3) Create a Plane and mark as static

4) Create a Box and mark as static

5) Create a Sphere and position it such that it casts shadows on the plane and box.

6) Create a new Shader.

6B)Assign a Color to the Diffuse

7)Create a material and assign to all game objects.

8)Bake Lighting


Please pelase fix this one!


Please!

I created a Forum post and sample unity file illustrating the point. maybe you will find it helpful.

https://forum.unity3d.com/threads/10-to-help-ultrawings-with-a-shader-uses-mixed-mode-lighting.449126/


+2

Hey Joachim,


Any chance you can point us to the right direction to get this issue fixed? Is there anything we can do on our end?


This is probably the last major issue we need to address before we submit!


Thanks!


Chris


P.S. How's Budget Cuts coming along? :)

Hello! I hate to bump this up but, given our situation, I'm forced to. If we can fix this on our end we'd be more than happy too.

-1
Under review

Unfortunately this is likely not an easy fix on my end, as lightmapping is one of the more complex systems that tie into Unity's internal shader code quite substantially. I can give it a look for the next update, but I can't promise anything

Thank you for the response and thank you for looking into the issue. It's very much appreciated!

Please lord let it work. The alternitive is super ugly on our end.

+4

I can echo this issue, all our static objects using SF shaders are double-lit after updating to 5.5

+1

im wondering if this problem is the same as in unity 5.6 where static meshes using SF shaders do not receive dynamic shadows in mixed lighting. its the same?? thanks!

Just +1 this, this is a really big deal for my project as well. Understand if you are holding off until Progressive gets fixed.

+2

We got around this issue by recreating all our shaders with Amplify Shader Editor. It was the only viable solution. Since it creates surface shaders they work with Unity's internal lighting system.