The object baked in Unity 5.5 becomes abnormally bright
We are considering a transition from Unity 5.4 to 5.5.
As a result of testing in our environment, the following problems occurred.
The place where Shader created by ShaderForge was applied
It is a problem of abnormal brightness.
As a result of investigation, it is speculated that it is in the following situation.
After the bake processing, light calculation of the object is performed again.
In order to verify this speculation, we rewrote the contents of Shader as follows.
・Do not calculate the light where the light map is applied by baking.
・Calculate the light if the light map is not applied.
We did such a branch process.
As a result, the above problem no longer occurs.
We asked a question about Unity, and received the following answer.
It seems to be caused by the fact that CustomShader does not have a description for processing proper for LightMap.
Please check with ShaderForge developer about the setting method.
The following will be the reference URL you introduced.
http://answers.unity3d.com/questions/519749/how-to-use-lightmaps-from-a-custom-shader.html
Can you fix this problem?
How long does it take to fix it?
If it is not fixed, you will need to manually edit each shader.
It is very difficult and the risk is also great.
I strongly hope that this problem will be fixed.
Customer support service by UserEcho
Supplements information.
Unity versions are 5.4.2 p 3 and 5.5.2 f 1.
The version of ShaderForge you are using is 1.34.
Hey.
The above question I had been asking the other day
Then, what is the state?
We do not have time.
Can you just answer whether there is a possibility of solution?
Hey! Sorry for the late response.
What lightmap method are you using in the scene, and are you on deferred or forward rendering?
I'm not sure when the next update will release though, it will likely be in approximately two weeks or so.
Thank you for your reply.
Add information.
In our project we assume the following situation.
· Use forward rendering
· Use DirectionalLight with Mixed
· Using ReflectionProbe
· LightProbe probably will not use
· LightMap bakes on Unity side
If you need to send test project data
Please tell me the means.
Compressed data is about 50 MB in size, but it can be divided and sent.
We sent project data for testing to Unity side.
At that time, as I wrote at the beginning of this thread, I received the following answers.
"It seems to be caused by the fact that CustomShader does not have a description for processing proper for LightMap."
Please tell me if you have any other necessary information.
Hi!
Regarding this problem, I think that we are reviewing the correction.
However, we gave up on moving to Unity 5.5 in this project.
Because the risk of migration has increased.
We hope that this issue will be fixed.
Because I'd like to continue using ShaderForge.
We are waiting for good news of update.
Hi.
The situation has changed.
We have to consider moving to Unity 5.5 again.
After that, was there progress on this issue?
Haven't been able to look into it yet. The next update will target 5.6 though, so it won't work on 5.5 I'm afraid