Search Issue Tracker
Not Reproducible
Votes
0
Found in
2018.3.11f1
Issue ID
1145445
Regression
No
[Android] High intensity baked lights look wrong on mobile
When I bake the light, different results are obtained for the PC version and android, For android, it turns out too different with real light
1. Run project
2. Switch platform to android
3. Open Lightning Settings Window
4. Click Generate Lightning
5. After finish generate ligting is verey differnt real and if switch platform to pc, lighning change again
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (2018.3.X):
The issue was caused by color space limitations. Switching to Linear color space on Android platform will alleviate this issue for realtime lights. In order to resolve baked lights intensity issue, you would have to upgrade to 2019.1 where we have added support for HDR lightmaps on mobile.