Search Issue Tracker
Won't Fix
Votes
0
Found in
5.4.0b21
Issue ID
802359
Regression
No
[GI][Terrain] Shadowy artifact appears after baking lighting for huge terrain
Steps to repro:
1. Open Unity;
2. Open attached project and 'test' scene';
3. Notice that there is huge terrain in the scene, having length more that 17000;
4. Go to Window -> Lighting;
5. Click 'Build' button to calculate lighting for the scene;
6. Wait until lightmap baking process finishes (may take some amount of time).
Actual result:
Shadowy artifact now covers nearly all of terrain's surface (see attached actual.png screenshot).
Expected result:
Terrain should be rendered normally (without shadowy artifact) after baking its lighting. See attached expected.png screenshot.
Notes:
- Reproducible on both OSX 10.11.4 and Windows 10;
- Reproducible in 5.4.0b21, 5.4.0b20, 5.3.5p1, 5.2.2p4;
- Reproducible for both Realtime and Baked GI;
- Reproducible for setting huge value (more than 17000) to either Width or Length fields of Terrain Component in Inspector;
- Doesn't reproduce when setting value '16000' to either Width or Length fields of Terrain Component in Inspector;
- Reproducible for both flat terrain and terrain with modified heightmap.
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
Add comment