Search Issue Tracker
Duplicate
Duplicate in 2019.3.X
Votes
0
Found in
2019.1.0a14
2019.3
2019.3.2f1
2020.1
2020.2
Issue ID
1222644
Regression
Yes
Lightmap produced using a Progressive GPU lightmapper is darker compared to the Progressive CPU lightmap
How to reproduce:
1. Open the attached project named "Case_1222644"
2. Open the "intro_ext" Scene
3. In the Lighting window select the Progressive CPU lightmapper
4. Bake the Scene's lighting
5. Switch the lightmapper to the progressive GPU
6. Bake the Scene's lighting again
7. Observe the Game view
Expected result: The Scene's lighting appear the same when CPU and GPU lightmappers are used
Actual result: The Scene's lighting appears darker when a GPU lightmapper is used
Reproducible with: 2019.1.0a14, 2019.3.4f1, 2020.1.0a26, 2020.2.0a2
Not reproducible with: 2018.4.18f1
Could not test with: 2019.1.0a1, 2019.1.0a13(Check the notes below)
Notes:
1. When trying to bake using the GPU light mapper in 2019.1.0a13 or below the following error is thrown and the baking process would hang indefinitely:
OpenCL Error. Falling back to CPU light mapper. Error callback from context: CL_INVALID_PROGRAM
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
- DepthNormalPrepass or DrawDepthNormalPrepass is rendered when using the Decal renderer feature with “Technique: Screen Space” and “Use Rendering Layers”
- “Shader error in 'Hidden/VFX/.../Minimal/Render Quad': undeclared identifier 'mainTexture' at line 2198 (on d3d11)” error appears when connecting a Switch Node output to the Main Texture in VFX Graph
- Editor crashes on GfxDeviceD3D12::UploadTextureSubData2DImpl when opening the Scene view
- The Camera's Clipping Planes Far value's condition of being greater than the Near value gets enforced when typing the value
- Sprites are not generated when using Fallback Sprite Assets
This is a duplicate of issue #1206157