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Votes
1
Found in
2018.4
2019.2
2019.3
2019.3.0f3
2020.1
Issue ID
1209676
Regression
No
Material's emission is not passed through transparent GameObject when 'Contribute Global Illumination' is enabled
Material's emission is not passed through transparent GameObject when 'Contribute Global Illumination' is enabled and lighting is baked
How to reproduce;
1. Open the user's attached 'Tinted Glass.zip' project
2. Open 'SampleScene' Scene
3. Notice that 'Emissive' GameObject's material has Emission property Enabled
4. Notice that 'Window' GameObject's material is semi-transparent and Contribute Global Illumination is enabled
5. Select Window -> Rendering -> Lighting Settings -> Generate Lighting
Expected result: 'Emissive' GameObject's emission is passed through 'Window' GameObject and enlights 'Room' GameObject
Actual result: 'Emissive' GameObject's emission is not passed through 'Window' GameObject and 'Room' GameObject is completely black
Reproducible with: 2018.4.15f1, 2019.2.18f1, 2019.3.0f6, 2020.1.0a19
Couldn't test: 2017.4.36f1 because Scene View and Game View are black
Notes:
- Video of reproduction attached in Edit
- Reproducible with the built-in pipeline, URP; Not reproducible with HDRP
- Only Reproducible if 'Window' GameObject has Contribute Global Illumination property enabled
- Reproducible when Baked Data and GI Cache is cleared
- Reproducible with GPU and CPU Lightmappers
- Error is printed to the Console during bake: '[PathTracer] InitializeLightmapData job with hash: 81c6a421a3f6ccb72f16ea83d8108fa3 failed with exit code 2' (with CPU Lightmapper)
- Reproducible on Windows and macOS
- Reproducible with Metal, DirectX 11, OpenGLES2, Vulkan graphics API
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