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Fixed in 5.3.0

Votes

143

Found in

5.0.0f1

Issue ID

672202

Regression

No

Objects lit by light probes appear brighter than static objects with same material in gamma mode

Global Illumination

-

Reproduction steps:

1. Open the attached project "case_672202"
2. Open Scene2 and wait for the the lighting to be built
3. Notice that one cube is significantly brighter, it is using light probes
4. The other cube is darker it is static
5. The only difference between these cubes is that one is static and the other one is not, they use the same material.

I believe that both cubes should be lit similarly.

Comments (48)

  1. Ximo Catala

    Aug 27, 2015 14:46

    So, KEngelstoft... any news regarding this serious issue?

  2. omegallah

    Aug 27, 2015 00:40

    Here was my workaround.
    Create an empty game object in each scene, and put this script on it:
    http://pastebin.com/38Q3hqac

    At run-time it will just scale the probes down to a sane amount. It runs unnoticeable quick on every android I've tested with. It's still not the Ideal solution, but it works for us for now.
    For the editor, you'd need an editor script to do it once, otherwise you need to reload the scene, or rebake after pressing play once.

  3. PaulFGOL

    Aug 26, 2015 10:33

    Well thanks once again Unity.

    Our tech director found a way around this.

    We are a large, successful mobile studio, and will actively be looking for an alternative to Unity for future projects.

    We will be reviewing our options, because of your general incompetence in implementation
    and disinterest with fundamental problems of your lighting system, among many
    other issues in Unity 5.

    This is truly the worst release ever.

    People are paying for this engine and trying to ship projects, and through a combination
    arrogance and plain apathy, you will probably end up going the way of the Flash dinosaur at this rate, when people drop your engine in favour of the next big thing.

  4. SHoe

    Aug 25, 2015 02:56

    I think we need more votes. Please vote people!

  5. SHoe

    Aug 20, 2015 15:14

    I don't see it anywhere in the roadmap, guess we are screwed!

  6. Stephen-MF

    Aug 12, 2015 08:13

    Maybe we can get an answer on where on the road map this is assigned to?
    http://unity3d.com/unity/roadmap/

  7. fixgames

    Jul 30, 2015 02:13

    6-7 ã…¡months since it was reported, and how many versions/patches? Do I seriously have to modify all shaders that use lightprobes and hack it as a temporary fix? Please give us a report on if this is even getting fixed at all or not.

  8. samuelk

    Jul 18, 2015 07:00

    Would be nice to get the proper fix for this finally. A workaround that works for me, is to create a shader that has a 0.625 multiplier (1.6 gamma) to the final albedo , but obviously this is not ideal.

  9. Shardlow

    Jul 14, 2015 12:03

    same problem here with our project. Could really do with an update as to when this will be fixed.

  10. vfxStu

    Jul 11, 2015 11:21

    Yep, huge problem on my project too. Come on dev's - let us know a timeframe for a fix. We've got to make a call on whether to drop this whole broken lighting technique or hold out for the fix.

    PS: turned off all directional lights, and I still get the problem. Definitely happening with spotlights in my scene.

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