Search Issue Tracker
By Design
Votes
0
Found in
Issue ID
1381357
Regression
No
[PLM] GPU and CPU Lightmappers produce inconsistent results
Steps to reproduce:
1. Open the attached repro project
2. Bake each of the four scenes under Assets/Scenes
3. Observe the different outputs (seen below as well)
Reproduces with 2020.3.22f1, 2021.2.0a14, 2022.1.0a14, 2022.1.0a15, 2022.1.0a16
Reproduced on Windows (DX11)
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 (2022.1.X):
The Light Probe Sample Multiplier behaves differently between the CPU and GPU, meaning that better and more similar results will be obtained with higher LPSM values. This difference is therefore marked as 'by Design'.