Search Issue Tracker
By Design
Votes
0
Found in [Package]
12.0.0
Issue ID
1318613
Regression
No
Progressive Lightmappers do not support translucent materials
Reproduction:
1) Open the attached project
2) Notice the lamp is using a translucent material, its color is produced by the point light
3) Bake lighting
Expected result: When baking, the light goes through the translucent material and hits the wall. Wall gets a red tint
Actual result: When baking, the light can not escape the inside of the lamp, it gets completely blocked by the cloth part
Observed on Unity 2021.2.0a7 running HDRP 12.0.0
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
- "Errors during XML parse" warnings are thrown when building project for the Android platform
- Shader transparency, discard, and clip are not working when using the Player
- Error is thrown when clicking on warning in the console
- Long IL2CPP build time when project has a .ufbx library wrapper
- Cursor doesn't change to the resizing when using the Rect Tool and the Sprite is too close to the bottom of the Scene View
Resolution Note:
HDRP materials have two settings that affect the way they are shown:
- Surface Type: A generic setting that affects if the object is either opaque or transparent
- Material Type: The specific type of the material, such as iridescent or translucent.
The reason for this split is twofold: Optimization (material complexity is usually higher on transparent material types) and specificity (transparency has many forms).
It's a bit weird HDRP shows translucency as an available option when the surface type is set to opaque, however this explains why the Progressive Lightmappers did not pick up the material as transparent: It was set to opaque.
Another important setting is the alpha value (either of the color or the texture that is being used) to determine HOW transparent the material really is.
I've changed two settings to make it work:
- Set Surface Type to "Transparent"
- Set Base Map color Alpha to some value between 0 and 255.