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Votes

0

Found in [Package]

10.2.0

Issue ID

1297323

Regression

No

[ShaderGraph] Lightmap texels are improperly invalidated when using custom Shader Graph materials

Package: Shader Graph

-

Steps to reproduce:

1. Download and open the attached project
2. Open GITest scene
3. Navigate to the Lighting window and click on Generate Lighting
4. Notice, how black shadows are bleeding underneath the blocks using custom ShaderGraph materials

Notes:

- Affects both CPU and GPU PLM
- URP lit shader is not affected
- Use the Texel Validity view to verify the issue

Doc ticket: https://unity3d.atlassian.net/browse/DOC-2828

  1. Resolution Note:

    The difference in lightmap baking in this case is due to the Shader Graph having alpha clipping enabled, but the standard Lit material having it disabled. Starting in Unity 2021.2 there is an "allow material override" option on the Shader Graph to make it easier to switch this from the Material inspector rather than the Graph inspector. Prior versions would need to have it switched on the Shader Graph directly.

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