#Additive Scene Lighting
1 messages · Page 1 of 1 (latest)
I'll just create a thread so its easier :)
So far:
This is the steps I've taken
- Lighting Setting is the same on both scene (With realtime lighting & GI turned off, and Baked GI on)
- Bake Lightmap (All lighting is set to baked, both directional & point)
- LoadSceneAdditive(additiveScene, LoadSceneMode.Additive)
- SetActiveScene(additiveScene)
When I build and run the scene, the scene is very dark, but I can see the light colors.
Lighting seems to be perfectly fine in Editor.
Hey yes good idea
Editor vs Build
It looks like the environment light is missing I think? Or the directional? Kind of hard to tell.
This is the setting for directional light
But it shouldn't be missing, since its set to bake.
Lighting setting is set to just bake with no realtime
Are you baking all the scenes?
There are some weird things that can happen with env lighting and additive scenes sometimes.
Gave this a try, same result
Strange part is lighting debug looks like it includes directional light.
It looks well lit
And you're sure that this scene is the active scene when you load them in the build?
Additive Scene Lighting
It should be, I’ll double check
var activeScene = SceneManager.GetActiveScene();
Debug.LogError($"{activeScene.name}({activeScene.buildIndex}) : {sceneName}({(int)sceneName})");
Its the same scene
Hey, sorry for the delayed response. I don't know what's going on here off the top of my head and I don't think I'll be able to investigate in a timely manner. Maybe ask in the channel again and someone will have a different idea?
Might this be a build only bug? Thanks for the response, I’ll try ask around as well, tell me if you need more information.
I encountered this thread https://forum.unity.com/threads/lighting-looks-darker-on-build.1250500/
I will give it a try when I have access to the project.
I noticed I did have SSAO turned off
Also found this : https://issuetracker.unity3d.com/issues/lightmap-is-lost-when-loading-additive-scene
How to reproduce: 1. Open the user's attached project and _Scenes/breaks scene 2. Enter the Play mode 3. Observe the color of the Ga...
I confirm turning on SSAO in RendererFeature fixed it.
This is strange
That is strange 🤔🤔
Probably worth contributing to that forum thread
Maybe it's a bug
This is fixed / doesn't look like the same issue
They said it has something to do with shader stripping, and it made sense since the issue only appears on build.
But either case it should be fixed, since I have no reason to use SSAO. Hope Unity's side will investigate it!
Hmm interesting. Makes sense but definitely doesn't sound like a feature.
I'd like to request to keep me updated on this case
If it isn't too much trouble
Thanks for the help!
I'll try, but we have automated systems and the public issue tracker for this reason, so I would not recommend relying on my memory about an issue that my team probably doesn't own.
Is there an open issue tracker ID for this case? Because I've not reported it.
If you report it you'll get it by email- which is best because we'd probably need your (edited) project to reproduce the issue instead of trying to get there from scratch.
It should be easy to reproduce, create a scene, bake it, turn off all renderer feature, then build.
Then just load the scene
Then try again with SSAO renderer feature up
Any trackers available yet? highly interested in following this issue :)
If not, I might create a report, but that will take long for QA to approve and pass it down to the GI team.
not that I've seen. I think your best bet is to make the report and eventually it will reach us (the GI team)
I still insist you should open the issue, because QA takes 3 - 5 months to approve issues based on past experience.
A lot of people are affected by this