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Bounces acting differently in Unity 5.2.2 (from 5.1)

Discussion in 'Global Illumination' started by essimoon2, Nov 6, 2015.

  1. essimoon2

    essimoon2

    Joined:
    Nov 13, 2013
    Posts:
    195
    Hi everyone,

    We recently updated to Unity 5.2 and re-baked a couple of lightmaps. I noticed some weirdness in areas that are concave so i assume the problem might occur due to a change in the way the bounce intensity is calculated. lightmap comparison bounces.png

    Our project works in Gamma space and we only have this problem since 5.2 and only in areas that are built like interior rooms. As you can see in my example the frontal color of the surface remains the same.
    Except for the blue and red line all of the environment has a custom shader that only shows the lightmap without any lighting or other influences.
     
  2. essimoon2

    essimoon2

    Joined:
    Nov 13, 2013
    Posts:
    195
    We were able to get very close to the old look by setting all shaders to pbr, then bake the whole level and set all the shaders back to legacy/diffuse.
    Did anything change during the bake/bounce of surface colors? Maybe in the META pass inside Legacy shaders?
    If someone has any idea I'd really appreciate an answer on this :D