Comments (4)
Hey @Tatranskymedved! Welcome to the project :)
Have you followed the exact steps?
For clarification, when I say dynamic objects I mean not static. But they don't need to be SkinnedMeshRenderer
s. Both SkinnedMeshRenderer
and MeshRenderer
create the issue.
from open-project-1.
I'm not that experienced in Unity so I'm trying my best by test-failure errors, I'm warning that my founding might not be clear/make sense 😉 :
For dynamic objects: we're using Skinned Mesh Renderer which doesn't support lightmap (they will be always dark without direct light?) - https://forum.unity.com/threads/problem-with-skinned-mesh-renderer.366293/
However I've played around with static objects, I've found that when I've set constant color
in shader to value 1
(Shaders/CustomHLSL/CustomLighting.hlsl), objects get proper color. I assume that the light at the position of that object has wrong color (black?) and thus it doesn't enlighten it.
I'd like to follow up on fix, but I would need some more hint what can be wrong & what to check. Thanks.
from open-project-1.
Hi @ciro-unity , I've added PR, once you have little time, could You please review it & confirm if we want to do it this way and if we want light on all objects or just the static/with Baked GI? Thanks!
from open-project-1.
@Tatranskymedved, regarding this issue, I think that the smallest impact needed to fix it without having to use branch should be:
(Backed GI) -> (one minus) -> (Step with edge to 1) will out 1 only if Baked GI will be zero and out 0 for any other value. So adding this value to the initial Backed GI node will force Backed GI to return a default value (1) if Backed GI is not defined.
Result from a brand new Default Scene:
from open-project-1.
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