Anyone know lighting enough to explain this?

Using 2019.2.7f2 (and 2019.4.16f1) I get the weird “green” color when using default lighting in the default render pipeline.
AND
With the Environment Reflections Resolution set to 128. (any other resolution gives me normal coloring, i.e. WITHOUT the “green hue.”)

This started out as a mobile game (and will be a mobile game when it is done) but when I changed the Build Settings to WebGL (to publish gameplay during development and get user feedback faster and easier from users), I got this “green hue” when I changed over to WebGL.

After changing almost ever setting in lighting, I found that Environment Reflections Resolution is the cause but I do NOT understand why.

I am using Synty’s Simple Apocalypse & Simple Military assets in the scene… I thought MAYBE there was an incompatibility with synty’s textures, but when I added ANY asset to the scene/game from any provider, it all had the weird “green hue.”

AND the “Environment Reflections Resolution” can be set to 128 if I change the skybox to anything other than the default skybox. (And that explains why I have never seen this before because I always change the skybox in my games)

Any ideas WHY this is happening when Environment Reflections Resolution is set to 128 with the default skybox when the Build Settings are set to WebGL?

Does the issue still reproduce after disabling compression (it is currently set to Auto)?

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First off, THANK YOU!
Compression set to “Uncompressed” or “Compressed” removes the “Green Hue” when the Resolution is set to 128… the “Green Hue” is ONLY THERE when Compression is set to “Auto” (with the resolution set to 128).

WHAT is going on and WHY is this a thing? I really want to understand what is going on but Unity’s documentation on lighting (https://docs.unity3d.com/Manual/lighting-window.html) doesn’t really help a whole lot in understanding what the heck is going on…

(And Kristi, I’m NOT dissing Unity, the product is AWESOME and does an incredible amount of stuff and does it extremely well…But I have no idea what is going on here and want to learn more. Heck, if you have a recommended resource, I will check it out.)

I have no idea why being set to “auto” would cause an issue when both “uncompressed” and “compressed” don’t…

Thank you again! AWESOME QUESTION and now I have to try and learn about Compression as well as Resolution…lol

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Here is the texture settings:
6769138--782350--upload_2021-1-26_17-40-39.png

What seems to be happening is that Unity assigns an incorrect texture compression format when using a WebGL build target. This is definitely a bug. We would appreciate it, if you could report a bug using Unity’s in-built bug reporter. More info about the process here.

In the meanwhile, you could try doing the following:

  • Use Uncompressed environment reflections setting, if your project allows for it

  • Try and upgrade to a newer Unity version. Current latest is 2020.2

  • Override reflection probe cubemap texture compression manually. To do that, disable Auto Generate in the Lighting Settings, and bake the lighting manually. Find the relevant reflection probe cubemap (it will be located in a folder named after your scene). Select that file, and override compression settings in the texture importer

I hope this helps!

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100% helps & I will submit a bug and reference this thread.

Thanks a bunch Kristijonas! (And sorry if the bug team come after you for suggesting this be reported…;))

So…I start the bug reporting process (built a new project and then repeat the steps I did before in 2019.2 & 2019.4 that cause the “green hue”), and now I cannot reproduce the bug with a “clean” project… (WebGL, no assets, just the settings with primitive cubes)

So now I am thinking this is an asset related issue…

I submitted the report and pointed the bug team to this tread because I could not reproduce it. :sweat_smile:

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