Thank you!
I’ve tried double-sided emissive or diffuse materials, increased backface tolerance up to 1, and increased pushoff but the result is the same. No matter what material I use on the terrain object - indirect lighting is missing. I used debug modes to preview texel validity and UV overlap. Texel validity output is green on terrain, plane, and walls. No UV overlaps are visible. Left: mesh object, right: terrain.
However, Baked Albedo debug mode shows completely black albedo on a terrain.
Left: mesh object, right: terrain. Progressive lightmapper.
Same with Enlighten GI. (Didn’t noticed earlier) Baked Albedo debug mode shows a completely black color, and Baked Indirect debug mode shows no indirect lighting from the terrain.
Left: mesh object, right: terrain.
Yes, completely black albedo cannot generate bounced indirect diffuse lighting. But I don’t see the reason why it becomes black only on terrain object during baking.
Just tested the same scenario (Static terrain and static walls) with the Built-In pipeline project and baking indirect light from the terrain works fine. Baked albedo debug mode displays correct albedo value and bounced light generated during bake.
I also tried to use the unsupported Built-In standard shader in HDRP project to test baking from it. It fails to render and it’s fine, but still picking albedo value for baking. But terrain object gets same black albedo color during baking.
Baking from Built-in shader in HDRP project: both mesh (left) and terrain (right) has same material with same albedo value but Baked Albedo debug view shows no color on terrain.
So, when I try to bake scene in Built-in project it works fine with any material both on mesh objects and terrain.
But when I try to bake same scene in HDRP project terrain gets black albedo value and fails to generate bounced diffuse lighting. (Tried HDRP Lit, TerrainLIt, Unlit and even unsupported Built-In shader) Did I miss some HDRP settings related to terrain baking? It is a template project with default HDRP settings.