SOLUTION:
Ambient Occulsion Render feature was disabled in URP’s settings. Removing it solves the issue ( for some reason )
Title is self explanatory. These materials are made from unity’s shader graph if it helps.
Would appreciate if someone could help.
I know that unity can sometimes create different environment lighting scenarios upon loading
a scene to another. However this is not the case here since there is a significant difference even when the game is not running.
Is it all Baked lights? Is it possible that you still have some realtime component to it?
If you have baked for example that light as Mixed, it might be that in the build that particular light for some reason is not active or visible. This could be because your building to a platform that doesn’t support that many lights, so the light gets disabled.
To help you further, it would be great to see:
- How that light is setup
- How the baking is setup (Window > Rendering > Lighting)
- What has been baked in the scene. You can show it using this debug view:
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Hi, thanks for the helping hand. Only the directional light is mixed ( incorrectly labeled as realtime ) since we have dynamic elements in the scene as well.
These materials are made from unity’s shader graph if it helps
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Hmm. Still not sure. Can you also show the URP asset and the baking settings (Window > Rendering > Lighting )?
Any info is useful!
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SOLUTION:
Ambient Occulsion Render feature was disabled in URP’s settings. Removing it solves the issue ( for some reason )
Hmm, strange. Glad you solved it, but it’s weird that a post-processing effect was the issue!
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