Hello, this is an issue that I’ve stumbled upon several times in the past, and found again in the HDRP sample when creating a new project in Unity 6.0.40. Here’s a video about it, only the first part is relevant :
As you can see nothing’s wrong in the original Sample Scene, but when duplicating it several objects in the back section become extremely bright, including the player character if he enters it. 2 things that may be worth mentioning is that at the moment 6.0.40 is the only version in which I can reliably reproduce the issue this way, and when opening the project for the first time the HDRP Wizard required a fix for Lightmap Encoding.
If anybody has any idea about this I’d be grateful, as I’d love to be able to duplicate the sample scene and toy with it with no worries, thanks.
What happens when duplicating the scene is that the lightmap references are copied over (the original scene lightmaps still apply to the copy), but not probe volumes.
And all the bright objects that you are seeing are dynamic objects, not lit by lightmaps, but by lightprobes (probe volume in this scenario), which is missing in the copied scene and falls back to the sky ambiant.
Opening the lighting window and clicking “Bake Probe Volumes” in the Adaptative Probe Volumes tab should fix the lighting.
Since it is an HDR image, you need to work with exposure to see the actual result in the image. In the Unity Editor preview image, turning this slider down should give you some results (-13 in my image). If you change the Texture Shape to Cube, you should also see it correctly wrapped:
The resulting cubemap will have the resolution of the Sky in the HDRP asset. So make sure you set the resolution you want to get.
If you need also features like water, you could as an alternative create one Reflection Probe in the center, that does not see the unwanted layers, and bake that one. You can then extract the texture from it from your asset folder. Make sure in the Reflection Probe frame settings to render the effects that you need (water, clouds,…). And change the HDRP settings to push the maximum reflection probe resolution up with the High scalability settings, and set the reflection probe resolution to High.
Thank you very much Remy ! You are correct, baking the probe volumes in the duplicate scene solves the issue. This information will likely be useful in the future when working with APV.
Hi, thank you but I had actually figured this out last night and made a follow up video about this, I should have mentioned that sorry ! Thank you nonetheless.