Bug with Recieve GI Light Probes option

Hi, I’ve recently upgraded to 2019.2.5.

New Mesh Renderer component offers some new options:

  • Contribute GI
  • Receive GI

This seems to be an attempt to solve the old hack of using “0” in the lightmap scale value.

However, using the Receive GI with “Light Probes” instead of Lightmap option appears to be bugged, and will max out the lightmaps, and crash editor (if lucky) or machine (if unlucky).

Here’s a object using the option. Notice how the Baked Lightmap rendering option shows it’s occupying a buttload of texes for no reason (it’s not supposed to be lightmapped, right?)

It’s not just a cosmetic issue. Forgetting that option on a couple of bushes makes it unable to bake the map on GPU mapper anymore (out of memory allocation errors). Forgetting that on a couple of trees will completely lock up the editor or the computer.

Is this a known bug? Am I doing something wrong? I wish for the objects to affect baked light, but not get any lightmap realestate - instead they are to be lit with light probes.

During the development of the feature we’ve tested cases similar to yours, and GI contributors performed as expected. From the looks of it, you are not doing anything wrong, and it might be a regression. Could you please submit a bug report with a minimal repro project? That would help us out immensely.

Also, was the bush mesh authored in a DCC package, or created using the tree creator within Unity? Have you tried changing its shaders to Standard cutout, as opposed to Legacy transparent?

I’ll try to get the repro project up sometime today. I’ve noticed that regardless of the “Light Probes” option being selected, the object is still being lightmapped (via “Baked Lightmap” scene view option), so it has to be a bug.