GI artifact

For this floor mesh, artifacts appear on the underside of it near edge.

Though Unity tells me there is overlapping uv, but I don’t see the overlap? Not sure if it it matters in this case.

Using auto filtering, progressive cpu/gpu, 2 pixels padding

Thanks

Artifacts are unrelated to the overlap warning. If you want to get rid of the warning, increase the pixel padding in the uv generator.

Those artifacts is what happens when you have open backfaces, since Unity then assumes you are inside geometry and is trying to filter those texels out, to get rid of black texels bleeding in intersecting corners.

You need to not have open backfaces, or failing that, find the material that does and turn on “double sided GI” for that material.

Thanks I went to make sure the faces are all outward facing. This time I changed the material to be whitish and turned off all filtering.

I wonder if it has to do with the small and thin geometry aground this floor.

5858149--622618--Annotation 2020-05-16 080829.jpg

You can try the nuclear option of going to lighting, go down to Lightmap Parameters → Create New, and then on those Lightmap Parameters get Backface Tolerance all the way down to 0.