Has anyone had this problem with Light Baking in Unity?
Once a bake has been complete and you run the game, these little white blocks appear, flashing, randomly.
I’ve done stuff like check seams, UV maps etc but I can’t find a definitive answer or solution.
If anyone can shed light on this it would be much appreciated!
Hey, Thanks for the reply. I’m using SE Natural Bloom & Dirty Lens . With the effect up it blow’s out the camera completely, but set to ‘0’ it shows those white squares.
Hmm, NaNs - that’s a good shout but I would have no idea where to start in catching those in that asset? Would they default throw an error in the console as I’m not seeing anything pop up. Will email the author and see if they can help. Thank you for your reply.
Floating point specials generated on the GPU doesn’t show up in the console unless someone reads back the image to main memory and analyze it for errors. That kind of analysis is very slow to do for every step of a post effect chain so that should only be done when debugging.
I have found a solution, but not sure if it’s a workaround of a bug:
If you change Directional Mode in General GI to Directional Specular
This so far appears to fix all these artefacts and also the issues had with the SE Natural Bloom filter being blown out. It does mean you can’t target super old GFX cards but maybe that’s not a problem. Hope this helps in the short term.