Hi all,
For an internal prototype we recently started working with the LWRP.
We’re aiming for having as much static object as possible - all lightmapped - and the dynamic objects be lit by light probes.
I have done lightbaking before - but I am noticing some odd differences between the ‘old way’ and the ‘new way’. I am unsure if it is an issue/bug or that I am approaching it incorrect with the LWRP.
Below are two screenshots from a sample scene. The plane, cylinder and green sphere are all static objects.
The other sphere is dynamic. The plane & cylinder share the same material. The spheres both have unique materials. The green sphere’s material has a green emissive color set to 1.5. You can see the lighting settings in the lighting tab. There is no active light in the scene.
I am using the latest LWRP version. Color space is set to gamma for both versions.
The lightprobes are 9 default (right click > Light > Light Probe Group) created Light Probe groups set in a 3x3 grid.
The first one is baked in 2018.4.0. All materials use the Standard shader.
The second one is baked in 2019.2.10. All materials use the LWRP Lit shader.
The difference is striking and totally incorrect as far as I can tell.
I have been looking at open issues and everything else but I can find but nothing I can use.
What is going on? Are these the differences to expect when using the LWRP? Or is this an open/non-resolved issue?
I have tried different materials for the LWRP version (Simple Lit, Baked Lit, Shader grap unlit with GI) but it stays similar to the image shown.
I was expecting some differences between the two but nothing like this. Currently this is not usable.
Furthermore I am seeing some incorrect lightprobe behaviour for the dynamic sphere in 2019.2.10.
As the color is incorrect I can’t see if this issue is the editor only displaying the incorrect lightprobe references or that it is indeed using the incorrect lightprobes. See image below.
Anyone experiencing this as well? What am I missing?
-Pieter


