When a light is set to baked mode, the ambiant occlusion part is well done. The narrow parts of the static objects are well darkened but as it is set to baked mode, the dynamic objects are not enlightened (which is normal).
When a light is set to mixed mode, the ambiant occlusion part is weirdly done. The narrow parts of the static objects are enlightened instead of being darkened (which is the problem), and the dynamic objects are now enlighten (which is normal).
Thanks for the reply. The mixed mode should include baked mode and realtime right? In my settings I enabled ambiant occlusion. The first picture shows the scene when the lighting mode of the directionnal light is set to baked. The second picture shows the scene when the lighting mode of the directionnal light is set to mixed. In the second picture, you can see that the baked part is weirdly done. Instead of darken the narrow parts, it creates a weak red light.
I didn’t test it in a new project but it surely not comes from my settings. After having installed unity 5.6, I just added a new static element to my scene and clicked on “Generate lignting” in order the rebuild the baked part. Before 5.6, everyhing was perfect with these settings.
Regards.
I have similar problem. I created new scene and it appears that dynamic objects do not cast shadows when main directional light is set to “mixed” regardless of lighting settings.
In the image below purple objects are static and grey objects are dynamic. Directional light mode is set to mix. Regardless of lighting mode dynamic objects DON’T cast shadow on other objects (both static and dynamic). Bug?
Still not fixed. It’s hard really to understand unity’s strategy. They broke something something that was flawless and put a sort of beta that is not working with mixed lighting. Could unity just set back the lighting settings to the same ones as in 5.5 and care of progressive view internally?
@alexr1221_1 what are you trying to do? I read this thread a couple of times and I’m still not sure what’s not working. When you switch the light from mixed to baked and vice versa, you should rebake the lighting. Are you doing that?
Also, you say you are using mixed mode, but which mode?
If it’s broken in 5.6 but fixed in 2017, is there even any point in uploading a bug report? My understanding was that there are no longer any releases or patches for 5.6 because the development cycle has finished already. I’m not 100% sure though.
@AcidArrow Sorry, here’s the link. The problem seems to be that, if you’re setting a lightmap at runtime, you can’t tell lights anymore that they shouldn’t light the scene again. There are some workarounds (light probes), but then we don’t get any realtime shadows.
Don’t know if that has been fixed in 2017.1f3 though, but I doubt it.
Hi and thanks for the reply, here is a post that you seem to have ignored:
In fact, I don’t understand why you have understanding problems concerning this. There is nothing to understand, we just have to compare two pictures and then we realize that:
When a light is set to baked mode, the ambiant occlusion part is well done. The narrow parts of the static objects are well darkened but as it is set to baked mode, the dynamic objects are not enlightened (which is normal).
When a light is set to mixed mode, the ambiant occlusion part is weirdly done. The narrow parts of the static objects are enlightened instead of being darkened (which is the problem), and the dynamic objects are now enlighten (which is normal).
I’m in linear space by the way. In gamma, the baked light intensity and the realtime light intensity don’t match so the images would look different. That’s a whole different issue though and is not related to Mixed mode.
This problem is still there (2017.2). I came back to Unity 5.5 for a long time to get the good old lighting system hoping that it’ll be fixed but it wasn’t.
“Any kind of realtime light, does not respect the Direct Contribution AO value and hides the AO effect completely.” That wasn’t the case before 5.6
“Not sure if it’s a bug or a design choice” I hope it’s not a design choice
I took your picture again. The red thing is what happens since 5.6. Before 5.6, the mixed mode was looking like the green thing.