Regardless of whether a decal is marked as static or even when I specifically change its shadow settings in the mesh renderer to “off,” the precomputed realtime GI baking causes shadowed areas behind the decal (transparent plane). I have tried both the legacy transparent shaders and the standard shaders. I have baked GI off, and only precomputed realtime GI on. It seems that the “shadowed” areas are actually the same color as when my indirect intensity is set to 0. Ideas? How do I light up these areas with indirect lighting?
Hey, I’m having the same problem. I have a tiled wall that lights perfectly, but when I place transparent cutout decals infront of them, some of the wall tiles darken.
Were you able to solve the problem?