Unity 5.3.1p2 Light Probe issue: dark spot in the opposite direction of the directional light

I can’t figure out why I get the dark shadow on the opposite side of the directional light. See image.
The light probe that is in the shadow of the cube doesn’t get that shadow. As soon as the probe moves out of the cubes shadow it does that.
What am I missing?

Made a new screenshot that displays the issues (the first one was a little confusing).

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did you bake your lightmap?

i have same issue in Unity 5.3.

Yes. The cube and the plane are Unity primitives set as Static. They cast shadow and receive shadow. The directional light is set to Baked. Unity is generating LightingData and Lightmap-0_comp_light files.
In Lighting, I checked Baked GI and unchecked Precomputed Realtime GI. General GI Directional Mode is set to Non-Directional.
These are the only changes I made to a default Unity scene. It’s very easy to reproduce.

Oh, that’s sad. I’m in trouble baking lightmap on static LODs right now… hell, it won’t bake even if I put plenty of light probes around them!!

Running into the same issue here, would like a Unity answer on this!

Noticed the same issues, and it’s not only with directional lights, but tests show it seems to happen to any light, that is not very weak. Have tested with both emissive, directional and point lights. I have reported a bug on it, but it’s not yet made it to the issue tracker.

We’re discussing it in the on-going (now quite old) lightprobe thread here. I’m not sure, but I think this particular artifact appeared when the lightprobes were updated due to being overexposed? (Towards the bottom of the first page.)

Just thought I’d let you know that there’s an issue on the tracker for it now, it also includes the example of the dark spots opposite the light direction.
https://issuetracker.unity3d.com/is…-match-lighting-on-static-lightmapped-objects

Strange…
I have same problem in 5.3.2f1. but it’s OK in 5.3.1f1 .
So… 5.3.1**f1** was fine. and after 5.3.1__p1__, lihgt probes have problem.

  • GI: Light probes and ambient (everything with SH calculations) match ground truth more closely now. (754898)

Found release note on 5.3.1p1 and 5.3.2f1 . Maybe fix of 754898 have caused the problem.

Unity replied to my bug report:
“We have been able to reproduce this bug and have sent it for resolution with our developers.”

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@HG_Kim The light probes earlier had different problems than this dark spot. Basically the light wrapped almost all the way around the probe to the backside, giving them no dark side. This bug was resolved and I believe this is when the dark spot appeared. Something probably went wrong in the calculations. I saw you and some others mention this doesn’t happen with indirect lighting, but I think it’s actually that indirect lighting is usually not strong enough to trigger the effect.

Here’s an animation of the dark spot appearing with only indirect light, though strong enough to burn the shadow side.2497840--172542--LightProbeBounce.gif

Top-down view so you can see the light doesn’t directly hit the sphere. It does not hit the probes the sphere
uses at the end either. (That only moves the darkspot to face away from the spotlight.)

@andrei-ichim Have you gotten an issue for it? Our bugs are probably the same. Some kind of wonky math gotten into the lightprobes.

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Here’s the issue: 760786

Hi! This is expected output when strong light is included in the light probes. Spherical Harmonics will exhibit ringing artifacts like this. 5.2 output looked smoother but it was wrong. 5.3 output matches external reference implementations.
If you light is fully baked, we have to include the direct lighting in the light probes or your lightprobe lit objects will appear too dark.

@KEngelstoft The effect is very noticable even without strong lights. This is a 0.54 intensity directional light. Left sphere shows lightprobe. The right sphere for baked reference. The baked sphere getting light bounced off the ground, while the lightprobes seem to not capture this, and instead get the dark artifact.

@KEngelstoft Here’s an animated gif of a default scene in unity with the original directional light with an intensity of 1. There are no other lights in the scene. It’s still wrong even with a lower intensity, but less obvious because everything is darker.

http://gph.is/1QLU9pa

Set up a scene with a floor, a cube to cast a shadow and a few light probes and you will see that something is wrong.

Just adding in my voice that this is a real problem. We’re getting black shadowing all over characters in our scenes even in the presence of strong ambient light.

It’s causing significant problems with all our levels. We’re watching this thread eagerly. I see bug report was closed as “By Design.” Really needs to be re-opened!

I see now that the bug I reported on this, and yours @andrei-ichim , has been set to “Status: By Design”. Does this mean that there’s no intention to fix this problem?

@KEngelstoft I understand some implementations can have artifacts and inaccuracies, but this is a bit much to be considered a viable solution. What was used for the lightprobes in 4.x where this wasn’t an issue? And is there a reason this solution won’t be used in 5.x?

Unity 4.7, no blackspots opposite lightsources, bounced light and light levels matches static geo very nicely.
I loaded the same scene in 5.3 and baked it there, it’s a huge step backwards.
Simple scene, boxground, static and dynamic sphere. Default Directional light and ambient.

I was playing around more with the scene where I had this bug and I noticed that if I set the directional light to blue, the bounce to 0 and the ambient color to white I get yellow on the opposite side of the light probe.
Is this by design? If I pick another color I will get the opposite color on the light probe’s dark side.

Edit: It’s a little more obvious with 0.5 ambient intensity