Just upgraded to unity 5.3 and there are a couple of things that aren’t working as expected.
First, if the Graphics API is set to D3D9 and I have a reflection probe set to Realtime the convolution seams to not work correctly. If I have the Graphics API set to D3D11 or OpenGL or the reflection probe set to bake it works as expected.
The slower update is because we are now correctly convolving the cubemaps. This is a much more expensive operation and the new code has been heavily optimized.
i get errors in clustering
Failed executing external process for ‘Clustering’ job.
and in light transport
Failed executing external process for ‘Light Transport’ job.
I cleared the cache ran again and it worked .Cleared cache again and ran and went back to failing
I’ve also set my Default Parameters to Very Low Resolution without success and Auto Build is off. If I turn off Precomputed GI, I don’t get the “Clustering” error but I get a “Bake Runtime” instead.
EDIT: Forgot to mention that I just updated to 5.2.4
The Reflection Probe works completely fine in Unity 5.2.X, However since Unity change it to GGX in 5.3.X, I get the very oblivious cubemap seams issue on the reflection probe.
It is funny that this problem was gone in Unity 5.4 Beta 6, however when I upgraded to Unity 5.4 Beta 10 the same cubemap seams appeared again.
I’m using an old Macbook Air. The window bar on top of unity editor show it is using < OpenGL 3.3 >.
My Macbook supports SM 3.0 and still get the cubemap seams issue.
Either the realtime or bake reflection probe has seams issue. The realtime probe get the worst problem. Also the default skybox cubemap from Lighting Window has the same seams issue as well, i believe that is a baked cubemap.