Unity 5.3 GI problems

Hi guys.

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.


(you can see the seams of the cubemap)

Second, if I have static objects and the General GI → Directional Mode set to Direction Specular I get this weird lighting.


(bottom row is static)

Third, everytime I tweak ambient light or indirect intensity, the scene takes 3/4 times longer to update whether in 5.2 it was almost instantaneous.

I don’t know if i’m doing something wrong or I’m missing something but it was working great on 5.2.

If you can take a look at this dummy project to see if i’m missing something i would appreciate it.
https://drive.google.com/file/d/0BxzmXjBI6v-7aTlHTTNHTG5JbWc/view?usp=sharing

i have the same problem,wait for the answer

Also when bake lightmaps I have “Failed executing external process for ‘Light Transport’ job.” error.

@isntaname please file a bug report, this should not happen.

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.

Hmmm, that’s ok then, but what about the other 2 problems? Am I doing something wrong?

I don’t think d3d9 SM2.0 can do seamless cubemap lookups (missing texCubeLod instruction), so by design.

I was expecting something like that. But why it works fine if the reflection proble is set to Bake instead of Realtime?

Please take a look at question 2 also. Thanks

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

Hey guys,

Just to add that I am experiencing the same issue. Here are my lighting settings:

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

I’m sorry for posting without a contribution but I just feel like somebody should tell you that this thread is specifically for 5.3 GI issues.

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.

Are you using baked or realtime probes? Because that problem shows when I use realtime probes.

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.

2558675--178135--ReflectionProbe_Seams.png

I’m also seeing seams on my cubemaps on iOS: