Weird lighting problem in Unity 5

Hi,

I’m using Unity 5.1.2 to make my game. Currently its in the testing stage. Unfortunately, there’s a weird lighting bug that made some part of the models in my game flicker and don’t receive lighting and become black. Here’s the screenshot:

FYI, we don’t use GI and no static object because the environment is looped when it is out of the viewport.

This only happened on some devices (Samsung Duos and Smartfren Andromax). And this artifact only happen after I upgraded from Unity 4 to Unity 5. In the previous build using Unity 4, it didn’t show up.

Can anybody help me?

Thanks in advance.

A little more information about the game:

  • I’m using the “Fastest” quality settings
  • Not using any shadow
  • Using a directional light without any baking (realtime)
  • Render mode : Important
  • Camera near clip = 0.1, far clip = 75
  • Using a custom shader which can curve the scene

Okay I’ve tried all of these to no avail:

  • Tried using mobile/diffuse shader
  • Tried changing the near / far clip
  • Tried moving the light closer

Guess - maybe texture resolution is too high for these devices?

Guess2 - Is there a normal map on the road? If so - remove and see if the lighting error is still there.

maybe a smooth edge on the ground object… try to turn your edges to “hard” in your modeling software

  1. The texture is just a 1024x1024 atlas consisting of the textures of the whole 4 types of buildings. I don’t think 1024x1024 is too big.

  2. There’s no normal map at all.

I don’t think so. The edge’s are already 90 degrees.

What makes me curious was why does this happen on Unity 5 but not Unity 4?

Thanks anyway guys.

You mean the smoothing angle in the mesh import? If that is set to 90, can you lower it (to say something like 40).

No, I mean in the modelling software. My bad, I read it incorrectly. In Blender, the edges are already hard. Again, this artifact didn’t show up in Unity 4, but in Unity 5, it runs rampant.

Have you referred to the update guide when updating from U4 to U5?

What shader do you have on the mesh and what shader were you using in U4?
What is your lighting setup - beyond no GI?

thanks. I’ll try looking at it.