Steps to reproduce:
- Download [Internal link] project (pull LightBaker branch)
- Open Market-Nighttime scene
- Make sure that Double Sided Global Illumination is unchecked in the material properties
- Make sure that Auto Generate and Progressive Updates are unchecked
- Bake lighting using CPULM or GPULM
Expected result:
- Lightmaps are correctly applied to world geometry
Actual result:
- Lightmaps are lacking indirect bounce, and are incorrectly composited. Errors are thrown in the console (see [Internal link])
Notes:
- The following error is thrown in the console: Metal: Fragment shader missing texture binding at index 0 (unity_Lightmap / Universal Render Pipeline/Simple Lit)
- When baking with the GPULM, the following errors are thrown:
[BakePipeline::BakeStage] Bake took 17030.24ms and failed with code 5.
#0 GetStacktrace(int)
#1 DebugStringToFile(DebugStringToFileData const&)
#2 (anonymous namespace)::RunBake(void*)
#3 Thread::RunThreadWrapper(void*)
#4 _pthread_start
#5 thread_start
- Clearing baked data, library folder, GI or shader cache does not fix the issue
- Observed in 582a02a42f59