Steps to reproduce:
1. Open the attached project.
2. Open the Assets/Scenes/SkyOcclusion.unity scene
3. Look at the GameView with the Camera in the scene
4. Using the Rendering Debugger, Display the Bricks in the Probe Volume section
5. Notice the seams between the purple and orange bricks
6. In the Lighting Window, and Adaptive Probe Volume tab, disable SkyOcclusion and Generate Lighting
7. Notice that the seams are gone
8. Open the Assets/Scenes/ShadowMask.unity scene
9. Look at the GameView with the Camera01 in the scene
10. Using the Rendering Debugger, Display the Bricks in the Probe Volume section
11. Notice the seams between the purple and orange bricks
12. Look at the GameView with the Camera02 in the scene
13. We are now seeing the realtime shadow, since we moved closer to the scene. Notice how the seams are gone, because we are only looking at baked indirect lighting, the anti-seam mechanism works for this.
Actual results:
A clear seam is visible between subdivision levels when looking at ShadowMask and SkyOcclusion:
[Internal link]
ShadowMask :
[Internal link]
Expected results:
ShadowMask and SkyOcclusion data should be interpolated between subdivision levels, creating a smooth transition
When only using Baked Indirect, the data is interpolated : [Internal link]
Reproducible with versions:
Not reproducible with versions:
Can’t test with versions:
Tested on (OS):
Notes: