If you use baked Global Illumination (GI), troubleshoot light leaks.
Lightmap leaking results in noticeable lighting discrepancies in dark indoor areas adjacent to bright outdoor lighting.
Light leaking appears as unwanted illumination in shadowed areas due to incorrect lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary texel assignment.
Warning: UV overlap detected on the following GameObjects: [GameObject Name]
.To resolve lightmap leaking, do the following.
You can increase Lightmap Resolution to improve texel coverage and reduce light leaking.
Note: Lightmaps use mipmaps. So, while there may be no leakage at high resolution, leakage can occur when the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary moves farther away and a lower mip level is sampled. Therefore, it’s important to ensure sufficient texel spacing between UV islands depending on lighting conditions.
If you can’t adjust resolution, modify lightmap UVs in a digital content creation tool by following these steps:
High Gaussian filter settings can introduce light leaks. For detailed solutions on adjusting these settings, refer to Troubleshooting lightmapping artifacts.
Light leaking is often caused by meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary overlap rather than filtering issues.
To adjust scene geometry, do the following:
Light probe leaking occurs when a probe from a bright area affects an object in a dark area, or vice versa. This issue is most noticeable near walls or other occluding geometry when the probe density is insufficient.
Objects lit by light probesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary appear too bright or too dark compared to their surroundings. This issue often occurs in enclosed spaces, such as rooms or shaded areas, where light is expected to be blocked but instead leaks in.
Light probe leaking occurs when the interpolation of light probe data incorrectly assigns lighting from one area to another due to low probe density.
This issue commonly arises in scenes with a sparse Light Probe GroupA component that enables you to add Light Probes to GameObjects in your scene. More info
See in Glossary. For example, in a bright outdoor environment, a probe-lit object in a shaded area can incorrectly sample lighting from a nearby bright probe, making it appear out of place.
To resolve light probe leaking in Light Probe Groups, do the following:
To increase light probe density, do the following:
Refer to Place Light Probes with the Editor.
By default, Unity determines which light probes to sample using the center of the GameObject’s bounding box, which can cause incorrect lighting in sparse probe networks.
To adjust the Anchor Override property, do the following:
The Light Probe Proxy Volume (LPPV) component places probes at a custom density within a GameObject’s bounding box.
Use LPPVs sparingly, as they increase the computational load at runtime.
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