Murshid Posted May 11 Share Posted May 11 Hey everyone, After migrating from Unity 2020 to 2022, I was trying to bake multiple terrains to impostors using the "Ortho capture" method. The texture was always turning out washed-out/white and incorrectly rendered with blocky-ness and flip. After a bit of trouble shooting I realized two things: Fog was active and density was high during conversion. Had to comment out the UPPipeline flip code block. Added the following piece of code to OrthographicBake.cs should mitigate it: // New member variable private static bool m_FogActive; // In LightsOff() m_FogActive = RenderSettings.fog; RenderSettings.fog = false; // In LightsOn() RenderSettings.fog = m_FogActive; Commented out the following (or add a less-than version define!): #if HDPipeline || UPPipeline Material flipMat = new Material(Shader.Find("Hidden/Gaia/FlipY")); flipMat.SetTexture("_InputTex", m_tmpRenderTexture); RenderTexture buffer = RenderTexture.GetTemporary(m_tmpRenderTexture.descriptor); Graphics.Blit(m_tmpRenderTexture, buffer, flipMat); Graphics.Blit(buffer, m_tmpRenderTexture); RenderTexture.ReleaseTemporary(buffer); #endif My Unity version: 2022.1.23f1 Pro Pipeline: URP 13.1.8 Build platform: Android Hope that helps someone. Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now