decentraland / unity-explorer

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[QA] Emissive light too strong or missing in some wearables #1725

Open anicalbano opened 1 month ago

anicalbano commented 1 month ago

Explorer Alpha build versions:

v0.20.0

Issue Description: (As reported on slack)

Emissive light in some wearables is too strong and making the colors blown out. In some other cases, the glow of wearables is missing or is lower than it should be.

Conclussion: the emissive light overworks in some wearables and is missing on others

My address to check with my wearables: 0xd545B9E0A5F3638a5026d1914CC9b47ed16B5ae9

Evidence:

https://drive.google.com/file/d/19q2snjXHVT5LZsOIJmHBD90fRqSOgSIe/view?usp=drive_link https://drive.google.com/file/d/1LMBJgXZ5WaYAGKO0oHqR2K6AzUPcGYQ_/view?usp=drive_link https://drive.google.com/file/d/1rHHjRWAAJEOFCuFHOjJZvJND0yaBzvuu/view?usp=sharing

https://github.com/user-attachments/assets/22dff065-15ef-4ec0-a9ba-eeffa463bd90

https://github.com/user-attachments/assets/4e97d2a6-1a17-400c-a9e6-7c5f88b34597

Additional Notes:

GBirch33 commented 1 month ago

image So the one of the left is Lit and the right is Toon.

This proves my theory that the values provided through Toon shader will produce the expect result. So I assume that old renderer has a different evaluate of emissive materials, which isn't PBR compliant whereas ours is, so changing the shader isn't a wise decision.

Further investigation is required, especially since Scene shader is in a similar/same situation.