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Question by
Krobill · Dec 02, 2010 at 10:20 AM ·
lightingalphabatchingvertex-lit
Why is lighting 'scaled' for batched & uniformly scaled & vertex lit & alpha blended objects ?
Hi all,
Stumbled upon a quite annoying problem with unity 3.1 It seems objects that are : uniformly scaled & vertex lit & alpha blended & batched with at least one other object with the exact same uniform scale ... have their lighting somehow multiplied by the uniform scale factor.
If you create a cube primitive, assign a transparent>vertex lit, scale it to 0.5 and duplicate it, you'll see it getting darker. With a scale of 2.0, it'll brighten.
I've seen somewhere that uniform scales for unity 3 would be handled by GPU. Does it have something to do with it ? Is there any known work around ?
It's really troublesome for iOS graphical production.
Thanks,
- Alain
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