Description

Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering.  Lighting will appear at incorrect angles.

Steps to Reproduce

Project has been attached for easier Replication & Reproduction. (See TileMaps.Zip)

  1. Delete all content in scene.
  2. Import a texture for a tilemap.
  3. Apply paper 2 settings.
  4. Create tileset.
  5. Create tilemap.
  6. Place tilemap in scene, flat (x as -90).
  7. Duplicate default paper 2D material with one that is lit. Make sure that the tileset is using a "masked" blend mode. Apply to the tilemap.
  8.  Place a bright point-light above the tilemap, observe results. Bug: light's radius is not fully visible against the tilemap.
  9.  Rotate the tilemap along Z, observe results. Bug: light's radius will rotate.
  10.  Place a directional light in scene. Set the directional light to be pointed directly downwards, towards the tilemap. Bug: tilemap will no be affected by the directional light.
  11.  Rotate the tilemap so that it's x value is no longer -90, but 0, observe results. Bug: tilemap is now lit by the directional light even though they are directed perpendicularly to one another.
  12.  Rotate the tilemap back to -90 along X.
  13.  Open the material applied to the tilemap.
  14.  Set the blend mode to "Translucent". Observe results. Tilemap will appear to be properly lit.

Expected: Tile maps are lit in logical ways regardless of their blend modes.

Result: When the material's Blend mode is set to "Masked": Point / box / spot light radius is not fully visible against the Tilemap. Tilemap is affected by directional lights at incorrect angles.

Community References

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Won't Fix
ComponentUE - Gameplay - Paper2D
Affects Versions4.204.21
CreatedNov 19, 2018
ResolvedAug 18, 2021
UpdatedAug 18, 2021