The title is pretty self-explanatory. When generating an EnvProbe it only applies the green channel and makes my shadows get a green tint to them. Probes in the already existing levels don't have this problem and they seem to work fine. I can even copy these and import them to my own level (Obviously they still have the original scene's info baked into them but my point is that they work as intended) however trying to regenerate said probes to get a cubemap tailored for my own scene, causes them to become green again.
Here are some screenshots that can explain the issue better than me:
Yes, I'm using a grass texture which itself is green, but you can clearly see that the probe is not functioning correctly and is not capturing the sky (first image). In the second pic, instead of green, the indirect lighting should've had a blueish color and in the third one (which is a local probe this time around) the green square should've been light blue instead (the probe itself has also not picked up the road and the pond next to it. Even though the probe area clearly covers them.)
Here are some screenshots that can explain the issue better than me:
Yes, I'm using a grass texture which itself is green, but you can clearly see that the probe is not functioning correctly and is not capturing the sky (first image). In the second pic, instead of green, the indirect lighting should've had a blueish color and in the third one (which is a local probe this time around) the green square should've been light blue instead (the probe itself has also not picked up the road and the pond next to it. Even though the probe area clearly covers them.)
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