Gridmap has broken lightmap at certain angles

Godot Version

4.3

Question

I am trying to bake a LightmapGI for my Gridmap level. It looks great, but at certain angles the lightmap gets ugly, like the UV2s are altered or decimated.

I’ve tried tweaking the LightmapGI node’s Quality, Subdiv count, Environment mode, Interior, Directional; at this point I think the LightmapGI is working fine. So next I’ve tried to remove LODs as the camera is somewhat far from the Gridmap’s origin, but this didn’t work and I would like automatic LODs. I am using a triplanar material, though it seems to have no effect when disabling, or even setting UV2 to the same triplanar settings. I’ve tried disabling the skybox, using a standard skybox instead of this shader one.

This doesn’t happen for normal mesh instances so I do believe it’s an error of the Gridmap. I set up my gridmap to put walls on the layer above the floor, maybe that layering style is causing an issue?

Any advice appreciated, hope it’s not an engine bug!

Seems like bumping to Forward+ or Mobile fixes it, shame it’s so close to working perfectly in Compatibility mode as I would prefer.

always gl_compatibility issues…
yes it does cover more playable devices (typically old ones), but may have issues/differences like this

even on mobile(Android) with gl_compatiblity renderer. some particles wont spawn/visible (even without shaders ones). it’s so strange and forced to use Mobile Renderer for Android