Precomputed GI Baking GI Problems - Hardedges, different information of light in meshes and tiles.
Im making a city for a isometric point of view game.
At first i wanted to work only with precomputed GI but a constant shadow casting of 1500 + per framerate make me start to work with Baked GI too.
So i build my level streets with a tile system, then to avoid any obstraction of the camera i made buildings cut in half (to assets - Base + Top) so when the player run behind them the Top of the building Fades.
The problem is that when i bake the scene, Base and Top of this special building bakes different tones between them (static "on" on both objects) and the same happens between some of the tiles.
I tried different things but nothing seams to prevent this.
Any advice our solution?
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