Unity Lightmaps creates werid shadows around snapped meshes.
Hi, So Unity Lightmaps is up to it's shennanigans. My issue is that baking a scene causes the lightmaps to create shadows around the edges of tiled geometry:
The floors and walls are basically low poly planes that are vertex-snaped, and for whatever reason the lightmaps create this werid shadow marking the seams of the snapping.
This is how the scene looks on realtime, it looks flat in comparison because the bake has Ambient Occlusion enabled, but the problem persists even if that is turned off.
¿Has anyone ran into this or a similar issue? I'll attach bellow both the scene lighting settings and the lighting parameter configuration for futher insight.
Answer by Rootlan · Apr 27, 2020 at 03:11 PM
Here's my scene lighting settings
And this are the lightmap parameters config.
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