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Irregular shadows with baked GI on tiled surface
I'm working on a building for an arch viz project. I've imported a maya model and I have unity calculating the lightmap uvs and the normals. Everything is static and I have one baked mode directional light.
I'm seeing strange patchy looking shadowing on the square tiles on the outside of the building when I am using baked GI. It looks fine with realtime GI. I'm monkeyed with all the settings and nothing fixes the problem. Looking at the uvs for the realtime GI they seem to flow smoothly but the uvs for the baked lightmap seem to be segmented in a way that appears that could possibly be the cause of my baked lighting issues?? Can anyone tell me what is going on here and what I might do to resolve this.
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