Different impact groups of objects that use static realtime gi lightmaps?
Hello :
I have a question I'm using Realtime gi lightmap baking for static objects. And I have a question
Is there something like lightmap layer? What I mean: I have one small object inside other bigger, I would to have it realtime static lightmap baked but I dont won't to affect each other Cause I would to disable enable them, So then Object inside will be black if I deactivate object outside. Is there any way to set lightmap objects groups or layers that dont affect each other? So when baking light unity will not take account one group oclussion etc on other group, but both groups still have lightmaps
Second way of using it: If there are mult scene settings where static objects overlap each other, We have Seasonal varation scenes, and one main scene with lightprobes. I put all scenes in editor and bake light d ata asset together, it works... but if on scene 1 and scene 2 are objects that are in the same position and are static, then when we load scenes in single mode, the objects have bugs cause from light baked together. Light have to be baked together on multi scene setup cause in other case lightprobes dont affect other scenes.
Is there something layer affection lightmap thing in unity?
Best Regards
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