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About baking lights.
Hello, can anyone explain to me, how does this really work? As I understand, when baking, unity takes everything around light source (i.e. walls, floors etc.) and looks how light affects them, and kinda save those new textures (with shadows and light on them) as a replacement to standart ones, right?
But what's happening with light itself? shall I, like, disable shadows or I gotta leave the shadows on, but unity will not process shadows from that source onto surroundings, it will only calculate moving objects (player)?
Actually, it does not bake everything. It does bake what you selected for the process.
A lightmap texture is a texture with the type lightmap. It does not replace the initial texture. It is used to apply the baked shadow.
Yes, after backing, disable the shadow for the objects with baked lightmap. The light itself is a GameObject that is still in the game.
From experience, a lightmap is associated with the scene where it was baked. It's hard to reuse it in another scene.
Thank you, sir! But what would you suggest in thius case: there are some point lights in my tavern. Is this possible to lighten the load on recources by baking shadows, but in such a way that they will persist for, let's say, player?
In theory, yes, but you will have to use real-time lighting for the player. It's also quite awkward to do. Basically, make sure to mark everything you want to lightmap as static in the inspector, and it should more or less come out for you. I recommend testing it with a smaller scene, and seeing what happens when you try a few things.
But I'd have to disable shadows from light after baking, as axCed said...
Answer by h0stis · Mar 14, 2014 at 02:23 PM
If you want your light to affect the player(if it is a 3d person view) you can bake light probes. Actually, I can't say if the shadow cast by the player will be visible, but in any case you can use a fake shadow or dual lightmaps. What is the better only tests can show.
Yes, it is a 3rd person view and player shadow will be visible. Something like that:
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