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Question by JGriffith · Feb 26, 2013 at 07:56 AM · lightingshadowslightmappingrealtimebakedlighting

How do I proplery set up my scene and settings with light mapping to get the effect I want?

I've spent a lot of time playing with and reading about lightmapping. I'm trying to figure out if what I want to do is even possible and the best way to go about it. I think I understand how dual lightmaps work but am unsure if that is useful for the effect I want to create.

First, the scene is very dark, it's all indoors and there is very little(virtually 0) ambient light and no directional light. Everything comes from stationary point-lights, with the exception of 1 spotlight that only effects the player and 1 small point light at the player's feet that effects everything except the player. All of the surfaces are bumped specular, and some textures are procedural(Bitmap2Material), I have no preference on the procedural load settings if that matters here.

Basically, what I want to have is very nice lighting and shadows you can only get from light mapping on all the static objects in the scene. Then somehow have all the dynamic objects cast realtime shadows on everything from the same light sources that cast the very pretty baked shadows.

So I guess the question is, it this possible, and if so how? Logically one would say no its not possible because of the way light and shadows work, I'm saying I want to cast a shadow on a surface from a dynamic light without actually casing any light on the surface. BUT, from my understanding of how unity actually handles shadows, seems like it actually would be possible.

I don't really care how this is achieved. If I have to set up layers or 2 sets of lights or w/e else, that is fine. And performance really isn't a big concern either.

Thanks in advance, PS> Been working with unity for a year now and this is the first time I've actually needed to post a question, usually they are already answered. :-)

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