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Question by eriksvedang · Feb 26, 2012 at 12:02 AM · lightmappingbeastdaycycle

Making directional light affect light baked surface in forward rendering

Does anyone know how to make a directional light affect a light baked (static) object in Unity?

What I want to do more exactly is: 1. Bake the scene with just ambient lights to get some general shadows/occlusion for static objects 2. Add a dynamic "sun" when playing the game that adds color to the surfaces of those static objects (they should not cast real time shadows)

This "sun" is a directional light that I rotate and change the color of over time. All of this actually works fine when using deferred rendering.. but shouldn't there be a way to make it happen in forward rendering too? Point and spot lights seem able to affect the surfaces with light maps, so why not the directional light too?

Thanks,

Erik

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Answer by Dreamora · Feb 26, 2012 at 08:46 AM

bake the new lightmap type in 3.5.

The 3.4 type lightmaps which only store the diffuse color of the light will cancel out any realtime pixel light effects (specularity, bump), there is nothing you can do about that beside using Dual Lightmaps which will disable the lightmap in close proximity

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