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Question by Bratveja · Nov 10, 2017 at 10:51 AM · unity 5texturelightingunity5lightmapping

Is it possible to keep the same lighting but baked?

Hi! I don't think the title is very clear so I'm going to try to make it as understandable as possible! Is it possible my lighting to look like this alt text alt text

but baked? Right now when i bake it there is some black spots, really dark angles, textures becoming dark and flat etc... My lighting tab alt text

lightingoptions.png (54.3 kB)
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Answer by chrisb1976 · Nov 14, 2017 at 08:32 AM

It can be very difficult (impossible) to exactly match realtime lighting with baked results, but you should be able to get close.

  • For a start, I would lower your settings so that you can do some quicker tests. Lightmap size to 1024, Lightmap parameters to VeryLow, no final gather. This will make it much quicker to bake, and give you a good overview of how the bake is looking. Once you are happy with this setup, you can bump everything up again (be careful that increasing the settings can slightly affect the atlasing, so you may end up with slightly more lightmaps)

  • Then make sure that all your assets have a well-unwrapped uv2 channel. You can use the auto generate in the import settings but I highly recommend creating your own.

  • Make sure all your assets are set to lightmap static, and your lights are set to baked or mixed.

  • For the reflections, you will have to set up some reflection probes

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