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Edges/Seams/Shadows ugly with Mobile/Diffuse shader
Hi,
After creating a model of the wall with windows in Blender and importing in as fbx into Unity 5, baking the lighting in a scene with multiple point lights the result is rather ugly with edges/seams darkened like in the image attached.
The texture is a simple 1024x1024 uniform colour image. The shader is Mobile/Diffuse
I tried setting Normals to "Calculate" and increasing the smoothing angle in import settings.
This is what it is supposed to look like (rendered in Blender) - a simple painted wall with a window:
What could be the problem causing these these dark "mouldy" patches along the edges in Unity?
And do you get this with other shaders assigned to the material also, or just $$anonymous$$obile/Diffuse? Are your textures set to clamp or repeat? Do you have an AO script on your camera?
Answer by LuckyStreak · Oct 19, 2016 at 09:03 PM
Did you ever manage to fix this issue? @routitsm
I am able to fix this issue if I switch the lights to real time, but I want to use baked lighting.
Your answer
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