Hey Everyone. I've been having a hard time really nailing down exactly what is going on with my light bakes in Unity and that may just derive from my lack of understanding of what all the light settings are meant to achieve.
I have posted an example below to "illuminate" exactly what is happening. Notice the left image where my normals seem very defined and my roughness responding as expected. When I bake that light the normals turn flat and black while I appear to lose the roughness effect entirely.
My meshes are marked as lightprobe and lightmap static while my directional is set to mixed and my point light is set to baked. I am using the point light here for illustration but I would expect my baked lights to be acting more like the preview light but obviously baked in.
Other settings:
Deferred Rendering.
Linear Color space.
Lighting Tab:
Realtime GI (checked)
Baked GI (Checked)
Mode: Baked indirect.
Lightmapper: Progressive.
Lightmap size: (1024)
Directional Mode: Directional.
AO (Checked)
Reflection probes are also set to baked.
Reflections:
Replies
Side note: That color you used for the background of your images is freaky, looks like the image is highlighted lol
Side note: haha I just sampled some random point on the door. Going for that "IMPACT PLS HELP" effect :P
Check this out though. Only one side of my meshes are being affected by the directional light. Wat?
I also crunched a bunch of videos on Unity specific lighting from Brackeye's and Sykoo so I think I have a better understanding on what exactly was happening. I guess for whatever reason I never had much of an issue when I was using UE4 so I never really dove into what is actually happening with the lights. I'll post up my results after I go through and groom my scene again.
In terms of Rabid what Unity told you is essentially what you've done by using Shadowmask since the light is now in mixed mode. So that is why your light no longer affected the other side of the wall, due to the baked lighting. Doesn't really explain why your maps didn't reset on movement. Try going to the Generate Lighting and there should be a drop down on that button and set it to Clear Baked Data.
I thought that was just because I was using Mobile haha. Weird, polycount must be playing around with their forum features.
Thanks guys. I'll mess around with the baked data stuff.
I do find it rather strange that they have all these reflection probes/light probes to make static lighting an option yet it dunks on your pbr materials by spitting out your normal maps as flat and basically eradicating your gloss maps simply due to a lack of any realtime light vectors.
Reflection and light probes are a different story. (You could experiment with using reflection probes for your walls, if that's possible, but it would require a lot of trial and error and I'd guess a realtime/mixed light would probably still be cheaper.)