#Baking lighting in unity looks terrible
1 messages · Page 1 of 1 (latest)
check your lightmap uvs. If the plane is too big, it's a normal result for 1024x1024 lightmap
Thanks, I’ll try that when I get home
Max lightmap size will not directly affect much lightmap space you'll have
When reaching that limit, another lightmap is created so it affects how many lightmaps there will be versus how big
But with very large lightmapped surfaces it can't split the surface into two lightmaps without a seam, so it's forced to shrink it instead
That said lightmaps are very inaccurate for direct shadows, and very inefficient for surfaces where the required detail varies a lot
If you have a huge plane with almost no sharp shadows on it besides one, the resolution of the plane's whole lightmap will need to be big to capture just that one shadow accurately