#Bad Baked Shadows Quality

1 messages · Page 1 of 1 (latest)

finite flicker
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I just switched from pc renderer in urp to mobile renderer since im porting my game to mobile, but i have one problem: my baked shadows now have terrible quality, like worse than realtime shadows. I tried to change numerous settings, but nothing made them better :( please help

finite flicker
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On the left it is realtime shadow, on the right, baked shadows.

torpid light
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Player -> the platform you want to build for -> Other Settings foldout -> Lightmap Encoding

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additionally maybe also go to the baked lightmaps (should be in a folder where the scene is) and set the lightmaps compression/max resolution there

finite flicker
finite flicker
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on my pc renderer i set the lightmap resolution to 40 and it had a really good quality so i dont think thats the problem 😔

torpid light
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also second thing: not the baking setting, i meant the baked texture

finite flicker
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well the textures have max size of 2048

torpid light
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you can check the import settings in the inspector

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if it's same for mobile platform then idk

finite flicker
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yeah idk 😔

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i even compared the settings from the pc renderer and stuff

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cant find why the baked shadows are so low quality on mobile renderer

torpid light
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Maybe also check the URP asset

finite flicker
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alr

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yeah no doesnt have much options about baked shadows

torpid light
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What does the baked shadow look like on PC renderer?

finite flicker
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they look like perfect shadows

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lemme send u a screenshot

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the shadow of the cube in front of me is baked, the player shadow is realtime

slim jackal
finite flicker
slim jackal
# finite flicker Mixed

if its mixed, there's chance that it's actually rendered using direct shadow on PC and using lightmap data on mobile.
You can try switching the light mode to static to force the static shadow on PC, and add another directional light for dynamic shadows

finite flicker
finite flicker
slim jackal
slim jackal
cyan shell
torpid light
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if you strive for performance that's the best afaik

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although if you want realistic shadows cast from dynamic objects then that wouldn't work

finite flicker
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Like when i swapped from the pc renderer to the mobile renderer the baked shadow quality instantly got worse

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I didnt rebake it or anything

finite flicker
finite flicker
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Still didn't find a way to fix it 😔

torpid light
finite flicker
torpid light
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"In the case of Baked Indirect and Shadowmask, the direct lighting contribution behaves just like a Realtime Light, so you can change parameters like the color, intensity and even the Transform of the Light. However, baked values are precomputed, and cannot change at run time.

For example: if you bake a red Mixed Light into the light map, but change its color from red to green at run time, all direct lighting switches to the green color. However, all indirect lighting is baked into the light maps, so it remains red. The same applies to moving a Mixed Light at run time - direct lighting will follow the Light, but indirect lighting will remain at the position at which the Light was baked."

finite flicker
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Oh so mixed lighting is basically useless

slim jackal
finite flicker
slim jackal
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Oh right, you want to make the mobile version to look as good as PC version
try changing that to anything other than shadowmask then, like distance shadowmask.
That will come with lower performance though...

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android quality setting use shadowmask as its the cheapest to render iirc