#Bad Baked Shadows Quality
1 messages · Page 1 of 1 (latest)
On the left it is realtime shadow, on the right, baked shadows.
you have to set the lightmap quality somewhere.. i think it was in player settings
yep
Player -> the platform you want to build for -> Other Settings foldout -> Lightmap Encoding
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
that is already set to high
i think you meant lighting settings cuz the folder where the scene is only has the currently baked data but i set the compression to none and i set the lightmap resolution to 60
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 😔
on the android/ios page?
also second thing: not the baking setting, i meant the baked texture
i can change that?
well the textures have max size of 2048
you can check the import settings in the inspector
if it's same for mobile platform then idk
yeah idk 😔
i even compared the settings from the pc renderer and stuff
cant find why the baked shadows are so low quality on mobile renderer
Maybe also check the URP asset
What does the baked shadow look like on PC renderer?
they look like perfect shadows
lemme send u a screenshot
the shadow of the cube in front of me is baked, the player shadow is realtime
That looks too sharp for baked light, is the light mode mixed or static?
Mixed
Btw this is the baked shadow from the pc renderer, the one from mobile is all the way up
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
so that will make the mobile renderer have better shadows?
didnt work when i put baked i have no shadows
No, but that should make the pc version looks like your mobile version, theoritically
Did you bake the lightmap?
Baked shadows will always be worse at capturing detail, that's why mixed mode is there
But it is no less expensive than realtime shadows
You xan increase lightmapping resolution (not "max size") to increase the accuracy, but you will run out of memory for lightmap assets before they match realtime/mixed shadows
So basically you have to live with it, and work around it
did you set light to baked and objects to static? also you can light dynamic objects without realtime if you use lightprobes/apv
if you strive for performance that's the best afaik
although if you want realistic shadows cast from dynamic objects then that wouldn't work
Yeah
Like when i swapped from the pc renderer to the mobile renderer the baked shadow quality instantly got worse
I didnt rebake it or anything
Arent baked shadows supposed to be performance friendly since they dont get recalculated every frame?
Also it correctly captured all the detail, the only problem/bug is that when i swapped from my pc renderer to my mobile renderer, the same lightmap data etc.. had a worse visual
Still didn't find a way to fix it 😔
they probably meant mixed lights
I thought mixed lights were just like baked shadows if the object is static and realtime shadows if not static
yeah i know one thinks that by default but it's actually not
"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."
Oh so mixed lighting is basically useless
based on this image taken from manual, you can try to use Shadowmask mixed lighting mode
it is already on shadow mask