#Setting main light to Baked instead of Realtime makes everything dark.

1 messages · Page 1 of 1 (latest)

gilded grove
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As title, when the main light is set to baked (and after baking) the scene looks like it does on the left, when it should look more like it does on the right (same light settings, render settings etc, just with realtime instead of baked.)

I've looked through my render pipeline asset and can't find anything that seems incorrect. Can't find anything online about anyone having this issue either 🤔 (screenshots of relevant settings attached)

haughty nebula
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The objects may not have been baked because they’re not set to static?

gilded grove
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yep, that was it, thanks so much lol (rookie mistake). setting the light to mixed seems to produce the best results with the character/other dynamic things in the scene too.

gilded grove
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well, I'm stuck again.
Trying to set up render layers so I can have a different light affect dynamic gameobjects (like the player) and a baked light for everything else that's static.
But I can't figure out how to get the shadows from the dynamic GOs (the player, and anything else that moves) to cast onto the static render layer.
I tried using 1 mixed light instead of 2 separate ones but for some reason unity doesn't seem to bake anything when using the mixed light (i.e. everything is being calculated in real time, even GOs that are static. I can tell because if I move the static objects around the shadows move as well). which defeats the purpose of having baked lighting at all.

stable path
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You can't use rendering layers to do what you describe, but instead it's a problem mixed lights are meant to solve

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Mixed lights are for blending baked and realtime lighting, for either appearance or performance reasons, but can do it in different ways depending on the mixed lighting mode