I set the majority of the objects in the scene to static, and then baked a light map. There are still the same number of shadow casters as before, which is bringing down the FPS. And even though I baked it, all the static objects still seem to use real-time shadows, and if I turn off CastShadows in the mesh renderer component, the shadow disappears, meaning the shadow wasn't baked. How would I go about fixing this issue?
#Baked Lighting
1 messages · Page 1 of 1 (latest)
Might be wrong, but I think the shadow baking is determined by light source settings(you can set to baked, real-time or mixed), not renderers.
I have my light source set as mixed
Well, then they would both bake and produce real time shadows too.
Also, the shadow caster count doesn't necessarily mean they contribute to the rendering right now. For that you'll need to look at the profiler and frame debugger.
Does this count as the frame debugger?
No. It's the statistics window. The most unreliable thing you could be looking at.
Windows - analysis - frame debugger. Or something like that.
And the profiler of course.
Is there a way to calculate the amount of shadow casters through the frame debugger?