#Baked Lighting

1 messages · Page 1 of 1 (latest)

spark maple
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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?

eager helm
spark maple
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I have my light source set as mixed

eager helm
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Well, then they would both bake and produce real time shadows too.

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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.

spark maple
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Does this count as the frame debugger?

eager helm
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Windows - analysis - frame debugger. Or something like that.

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And the profiler of course.

spark maple
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Is there a way to calculate the amount of shadow casters through the frame debugger?