Baked Light issue (URP)



PostProcess
There’s going to be a night vision mode in my game where you can see the dark areas. so far i have been achieving that just by adding a color adjustment override my post processing volume and turning up the Post Exposure value to “illuminate” the dark areas (this just brightens it up but it has been working surprisingly well until now). i have stumbled on my first issue regarding the night vision mode: when i turn up Post exposure in Color adjustment override, in the darkest areas of the map(which are the farthest areas from the light source) i start seeing the artifacts. as you can see on the bake photo with post processing, there are illuminated areas mixed with defected areas with artifacts. what i want to achieve is to just get rid of the artifacts in these areas. Thank you in advance!

This is an issue of lightmap quality or compression quality settings.

I believe they’re in player settings.

Do know this may increase the size of the lightmap files.

sacb0y is probably right. Lightmap Encoding Quality is under Player Settings in Project Settings. Lightmap compression quality is in the Lighting Window.

Here’s the updated photo with all of the lightmap compression set to minimum and quality set to maximum. wo what is happening in my scene is that meshes closer to light sources have much higher quality lightmaps and meshes which are located far from the light sources seem to have lower priority thus having much lower quality lightmaps. this photo is the area far from light source.

this one is close to the light source no issues as you can see

Those still look like compression artifacts to me. Can you try disabling compression entirely?

Show your light map packing, this might be a lightmap scale issue?