Baked light

why isnt my unity unityinginging

Can you provide more context about the problem and your desired outcome?

my lightmaps are messing up only on certain static objects

Unity’s lightmapper suck ass. Like really suck ass to the point why it even exist to this point. Just use external tools/assets

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idc about profanities, but have any free recomendations other than bakery, i have AM Radeon GPU.

i am also using magic light probes.

Are you using URP or Built-in render pipeline? if its URP check your light limit per object from URP asset.

Urp, light limit is 8, but i only use emission as my light source.

I mean it’s a bit out there but I did create a plugin to bake light maps in blender.

But requires the light maps to be applied via material blocks, so I’d say it’s only a specialized use case.

Otherwise I’d like to see what you’re UV texel density is like on the second UV Map (you can view it from the debug view in the scene view).

If your texel density is too low it can create artifacts and light bleeds.

Another issue can be light bouncing off the back face of meshes. Unity light mapper has a pretty horrible bug that it doesnt properly calculate light bounces from a back face. Now in theory an environment shouldn’t have any back faces visible to the player, but things go wrong and they sneak through which can cause issues.

Finally, another common issue is the topology of your model. When a face is made up of very long, thin triangles that have been separated on the UV, it commonly creates artefacts as they reach sub-texel thickness, meaning the light mapper has difficulty knowing what color to apply.

Hm, I dont use blender for my maps, I use ProBuilder.