Hello!
I am working on a VR game for the Oculus Quest (Android) using Unity 2019.2.19f1. I am using the Low Poly Trees asset from the asset store. For the Oculus Quest, it is important to bake as much lighting as possible due to performance constraints.
The low poly assets look great with realtime lighting, but as soon as I switch to baked lighting, dark artifacts appear on the hard edges (attached image). This is with a single mixed directional light, with all pictured assets marked as static. I’ve attached my lighting settings as well.
Things I’ve tried so far:
-
Changing the lightmap resolution
-
Changing the lightmap size
-
Changing the asset import settings to not generate UVs (they are generated by default). This helped a little.
-
Changing the asset import settings to increase padding.
-
Changing the global padding settings.
-
Changing the indirect count.
-
Changing the bounces.
-
Changing the filtering to use a higher blur (this also helped a bit).
I just wanted to double check here and see if anyone else has experienced this issue or knows how it might be solved. Thanks for your time!