Baked lighting on low poly assets leave dark artifacts along edges

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!



The developer got back to me and recommended that I try out an alternative baker such as Bakery. Made a huge difference. I highly recommend it.

1 Like

Hey, Bakery gives me blurry and distorted edges. May i ask what parameters you used?

Yeah, i’m experiencing that problem too with some low poly models, but it’s worse in my case. I’m trying to find a proper solution, but there was not much i could find. Only with Realtime GI seems to be normal. I tried increasing the resolution and reducing the shadow bias, but it was still there. Not sure if anyone knows if there is a proper solution (outside of Bakery).

In case you ask:
The models i downloaded are from Kenney.nl: https://kenney.nl/
Unity version: 2019.4.8f
These are my Scene Lighting settings:

UPDATE: Yes, i ticked Generate Lightmap UV on the models and it solved some problems, but the black artifacts still persisted, especially on the buildings (i used the same lighting settings). Also notice that the shadows are a bit distorted, too. I still need that solution, if there is any. Thank you for your time, by the way.