Hi there,
I am lighting a complex scene aimed at high end platforms. It is an outdoor scene so I only have a directional light in the scene. When I use baked lighting mode I get amazing crisp shadows for my static objects. However I get no shadows for dynamic objects. When I switch to mixed lighting, all of the shadows are created in runtime no matter if I choose shadowmask or baked indirect in my light mapper settings.
This is probably an understanding question but I was wondering if I could use baked shadows for static game objects and real time shadows for dynamic game objects?
Not sure about other pipelines, but in HDRP, there’s cached directional shadows, which treats static objects as cached source and stores in atlas, thus making much much less expensive and dynamic objects as real time shadows
Additionally, if you don’t have such option, switching directional light to OnDemand and writing simple script to update shadows per 0.3 seconds adds wild performance boost
Hi, the shadowmask baking mode should be what you’re looking for.
However, you also need to change the Project Settings → Quality → Shadows → Shadowmask Mode from Distance Shadowmask to Shadowmask (not supported by HDRP).