Hello !
I have been trying to wrap my head around Unity’s light baking, and so far I’m having a really hard time doing it. I have a basic scene I’m making to test it out : simple interior scene, a floor, some walls, a roof. It’s enclosed, meaning I expect it to be absolutely pitch dark. That would be easy if it was only an ‘inside level’ → no directional light, and not ambient sky. The thing is I want it to be seamlessly integrated in an environnement, like the inside is a house, very dark, but I can leave it and have some sun and ambient lighting outside.
From my research, the way to do this is 1) baked lightmap (indirect only) for the static objects 2) light probes for the dynamic ones (otherwise they will receive the default ambient light).
Now if I set the sun as baked, easy enough, i get the expected result (the roof is hidden on all images) :
But the obvious way to do this is to set the sun as mixed right ? → dynamic casting on dynamic objects, baked light on static objects.
Nope. Much worse. From my understanding, it is because the baked walls stop casting any shadow (what you can see here is caused by the contact shadows post process, but the true shadow look like this (realtime) :
So my question is why do the static objects stop casting shadow ?? I only bake indirect, and I see no real world situation where I would want this, I still need them to cast shadow on each other and dynamic objects, otherwise their baked indirect (for the static ones) and light probes (for the dynamic ones) don’t have any effect.
I really hope there’s something I don’t udnerstand, because I have been losing so much time over this…
Thanks a lot for the help !