Hi,
I have already posted this as a bug report (Case 878049), but thought I would post it here as well (as the Being A Good Beta Tester docs tell me too!)
I have noticed that the Baked Shadow Angle property has a dramatically different effect in Stationary Vs Static light modes. I’m assuming that the static shadow is how it is supposed to look, and that looks great, it’s the exact kind of look I need for my game. The problem is that I can’t achieve the same look in Stationary Mode (ShadowMask mode, but probably others)
Static Light With Beautiful Shadow:
Stationary Light With Shadow…
The whole point of me baking in my shadows and lighting is not only to save computation time at runtime, but to produce better than realtime lighting. Right now, I’m not so sure the Stationary mode is offering this, with regards to shadows at least.
Any help is appreciated in terms of settings to improve the Stationary mode, but I’m guessing this is something that will need to be looked at in the engine code.
Some Notes:
I have tried to keep the setups as similar as possible, the only real difference (apart from the lighting mode) is the intensity I set on the light (0.5 vs 1) in order to try and match the overall scene colours.
I am using quite a bright ambient light color and the Stationary scene appears very washed out with an intensity of 1.
As an aside, I’d be interested to know if the very different looks with the same light settings, but different modes is expected. If not, I can submit another bug.
Cheers,
Niall

