Day Cycle and LightMapping

Hi there,

I'm making a game with a day cycle (Like Zelda 64 Ocarina of Time) and my question is.

Making a realtime shadow consumes a lot computer process. Can I bake a few lightmaps and 'blend' according to the sun position? Like sunset, sunrise, midday? Or there is another way to do it better?

You could try a 'horizon map' & shader? Basically it's a texture that holds two values: what time the sun touches it and what time the sun leaves it. A shader can then interpret this and shade appropriately given the current time.

You could use Deferred Lighting. It supports one Directional Light with realtime shadows and lots of other lights without realtime shadows.

Take a look at the reference for quality and performance optimization:

Shadows in Unity and Directional Shadow Details.