I’m having an issue when baking directional lighting. Currently Unity 5.3.5f1 but it’s the same in previous versions.
I’ve created a basic test scene - mountain with standard shader material (diffuse + normal map) .
- Realtime
- Baked Directional Lightmap
- Baked Directional Specular Lightmap
As you can see - realtime and baked directional specular look very similar, but directional bake is significantly dimmer.
Why am I losing brightness and contrast in the directional lightmap? As far as I understand the results should be similar to realtime when the specular value of the material is 0. I get the same loss of brightness with non-directional lightmap too.
This is a mobile project so for optimization I want to bake the lighting without the significant shader overhead of a baked directional specular. Any help would be greatly appreciated!