Im changing modes in runtime and in edit mode too and I don’t see any changes in memory usage or vram memory usage in the profiler. Where should I see any increase in memory usage when enabling directional or directional with specular modes?
agree, should be in the docs or something somewhere.
the “Global Illumination Quickstart” docs haven’t been updated since like… beta 6. It’s tiring searching these forums for the little gems like this.
hi there,
i just gave lightmipping a first try (using unity 5 beta 18 on mac os 10.9.5).
“directional” lightmaps
using the standard shader (metallic) and “directional” lightmaps static objects receive real time shadows from dynamic objects which is fine.
although – if you have a closer look at the white, extruded cube – you will see that it gets some artifacts from real time shadows (at the bottom of the cube): it looks as if real time shadows get added on top of baked self shadows, so i guess that gi makes “MixLightmapWithRealtimeAttenuation” fail in the case that gi lightens shadowed faces?
“directional specular” lightmaps
if i switch to “directional specular” lightmaps i do not get any real time shadows on static objects which is a greta downer. is that a feature or a bug?
not supporting real time shadow with directional specular lightmaps makes pbs pretty much worthless in case you have some dynamic objects in your scene.
lars
This sounds like the bug with Mixed lights and Directional Specular. The bug and workaround are discussed in this thread:
http://forum.unity3d.com/threads/baked-mixed-lighting-missing-shadows-for-moving-objects.279713/#post-1848002
yep that’s the mixed light and directional spec bug , happen to me also , it’s fine when using directional only.
Excuse me for bothering with such simple question, but … Is this statement still actual for beta 21? I tried every possible combination of settings in lighting tab, graphics settings and Light object and sitll have only 2 textures for Directional Specular. Here is screen of settings I assume should provide RealTime Directional Specular (but still give only 2 textures with 4 samples…)



