Hey Guys,
I am using Unity 5.3.4f1.
As the title suggests I am having all sorts of issues with baking GI in Directional specular mode. If you take a look at the two images below both of these have the exact same lighting settings except one is Directional mode = Directional Specular and the other one is Non-Directional.
The Non-Directional one looks a lot nicer, in particular there’s less pixelation and dark patches.
Now I realize that using Directional Specular effectively halves the available space on the light maps but I don’t think it should be making that much of a difference?
The other thing to note is that the objects in my scene have albedo/diffuse and normal maps but NO specular maps. I am in the process of creating spec maps to add into the scene see if that’s the problem.
Also note that I am using Amplify Texture (for virtual materials) and Alloy shaders plugins. However these obviously don’t cause issues in Non-directional mode and I have tried the scene without the use of these plugins and getting same results.
Lastly I am using Deferred lighting if that helps!
If anybody has had the same issue or knows what the problem I’d love to hear about it.