Hi all !
I have a scene with a realtime sun (directional light) and rooms with baked spotlights. When my sun (directional light) is tagged as realtime, the baked lightmap in rooms turn off. When I switch my sun (directionnal) to baked, the baked rooms turn on. When my sun is realtime, i can see the lightmapped rooms in the “baked” global illumination view. Seems like it is disabled in shaded mode… Is it gonna be fixed soon ? Can I have a realtime sun with baked interiors ?
Same here in forward rendering mode if the realtime light is a directional like j.baeza described.
Deferred works like expected.
Changing the realtime light to a spotlight seems to be a workaround, too.
Both screenshots with forward rendering, simply switching the light type:
(Similar outcome with realtime GI, but blown out, because the shadows aren’t respected.)
Thanx Findus for your reply ! Yes i did not precise that in deffered everything was ok
Thanks for the screens ![]()
Do you know why the realtime irrandiance is brighter than the baked one (when computing is over) ?
The realtime irrandiance (while computing) is clean, bright, quite perfect for me and when the baking is over, it suddenly turns dark, compressed and blutchy…
One more great catch Mr Findus! Reported it and assigned to devs
Can I get repro for that?
Your lightmaps are good. Are you provide lightmap UV for your scene or just let unity creates it? ![]()
Thanks, and thanks a lot for passing it on! To be fair, though, it was j.baeza who found it first.
I make my own UVs ![]()
Please teach me how to get custom lightmap UV work in Unity ![]()



