Fake light leaking from lightmaps

I’m working on a mobile game in URP. I have a house with several rooms and each one has a light switch for toggling that rooms lights. I’m baking the ON and OFF versions of each room into lightmaps and then toggling those lightmaps at runtime. This is working and performance is great.

However, I have lost some realism as the light does not seem to “leak” from one room into another. Here are screenshots of the bathroom lights on and off. When they are off, I would really like a bit more light from the hallway to leak into it.

Does anyone know a cheap way to achieve this?


More bounces, higher indirect intensity (maybe for that light only).

The hallway doesn’t look strong enough to have light bounce into the bath room.

@AcidArrow I don’t think that’s going to work because there is separate lightmaps for each on/off state for each room.

Hey,
Are you baking all of the rooms in seperate scenes, or are they all just in one scene you are baking with different lighting setups?

@Pema-Malling I’m using Bakery to help me bake separate sets of lightmaps for each room and then switching them at runtime. Everything works dandy, except for the lack of realism between an ON room and OFF room.

Ah, I can’t really offer much support with regards to Bakery. You could always try asking for advice in their main forum thread.

Perhaps you could solve your issue by baking even more sets of lightmaps for different combinations of lighting in adjacent rooms, but that might cause a prohibitively large increase in total file size.

As far as I remember, Bethesda did a kind of smooth blending between lightmaps for adjacent rooms to solve a similar problem:

Good luck :slight_smile:

@Pema-Malling Ah, yes, I came across the Bethesda video before - interesting indeed.