getting clean lightmapped shadows

Check out the shadows cast by these boulders, on my light mapped terrain. They are blurry. perhaps because lightmap resolution is low or perhaps baked bounce intensity is too high. But I dont know where to adjust these settings. In the lighting tab, the only resolution setting I see is under “Baked GI”, called"Baked resolution". Increasing this setting from 20 to 40 and re-baking made almost no noticeable difference. what am I missing? Do quality setting pre-baking determine the bake quality? Before baking, when my real time directional light is enabled, shadows looks quite good. After baking, you can barely see the shape of the shadows. Especially from up close, it looks blurry. I need to re-bake shadows at a higher resolution, but don’t know which settings to change. help me out!

I’m guessing your terrain is hitting the atlas size limit, that’s why raising the baked res doesn’t improve things.

ill try increasing atlas size and re-baking. What exactly is the Atlas?

Unity tries to fit as many of your UVs in a square space, or Atlas, so that they can all have their lighting baked in a square lightmap texture.

So a single UV can’t be larger than the maximum atlas size, because unity would have to break the UVs to do that, and that would introduce weird seams.

how do i check the size of the UV’s? ps im new to lightmapping. UV’s are the individual images that come together to form the entire lightmap. correct?