I have a few rooms with lamps and I need them to flicker. But I’m developing a mobile game, so even 2 dynamic lamps with shadows (otherwise light will bleed into other rooms) would completely kill performance.
I’ve tried to play with lightmap settings and only managed to bake indirect only while actual light is still realtime. I remember in UE 4 there’s a feature - you can bake a light as mixed and then control it’s intensity runtime without light calculations (it doesn’t really control light, but intensity of the lightmap so even with 0 intensity indirect light would be still visible)
Is there such feature in Unity? Or maybe there’s something similar in asset store?
That’s mixled lights with shadow set to shadowMask mode: Unity - Manual: Lighting Mode: Shadowmask
However, just like as UE4 “stationary” lights, these still count as per-pixel lights. Only shadows and indirect is baked, but the light itself is still rendered in real time. It doesn’t change the intensity in the lightmap.
Thank you for replying!
Oh, shadowmask isn’t available in URP that’s why I didn’t noticed it. Perhaps I should switch back to built-in pipeline
URP supports subtractive shadows, if those work for you: https://docs.unity3d.com/Manual/LightMode-Mixed-Subtractive.html